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ask-the-crimson-king · 5 months
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Tales from Black Crusade... Kind Of
It's been a while since I've made any sort of post like this, be it Warhammer TTRPG related or other-TTRPG related. For those who are wondering or care, I am currently in 3 campaigns -- playing in a Pathfinder 2e Campaign, and DM'ing a Dragonlance game and a reboot of an old campaign that I've wrote about before here on Tumblr.
That campaign being Black Crusade, which fell apart almost a year ago now. But we tried a reboot, and some things are happening.
This will just be a mini-post about one snippet of last night's session, purely because the scene was just amazing and I'd like to try and share it with other humans.
However, before I can even do that, I'll briefly introduce the player characters, even though the scene in question only really involves two or three of them:
ZACHARIAH CAIN - Former World Eater, current diabolist attached to the 17th Host of Word Bearers. Has recently mutated a lot due to the destabilizing presence of a Slaaneshi daemon prince, and is on the verge of either ascending or becoming Chaos Spawn, neither outcome seeming very appetizing.
SOHN'IK ERINACEUS - An Emperor's Children raptor who is all about extreme speed and is generally always in a good mood. Happily will run into danger for fun. If you get the meaning behind his name, you get a cookie. Also as an aside, this character is unironically genuinely amazing, their player plays him SUPER well and he's a treat at the table. I'll discuss his exploits in a later post, potentially.
SOLOMON GRUNDY - Death Guard who was attached to the Lords of Silence and generally doesn't remember much about his life because he died and came back holding a seed from a Barbaran oak tree. Grundy also has befriended a tiny nurgling and is the fire support for the party.
Finally, and potentially controversially,
ARTORIAS - I would list out all of his names but there's too many. Artorias is a renegade Custodian who was lost out in the Warp for millennia, its exposure slowly breaking down the geneforging that locked his mind into being happy to be used as a tool and weapon of the Emperor. He was later found and convinced that his way was a way of slavery, and that he could find freedom elsewhere. He acts as a hidden guardian of Apostle Ans'ar of the 17th Host.
Artorias deserves a post all on his own. Some people may be rolling their eyes but bear with me, I promise his lore is not completely gary stu cringe. I allowed it because the campaign is being done in Wrath & Glory, and the party is at Tier 5, and there was some acceptable homebrew to make a Custodian. Trust, I am generally someone who likes to err on the side of canon and lore. Plus my player really wanted to make a renegade Custodes, and I didn't want to "no, but" him, and it's led to some really great storytelling and moments in the campaign.
BUT this tale is not about Artorias. This is about the current exploits of our new band of Misfits.
Zachariah sends out a call to try and get the ear of Kor Phaeron. Already this may sound insane but bear with me. The party has come up with a very long-winded plan that involves the creation and maintaining of several Warpstorms in and around the Eye of Terror. There's several other aspects including Titan Legions, Knight Houses, the Dark Mechanicum, at least three other Legions [not in their entirety, but a decent showing of force], and potentially the Blood Pact, but that would require maybe an additional 5,000 words to explain the context for.
The party is in pretty good standing with the Word Bearers, and they needed someone who was a very adept ritualist with a large reach to assist in this endeavor. So they shot for the stars and, with dice on their side, they got what they wanted.
One of my players happens to have a very good voice for Kor Phaeron, and he offered to take up the role for me. He's played the old bastard in the past for a campaign, so I agree to let him do it. I set the scene a bit so he can understand Kor Phaeron's current mindset, and he gets to work.
I basically tell him where we last had seen him at the end of Throne of Light, explain how he probably feels in the aftermath, and a couple of additional campaign-specific details.
I cannot express in words alone how this man nailed his character so pristinely.
Zachariah gets in contact with the Dark Cardinal himself, and invites him to this grand theatre of war that he, the 17th Host, and the small band of Misfits are putting together alongside allies within the Emperor's Children. Most of the plan he is relaying is the brainchild of Solmon Grundy and Sohn'ik Erinaceus, with some add-ons by Zachariah and Artorias. It's a very, very ambitious plan, and one that, if executed very well, can and will work. What he is not saying is how this is all connected to an insane idea that the Apostle currently has, because the Apostle knows it's an idea that could absolutely get him killed and the 17th disbanded.
Kor Phaeron takes a moment to think. He then asks why he -- and his Legion, in particular -- would really be interested in such an engagement. Surely this is something the III Legion can handle on their own. Why should they be meddling in this great conflict to come?
Zachariah says that there could be glory to be found in an alliance here, and that Kor Phaeron's own expertise is needed. The old man says that he cannot see how, and presses Zachariah on why this conflict matters so deeply to him. Again, this sounds like the business of another Legion, yet he's speaking with urgency and is trying desperately to sway him. Surely there must be something else here.
And then Zachariah makes what we in the industry call a "Gift of Gab moment".
Zachariah sells out the actual intentions of his Apostle.
And immediately my player who's playing Kor Phaeron starts doing his villain laugh.
"He said it in character, I do not want to do takes-backsies, let's roll with this."
I could feel everyone tensing at the table and I decide to have Ans'ar, the Apostle who just got sold for 62 cents, jump in and try to defend and explain himself.
Kor Phaeron then says, "You have from the time I walk from my personal chambers to the strategium deck to explain the reason for the 17th not deserving chastisement or reorganization."
They can hear the tread of his heavy boots upon the decking and the clicking of his claws as he speaks.
So he tries to sum up everything neatly and as swiftly as he can, with Zachariah occasionally butting in to offer some extra details. Out of character, the table is tense and everyone is saying "oh fucking no".
What is the plan that could get all of them absolutely wiped without a second thought? Well.
Ans'ar and several other Apostles have come up with a plan to force the primarch out of his seclusion using a massive ritual. They need the ritual to go off because they hope to empower Lorgar so that he can kill the burgeoning Star Child and also bring a measure of order to the Warp.
With such a daring plan, there are obviously many ways for this to go wrong, but if it goes right, it means Lorgar is out active in the galaxy again, and that could be bad news if you're depending on him not being out and about for the next while.
Kor Phaeron has heard a few murmurings and rumors about a number of Hosts who seemed to be conspiring about something, but the nature of it was mostly veiled or it seemed not to be of great interest. And now he is very, very interested.
Of course, involving Kor Phaeron would absolutely and inevitably mean that the cat would get out of the bag at some point, but this was absolutely not the time. This was just supposed to be a quick "will you help us?" and if he said no, proceed without him. This was a Hail Mary, a "hey, wouldn't it be hilarious if we could do this?" and I let them roll for it.
If he DID say yes, they tell him the plan when the pieces are already in place and the board is set. That way, even if he objects, there's not much he could do to stop it or interfere.
In this instance, the pieces have just been outlined, nowhere near to being put into place. Which now means that Kor Phaeron can now have free reign over the entire plan and twist it to his whims.
SOOOO now Kor Phaeron has a very vested interest in knowing all the ins and outs of this plan, when it is being conducted, and by whom. He expects all of these answers when he meets with Ans'ar in person. He tells the Apostle that he is, for now, "grounded", and is to remain in place until Kor Phaeron arrives.
And right before he cuts contact, as he enters the strategium and everyone hears the tensing of Terminators in greeting, he has a few final words for Ans'ar in quiet Colchisian:
"My son will not return by your hand."
The connection drops dead.
Plans begin changing fast. The nature of Artorias's very existence is a secret to all but those within the Host, and if Kor Phaeron finds out, then Ans'ar may be in bigger trouble than planning a massive primarch ganking ritual. However, at this point, Artorias is demanding to be at the Apostle's side as part of his honor guard once Kor Phaeron arrives. So is Zachariah, as one of his Masters of Possession, much to Zikar-Sin's protesting.
Grundy & Sohn'ik both have to depart in order to begin organizing their parts of the grand plan -- Sohn'ik to try and find and recruit the Riotous Host, Grundy to go find the Lords of Silence. Of course, other allies are also being contacted -- we're going to be having a small cameo next session of an Alpha Legionnaire from a past player who just couldn't schedule the game in -- but I'm very excited.
Now I get to plan out a LOT of potential networking, combat, and the arrival of the bastard himself. That's all going to be very fun.
Since his PC is going to be Away -- not a decision made so he could continue to guest NPC as Kor Phaeron, that was already decided on before Zachariah's PC decided to be like "hey, could I try Skype calling him?" -- Grundy's player will probably be playing him again with me handing him some rough bullet points and notes on what I want to have hit with him.
Very excited to see where this goes, we're only a few sessions away from the end. Will the party have a skill issue and die in this massive confrontation they planned? Maybe. Odds are they probably will. BUT I trust them not to. They can be very keen strategists.
I hope you enjoyed this tale, I'll try to post these on occasion if things of note happen. Expect one for Dragonlance to be posted soon as the party is about to confront Dragon Emperor Ariakas at Sanction.
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Going to talk about subnautica and subnautica below zero for a minute. Now, i love the games, the speculative biology is very interesting, and of course I love a lot of the fauna...
But to every rule, there is an exception. Now, I do not hate any of these because of any actual criticisms, i love the work the teams have done, but because of the frustrating experience with these animals like-- i love the Chelicerate from a design and ecology point of view, but those things made me so very anxious. The shadow leviathans and I became enemies pretty quickly, as did most of the violent leviathans. But thesewere dissuaded pretty easily with a quick shock or maneuvers. The crabsquid's echolocation creeped me out so many times...
BUT. Two beings hold my hate unlike any other creatures. In the first game, I absolutely hated Warpers. I usually played creative mode in that game, and they were always the one thing that could grab me and freak the fuck out of me when i was near the structures. Then there's the roofie fish. At least, that's what I call them pretty consistently. They're actually the lilypaddlers, and they do a similar thing as the mesmer, but nooo all the mesmer wanted to do is eat me and it was pretty easy to avoid. The roofie fish on the otherhand would completely hijack my vision and send me swirling and spiralling. Damn, i hated those things. Design is one of my faves, love the concept and ecology, but goddamn that part of me that got invested in Robin's story hated them
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wutheringmights · 3 years
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I just read the newest chapter and I loved it! ♥ ♥ ♥ I was wondering if you had some hcs about the engineer that you could share?
Awww I'm glad you like it! I just spent 5 minutes trying to figure out what "HCS" meant before realizing I'm a tired idiot who can't read lol
But yeah! I got some headcanons for the engineer/Spirits I can share!
These headcanons are a mix of things I generally believe for any iteration of the Hero of Spirits and a few things exclusive to CTB. It's pretty obvious which are which.
Technically this is slight spoilers since most of this is not mentioned in-story, but Warriors is a such a self-centered asshole that I'm not sure when I can get him to explicitly ask about Spirit's backstory lol
This got super long and kind of just became me talking about Spirits's entire backstory, so enjoy:
Spirits is sixteen during the course of Spirit Tracks, mostly because that was the vibe I got from him when I first played the game (I made him younger for CTB)
He's not descendant from Wind (who I maintain disappeared instead of settling in New Hyrule); instead, he's Aryll's great grandson
His family name used to be Outset, but when everyone who originally immigrated from Outset island took on that last name, they changed it to Aryll to reflect the family matriarch
So Spirit's full name is Link Aryll, though there is a branch of his family that uses Macaryll instead
The Aryll/Macaryll family is huge; everyone has at least six aunts and uncles on all sides of the family and they can trace back how they are related to Aryll
"I'm Grandma Aryl's third son's second daughter's fifth child." -someone Spirits is related to, probably
He actually never met his great grandmother; she died before he was born.
Spirit's dad was full-blooded Lokomo while his mother was Hylian; his mother passed a few months after he was born after never truly recovering from childbirth while his father died in a fishing accident when he was eight
He went to live with an aunt and uncle who owned a general store; their relationship was polite at best. The aunt and uncle told Spirits upfront that they intended to give the store over to his cousin when he was older so Spirits needed to come up with his own life plan
Spirits didn't necessarily mind since he never wanted to work in a store for the rest of his life, but the ultimatum made it clear that they didn't care for him like a son
To this day, their relationship isn't strained and he doesn't hate them. But whenever they meet, he's overly polite; they're more acquaintances than family
He's cool with his cousin though. They have different interests so they aren't best friends, but they're okay.
Spirits also always had his spirit-sensing abilities. It's really like a sixth sense to him, as normal and automatic as seeing and hearing; he actually didn't realize this wasn't normal until he was a little older
His abilities at this point are limited to sensing vague ideas of a person's spirit (if they're light or dark, etc.), and seeing ghosts (which are really rare. You have to have a lot of power yourself to become one)
(Note: I'm not the only one who headcanons Spirits as having spirit sensing abilities; if you know who can up with the idea, please let me know so that I can tag/credit them!)
The elder of his village told him that select Lokomo had minor spirit sensing abilities, and those who did were traditionally made elders of their villages; being more of a follower than a leader, Spirits adamantly dismissed that idea and refused to be trained on how to hone his spirit senses. He also never learned any of the religion behind it
Which was a little worrisome since his abilities are way stronger than most
Besides, he's always liked trains and it's been his dream to travel around the kingdom as an engineer; being some town's elder would get in the way of that
Anyway, Spirits had to pass a written exam before being accepted as an apprentice engineer, so he's very studious and has a lot of drive (pun unintended?)
He went to live with his Uncle Niko during his apprenticeship in another town; Niko isn't related to him, but he's been a friend of the family for so long that everyone secretly thinks he's actually related to someone and they just forgot who
Niko is his real family, hands down. Those two are as thick as thieves and bring out the wild side in each other
A preteen Spirits used to think Niko was a little lame and kind of embarrassing, but now that he's older, he's all for Niko's weird old man-ness and has even picked up on some of his weird old man-ness himself
That being said, they're both disasters. Neither can clean or cook or do any kind of housekeeping and their shared house is cluttered with Niko's art projects and Spirit's half-finished tinkering
Growing up, Spirits had no idea he was related to the legendary Hero of Wind; Aryll died before he was born, but even in life she was filled with too much grief over her missing brother to discuss it often. Within the family, being related to the Hero of Wind is a rumor at best.
Of course, Niko knows but keeps it a secret from Spirits; once he got back from his LU-adventure, Wind told Niko about the curse of the Hero's Spirit. Then he went missing post-New Hyrule's founding, which really drove the terror of the curse home. Niko thought he could keep Wind's family from falling victim to it by not inadvertently encouraging them to follow in Wind's footsteps
So Niko kept it a secret
And obviously, that didn't work
Spirits' quest to save New Hyrule resulted in him realizing that he needed to embrace his Lokomo heritage and get a handle on his spirit powers; Anjean gave him a little training during his quest but afterwards he traveled around the kingdom to find as many people as he could with abilities like his
They were all really excited to teach him what they knew, especially the religious aspects of the abilities; Spirits is still not the most religious person, but he at least understands and embraces the cultural significance of what he is able to do
This is where he learned how to read a person's Spirit to get an idea of their life experiences and the kind of person they're like; he can also detect where a person is without having to put much effort into it
At Zelda's encouragement, he also got more sword training from the Castle Guard. She offered him a place among them, but he turned it down in favor of remaining an engineer. He still helps around as a swordsman when he can and will act as Zelda's body guard
Speaking of which, he and Zelda are 100% in love. Their relationship started out as puppy love but over the years as matured into a deep connection built on mutual respect
When he's working on designing new engines or parts for his trains, he occasionally brings his drafting materials to the castle gardens so that he can work alongside Zelda; sometimes she falls asleep leaning against his arm and he has to be careful not to shake her awake as he works
Whenever she need to go anywhere in the kingdom, she rides in his train and teasingly criticizes his conducting; he takes a lot of pride in his conducting, but he lets her get away with it since her critiques are objectively hilarious
He keeps a tiny pictograph of her taped to his dashboard
But there's a bit of a problem with their relationship, and it's that he doesn't know if he wants to be the prince consort or not. He does love her, but that would mean giving up being an engineer in favor of being stuck at the castle all of the time
Plus, he's doing great as an engineer; he's saving up to open his own garage that produces his own train designs
Eventually, he leaves for the War of Eras
His experiences with Warriors leaves him more sure than ever that he doesn't want to be the prince consort, resulting in him ending his relationship with Zelda shortly after he returns home
It hurts for a long time to be around her since all of his old feelings keep coming back, so he keeps his distance for a long time; it takes a few years for him to go back to hanging out with Zelda as friends
But now she's approaching marriage age, and he spends a lot of time when he's on body guard duty super jealous of these princes and ambassadors from foreign kingdoms who try to court her
But again, he knows he can't be in a relationship with her so he respectfully and silently pines over her (I'm just a sucker for pining, okay?)
Okay, more random headcanons that are a little less sad
Spirits likes super spicy food, but since he can't cook to save his own life, he just eats whatever he can get his hands on
He's super dirty all of the time, just the epitome of scrappy; there's always a smear of oil somewhere on his person
He actually really hates bathing and only keeps his curly hair in check to comply with train safety regulations
He's really polite and a little shy, but once he loosens up, he gets talkative and personable
He's also very contemplative; he likes conducting so much because he gets to spend long stretches of time alone with nothing but his thoughts
His trauma/stress response is to shut down; he goes quiet, loses energy, and sleeps for longer periods of time
He tends to gravitate towards socializing with people who are older than him, which gets him labeled as being no fun by his peers (despite having someone as cooky as Niko for a uncle)
Post-adventure, his best friend is Linebeck III. They're drinking buddies. Neither can really explain why they even like hanging out as much as they do
(I just like the idea of Linebeck accidentally getting attached to one kid and his whole bloodline getting forever tangled with Wind's; they're bros for multiple lifetimes)
Not only is Spirits good at designing and building new machinery, but he's great at tinkering; he can fix almost anything and will buy broken things on purpose just to have something to fix
No one really knows he's a hero; he doesn't like the attention and, at his request, Zelda did her best to keep his involvement with Malladus a secret
Because not many common people know about his adventure and records of New Hyrule are very rare, he's considered in Warrior's time to be a forgotten hero; some scholars believe that a Hero of Spirits may have once existed, but if he did, no one really knows who he was or what he did to serve the bloodline of Hylia
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spooky-activity · 3 years
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Just a little update on Cassandratopia 2: Electric Boogaloo (Or as it stands in my Google Docs folder rn, A Helping Hand). I’ll put it under the cut cuz it’s kinda long. 
I just wanted to say that I’m still planning on actually doing it, despite all evidence to the contrary lol 
I did Cassandratopia in a haze of graduating from college(where I was studying animation) and just having ended my first dnd campaign as a dungeon master (which went 3 years!). I was fishing around for internships, but since the pandemic had just kicked off I wasn’t having much luck. So I had a lot of creative energy that wasn’t getting channeled anywhere, and a lot of free time when I wasn’t applying to places. Which is how I did 4 pages a day several times per week. Which was insane. 
As it stands, I’m running 2 dnd campaigns(one meets weekly, the other every other week or so), and just scored a full-time internship at a video game company! The campaigns I’m running are a homebrew open world, which, for those of you who aren’t too familiar with dnd, is a metric fuckton of work to prep for each session because I have no idea what my insane friends and siblings are going to try and do every time we play. 
Anyways all this to say that my storytelling itch is kinda. Sufficiently getting scratched atm and I have a lot less free time. I’m still plucking away at the setting/refining the story of A Helping Hand, but it’s largely on the backburner. Cassandratopia was also, uh, like the first story I’ve ever told in any sort of format besides the give-and-take of dnd, so... I’m not used to having so much control over the narrative. Oddly. I’ve never thought of myself as much of a writer of stories; my main focus is character animation, so someone else is usually writing the stories I’m telling anyways, which is super cool with me. Honestly I’m surprising myself with how much I want to tell this story, which is why I’m still sure I’m doing it. Just. Slower. Than Cassandratopia got done. 
But I’ll share a bit of the lore I’ve been cooking up! Specifically about Zhan Tiri and The Drops. The story will be told in an extremely dnd type setting, because that’s the kind of narrative I’ve told before and am comfortable telling: hard magic rules, neat fights, scary monsters, a dash of eldritch horror, and huge emphasis being put on magical artifacts(kinda like in the show!). Here’s some stuff that’s basically locked-in. 
Zhan Tiri
Zhan Tiri is one of the many Demon Lords of the Abyss. She’s kind of a mashup of two of my favorite Demon Lords, Zuggtmoy, the Lady of Rot and Decay, and Pale Night, the Mother of Demons and Queen of the Night(with just a dash of Hannibal Lecter because who doesn’t like helpful, polite, manipulative-ass bitches lksjflkja;fj). Her domain sits almost exactly between the Sundrop and Moonstone, largely being the new growth that comes from death, and the endless cycle of life and death. Places where her influence is strongest includes the cracks in... Well anywhere really, from society to the planet’s shell, where metaphorical or physical rot could grow; musty, mostly ignored places where something could fester. Iconography related to her would include endless mazes, fungi, grasping skeletal hands, and rotting/blooming corpses. Her spores can animate corpses, which she likes to use as mindless minions when she doesn’t feel like sending one of her Acolytes. She shares a scrap of her power with those few mortals she likes. She appreciates ambition and the desire to Grow to be bigger than what you were to start with, as those are qualities she herself possesses. 
Incredibly intelligent and merciless to those she deems her enemies, her main thing is pulling the strings from the shadows and seeing just how far she can push people to act with as little prompting from her as possible. She does, however, have the power to kinda bulldoze her way through things if she needs to, but she doesn’t like to because where’s the fun in that? 
She first gained interest in the Material Plane when a Wizard with too much hubris from said Material Plane(Named Demanitus) contacted her trying to figure out more information about The Drops and how to control them. After indulging him for a bit, she started preparing to make a summer home on the Material Plane because it’s New and Fun here and Wow These Mortals are Really Fun to Mess With! And some of them she even genuinely liked! Demanitus then realized his mistake and locked her away in Pandemonium for what he hoped was forever, but turned out to be only around 1,000 years, due to the efforts of her followers. Her little stint in Pandemonium magnified the more... Chaotic aspects of her personality, so now she wants to cover the Material Plane in blooming mazes of fungal crops that she can break people with at her leisure. 
The Drops
The drops are two semi-sentient pieces of one original artifact, whose original purpose was to be a tool of creation for the gods. Which, through some great calamity(still deciding that one), got sundered and settled into the two basic aspects of creation: the nearly unlimited well of life-energy which organizes stardust into planets, cabbages, and kings, and the “you gotta crack a few eggs to get an omlette” destructive force which breaks down what the sundrop makes so that it can make more. 
The main goal of the drops is to reunite. I would want to as well if I was ripped in half! This manifests as a... General tug in the direction of the other drop. A desire in the host to Go That Way. It can be resisted, and even ignored for a bit, but it’s always there. Like being hungry if starving wasn’t a danger. Just a bit uncomfortable if you aren’t going That Way, but ignorable. 
Both drops generally try to be as helpful to their wielder as possible, as originally they were a tool of creation to the gods. They are innately obliging. They’re also REALLY UNSAFE FOR MORTALS TO BE MESSING WITH. The Sundrop is a little safer because the most it can do is kinda. Overcharge you into something distinctly not human but still alive, and King Fredrick was lucky he made the Sundrop into soup before giving it to Arianna. But King Edmund got his wholeass arm blasted off for touching the Moonstone. 
The Sundrop
Best I could whittle it down, the Sundrop has power over life energy, like the sun’s light. It also has power over the energy derived from geothermal activities, so deep sea creatures Are Not Immune To The Sundrop, which was a funny thought that crossed my mind that they could be, but that will likely never come up anyways salkdjf;ljsf It is, in its basest form, Growth and Progress. 
It’s a little sentient, but very much entrenches itself into whoever is holding it at the time. Like another mind looking through your eyes and seeing what you see/feeling what you feel while still retaining a bit of individuality from the host. It’s not... Parasitic because it’s in its nature to give, but it’s generally pretty firmly attached to whoever is holding it until they die( which isn’t usually for a WHILE. It ’infects’ a new host when one dies, usually a plant near their grave...) or until a solar eclipse. It wants what they want, but it’s very fussy so they have to ask it for power exactly correctly(like singing an incantation every time you want to heal someone, or doing a Ritual involving lots of very specific ingredients, Celestial Alignments, and Secret Words) or it won’t listen, like an orchid dying if the ph balance is off in the soil by a little bit. But it’s generally pretty intuitive to use, because it wants what you want and (as long as you ask right) is willing to help. 
Anyways basically under the influence of the Sundrop you get a few things: 
Basically limitless energy coursing through your body while you’re in a place with sunlight, which equates to rapid healing, mostly, because every cell in your body is being supercharged with free energy. Never getting exhausted in direct sunlight. (If Rapunzel lived in a place that was sunny 24/7 like near one of the poles she wouldn’t have to sleep like. until it started to get dark in the opposite half of the year. Then she’d have to sleep like a regular human being)
You stay at your prime, or if you are past it, revert to your prime. Someone who is holding the Sundrop, or who has regular access to the Sundrop’s magic can’t die of old age or illness. They have to be hurt beyond the Sundrop’s ability to heal or have it taken away from them. 
The ability to share this rapid healing with others (if you ask right)
The ability to freely draw on the raw, near-limitless energy of the sun to shape into things like cool-looking energy blasts (only if you ask right) 
The Moonstone
The moonstone has powers over varying levels of destruction: from destroying things by ripping them apart/ to Not Letting Things Be Destroyed(also known as protecting) by freezing them in indestructible rock. Like the moon, it can ‘reflect’ a bit of the sundrop’s power, so it can kinda provide energy, albeit a lot less than the sundrop can provide. It’s the inevitable march of The End of All Things, fertilizing the fields of time with the ashes of the old so the new can take root. 
The Moonstone is a bit more in the dark(pun intended hehe) when it comes to bonding with someone, it can only try to figure out what is going on based off the emotions of its wielder, and through anything directly touching the Black Rocks. Because of this it’s... Kinda dumb? It tries to do things to help(Like shooting red fear-rocks to try and scare away whatever must be scaring its wielder so badly) but often fails spectacularly at helping. 
Under the influence of the Moonstone you get: 
Mortals get Neat Body Armor that’s actually just you being turned into a rock! They are very fragile! They need to be protected! The best the Moonstone can do to try and preserve you is to Stop All Destruction by.. Pausing all bodily functions indefinitely. Rocks don’t need to eat, sleep, or breathe, and almost nothing can destroy you if you’re solid Black Rock. The weak reflection of the Sundrop’s energy keeps the host animated, but they’re not exactly alive anymore. Like cryostasis. Wounds (if any) acquired in this state won’t be a problem because they’re not messing anything up, because nothing is technically working in the first place, but they will be a problem when you’re not protected in this way anymore. It’s a cosmic ‘I’ll deal with that later’ button, essentially. 
Like the moon, the Moonstone can reflect the light of the sun. It uses its rock crystals to do so, which can even split the sun’s power into different shades, like a prism. Essentially, different colored rocks can mean new and exciting power sets. 
Blue Lightning! The Moonstone can reflect the Sundrop’s power, so it also has access to pure bursts of energy, even if it is weaker and colder. 
The Moonstone is very helpful, but usually has no idea what you want. ‘Asking’ the Moonstone for more control over its power in the same way you would Ask the Sundrop for more power reminds it of the perfect bond it used to share. The Moonstone’s incantation deepens the bond between wielder and Moonstone in such a way that it actually knows what you want from it, giving you near perfect control of its powers.
*This is kind of just a side note of the Drops: While the Moonstone is weaker than the Sundrop in an head-on fight, it could hold its own if it were on the defensive. Redirecting the power instead of trying to overpower and such.
** Cass made of rocks means I get to draw her skeleton :) not in every picture that would be fucking nuts and way too much work alskjdf;lkjs;fv
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scope-dogg · 3 years
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Super Beast Machine God Dancouga: Final Thoughts
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“It’s complicated” can be a big of a copout when you’re weighing up whether to recommend something or not. In the case of this show and its trio of follow-up OVAs, it genuinely is kind of complicated. There was a lot I already liked about Dancouga even before I started watching - several of its soundtracks have had pride of place in my music playlists for years now, while the robot itself has been one of my favourite super robot designs for just as long, that being mostly fuelled by the machine’s status as a long-time Super Robot Wars stalwart. The same series made me a fan of the head pilot Shinobu Fujiwara and his trademark warcry of “YATTE YARUZE.” That said, I already went in with my expectations tempered by other opinions I’ve seen the generally weren’t quite so favourable as my expectations might have been.
Well, now I’ve seen it. In many ways, I really did enjoy it - the music is even better in its proper context, it’s cool to see where all the moves that Dancouga busts out in SRW came from, and Shinobu and the rest of the cast are as entertaining as I might have imagined in the primary material. Above all else, it surprised me by throwing in some ideas that were pretty original by the standards of its time, and some that are unique even compared to the rest of the genre as a whole. I really did enjoy a good amount of genuine enjoyment from the experience.
That doesn’t mean, however, that I’m going to recommend it. In fact, I just straight up don’t.
You see, there’s a lot of bad to go with the good in the show’s original anime run, to the degree that calling it “a mixed bag” would be too disingenuous. A promising start with some pretty great animation and production values quickly gives way to a level of quality that ranges from mediocre to shockingly poor, not only by today’s standards but those of the time. I don’t know the behind-the-scenes story of the show’s production, but it’s blatantly obvious that they found themselves out of money hilariously quickly, and they end up limping along on a shoestring budget. Stock footage abuse, animation errors, and just cheap and shoddy-looking artwork in general pile up until the result is a production that looks genuinely amateurish at times.
It’s a shame, because it’s a disservice to a show that’s actually fairly interesting in a lot of ways. The premise of Earth being invaded by an alien empire isn’t new, but typically shows of this setup from this era of anime follow a predictable pattern - a squad of hot-blooded youngsters is promptly assembled, thrown into the show’s resident giant robot, and sent off to fight off the aliens for as many formulaic monster-of-the-week style episodes as necessary. Here things aren’t so simple - there is the requisite squad of plucky youngsters, but it takes time for the team to properly assemble and to master their machine - in fact, they don’t even combine into Dancouga until the show’s halfway in. That’s actually more interesting than it sounds, because it means that the individual machines that make up Dancouga get a lot more screentime than they otherwise would in a show like Combattler V, for instance, which is cool because each of the four different ones has a vehicle form, a bestial animal form, and a humanoid configuration. 
It also allows for the setting to be more interesting - humanity’s war against the Muge Zorbados invaders is more interesting than conflicts of this nature tend to be in old super robot shows. Instead of sending one gimmicky monster or robot at a time, the invasion comes in force, and the enemy takes over much of the world while the heroes of the Cyber Beast Force are still building themselves up. The war ends up being more of an asymmetrical war of resistance involving all of mankind rather than hinging solely on duels between the protagonists and the monster of the week. The invaders themselves are more interesting than usual as well, as the egos of each of the invading generals clash with one another. By far the most interesting villain is Shapiro Keats, a fellow member of the academy that the leads Shinobu, Sara, Masato and Ryo attended, whose megalomania leads him to betray mankind and defect to the aliens in a bid to elevate his own power and prestige and fulfil his own delusions of godhood. A lot of the challenges that the CBF face in the early parts of the show come more from Shapiro’s treachery and clever planning rather than gimmicky alien technologies.
However, while it has interesting ideas, the show never seems to be able to pull them off to their full potential. Ironically it’s Dancouga’s long-awaited and heavily-hyped arrival that heralds the death of much of the interesting elements to the story. In addition to being the biggest casualty of the show’s animation budget, Dancouga’s not implemented in a very interesting way in the show’s original anime run - whereas before battles were a test of the protagonists’ skill and strategy, Dancouga’s overpowering nature trivialises much of the action. It doesn’t help that its repertoire is limited to punching, shooting lasers, and on special occasions shooting a really big laser. As a result, the show loses momentum as it enters its final stages, as Dancouga just bulldozes over Muge Zorbados’ armies. It’s also around this time that the writers lose touch with what makes Shapiro Keats an interesting villain. He was compelling because of his sheer lack of redeeming features and total megalomania, yet more and more focus gets pushed onto his past romance with Sara, the show’s female co-protagonist. It seems like we’re meant to sympathise with him and her because of this lovers-to-anime arc, but Shapiro never ends up being anything less than a vile piece of shit with no redeeming features that leaves you boggling at what Sara could have ever possibly seen in him, and rolling your eyes whenever she’s shown to be struggling with having to fight him. Ultimately, the plot culminates in what must have been an awfully unsatisfying cliffhanger at the time.
However, that wasn’t the show’s real end, because it went on to spawn several OVAs. The first is Requiem for Victims, which portrays the final confrontation with Muge Zorbados. This is an immediate improvement in many ways, getting many things right that the show got badly wrong. First of all, the animation is far superior, as you might expect from an OVA - the difference is beyond night and day. Furthermore, it gives Dancouga some more interesting weapons and attacks to work with, and explores more of what makes it special as a machine beyond just being big and powerful. In spite of this, it also features the most fraught and exciting fights that it ever takes part in. Overall, it’s a massive improvement.
The peak, however, is probably the next OVA in line, God Bless Dancouga - taking place some time after Requiem, it’s got the best production values of anything with the Dancouga named attached. The story isn’t anything to write home about if I’m being honest, but it’s not bad either - if all you want is to see the characters interact with one another, then it ticks all the boxes. The animation is absolutely superb the whole way through, and while Dancouga doesn’t actually have a great deal of screentime, it makes it count big time when it does - chances are if you saw it use a cool attack in an SRW game, it got used first in this OVA.
I was really hoping that the OVAs could go three for three and pull off a great conclusion that’d make the time spent worth it, but that sadly wasn’t the case. Blazing Epilogue is a 4-parter that starts off promisingly plot-wise, but the production values are for the most part not up to the standards set by God Bless Dancouga or even Requiem for Victims - it’s not as bad as the original series, but it’s not especially good by the standards of 1990 when it was released. Worse is the fact that while the plot’s pretty good in episodes 1 through 3, it lets itself down for the finale, wrapping things up in an abrupt way that ended up making the whole exercise feel fairly pointless. It’s a total anticlimax and a weak way to wrap things up.
Of course, that wasn’t the absolute end, as the show got a modern sequel in the shape of Dancouga Nova in the 2000s, but I’m saving that for another day - it features all-new characters and is by all accounts very different from the original. As for the original Dancouga saga, like I said to open - it’s complicated. Personally, I think I enjoyed myself more than I didn’t - but I also don’t think that’d hold true for most people. I came to this already endeared to the robot, characters, and certain aspects of its presentation to the degree, and that helped me to power through a lot of the rockier moments in this so that I could see them in their original incarnation. For other people who aren’t super robot addicts like me, I just think the lows are too low and the highs aren’t high or numerous enough to warrant it being worth most people’s time.
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lady-plantagenet · 4 years
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What hasn’t already been said: The Spanish Princess 2
Episode 1: CamelNOT
[Lively Music Plays]
I shit you not... that’s what it said in the CCs.
Tower of London (?)
*Catherine looks at the array of crowns like a museum curator and the proceeds to strut down the halls*
Wolsey: *gives her this strange look which is a mixture between damn girl and the eagle is my spirit animal.
Then Catherine gets fake detained and taken to Henry in what must be a strange variation of the whole Robin Hood/Maid Marian roleplay they historically engaged in.
... did she just call his erhm manhood his kingship? Well that’s original, I’ll give them that. Also funny how Bessie Blount initially looks on in fright... don’t worry girl that will be you soon.
———————————————————————
*the four ladies have a brunch friendship moment together*
I see Blount is among them... I see they are setting her up as Catherine’s friend in order to play up the whole betrayal.
Alright. Jokes aside, I realised how much I’ve played myself. I was inspired by @melusineloriginale ‘s sporks (which if all this TSP episode posts got you in the mood for PG show mockery I urge you to check out here - you’ll thank me later). In truth, Henry VIII’s early reign is a bit too late from my main area of focus for me to make intelligent jokes.
I’ll content myself with just bullet-pointing random thoughts that came into my head, and if some intelligent thought gets through, well that would be the pinnacle. In any case I’ll aim to not parrot some of the stuff that’s already been said, repetition can get annoying.
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This image embodies this post, but maybe not the show. I’ve noticed those Starz productions get better by the end.
First Scenes:
- The recap just reminded me how much I will miss Margaret Beaufort in the coming episodes. I know her portrayal was innacurate but Harriet Walter just made everything better.
- They are making such a big deal out of this whole ‘we were crowned together, we rule together’ thing in this episode - it makes no sense. Catherine was an influential Queen but she was definitely no more than a consort and never saw herself as more.
- Ruairi’s new haircut is pleasing to my eyes.
- When she says ‘Abuelo’ it’s super adorable awww
The Ferdinand and Charles V scene:
- Bessie Blount looks so much like Ursula Pole lmao. Also they totally got the Pole children’s birth order wrong and UGH WHERE IS GEOFFREY POLE???
- I like Mary Tudor’s actress and her facial expressions. However, this whole polyglot image they are representing is innacurate. I am fairly certain she knew no spanish and I recall reading a contemporary account which said that she was not very learned.
- I’m pretty sure it would be considered bad luck to prematurely crown your son ‘Henry IX’ while you’re still alive.
- I actually like the whole Grape motif in this episode. It’s probably the smartest thing they’ve come up with so far for this episode. I know a lot of you will be all like ‘there’s no record of Ferdinand being abusive’ but this choice sort of makes sense when you recall Joanna’s treatment. Also I appreciate them for not being tacky and showing flashbacks of more overt abuse eg physical. The sugared grape is also fairly symbolic (the sugar is like a gilding, the grape easily crushable)
- OMG the guy from Garrow’s law is playing Thomas More!
- AND PLEASE PLEASE TELL ME IM NOT SEEING THINGS? Margaret Pole x Thomas More is happening?? Please god that is a historical crackship I am getting behind. Yes. This is what I’m most invested about.
Margaret Tudor and Scotland Scene:
- The whole ironic cutaway to Margaret being all depressed after Charles Brandon’s statement about her charming Scottish king is such a cliché movie technique.
- If this were a more artsy film I would think the whole setup resembling a stereotypical middle-class family breakfast was done on purpose for humorous effects or to create a link with the past. But here I don’t have as much trust in the producers. I think they just failed to capture the time period accurately.
- The modernisms continue: ‘Negassi please stop playing’ idk, there just something so modern about this for some reason ahaha
- Also again, I’m getting tired of all this ‘Catherine is basically queen herself’, ‘Catherine is a political genius’, ‘Catherine Catherine Catherine’ ugh. I don’t think the producers understand that Henry VIII was a very autocratic and traditional ruler. He didn’t make any show of joint-rulership (correct me if I’m wrong).
- The teeth thing is funny, smart and I liked it.
Back to Westminster:
- I like Ferdinand’s actor!
- Also Catherine’s response to ‘who are you loyal to?’ was not that smart. I feel like the producers wanted us to be impressed. What if Spain and England’s interests conflict, ey??
The Joust:
- I care too much for the whole Margaret Pole plotline. I’m so invested.
- I could watch a series of More and Pole just exchanging lines. I love the actors too and this is my hope for this series. The whole frustrated parents is SO CUTE.
- I didn’t know More tutored Reggie, I would be curious to know more.
- The way compton says groom to queen’s stool is freaking hilarious. He looks like a pervert.
- Henry Pole is a darling and must be protected at all costs.
- Oh Christ oh Christ that eyeball shot was just... good job on the special effects guys. Don’t know what the point of that choice was.
- I found the whole armour mentions after interesting, it looked so set up as a PR campaign because Stafford speaking about the armour just sounded like a statement agreed on beforehand ‘should have worn the same’ and the Catherine with ‘steel in the bones’ and Ferdinand’s impressed face (it was him playing them?)
- Am I giving this show too much credit?
- Also whats up with “God save the Queen?”
War Counsel:
- Henry VIII’s actor is quite charismatic in this scene. It’s almost as if Catherine is the hothead and Henry the wise one that speaks less but more significantly. It almost feels like they gender-swapped them.
The Bedchamber:
- Did Catherine breastfeed the baby? I thought it was Anne Boleyn. Doubtful... I’m tired of the trope of ‘you’re a good woman if you insist on breastfeeding the child yourself despite social conventions’. For a feminist show, the writers seem very attached to some 1950s perceptions of motherhood.
- I feel like the age difference between Catherine and Henry is well conveyed.
Scotland Again:
- ‘All the sheep were pregnant’ 👀 oh touché Margaret. oh my. Did she just?
- I know they are playing out this disenfranchised Margaret arc to reinforce how great Catherine and Henry are (cheap technique) and to build up to her involvement in Flodden (innacurate historically but I know what the show will do). But I will say this: the humour is pretty good in the Scottish scenes! But I know it’s unintentionally so... (I highly doubt they wanted us to laugh at Margaret hitting James or calling Alexander a pig).
Westminster and the baby chamber:
- What’s are those red splotches on the babies face??
- Oh that shot of Margaret and silent Reginald :((( it makes me sad.
- And now the Poles are at church! I just love the look of them.
- That scene of Maggie and Catherine was needed, as we didn’t get the best friends vibe much in this episode. The whole thing looked a bit pagan though, but it was nice :)
The whole Ferdinand’s betrayal segment:
- The grape motif again was fitting, him snapping the fruit right before she gets to it even despite her knowing what he’s like and what he’ll do, was a good parrallel.
- I’m tired of hearing of this ‘Camelot’. Even in the novel, Camelot was Catherine and Arthur’s dream and... can we just live it up with Arthur?
- Ursula Pole’s, Bessie Blount’s and Mary Boleyn’s actresses look way too similar.
- I fail to see why Catherine thinks she’s turning into her father... she doesn’t strike me as much of a game-player or subtle two-facer.
- I’m intrigued what will happen with Oviedo and Lina... I feel like they won’t stay in England long.
- He was made knight bannaret... nice... but why does he thank Catherine publicly for this? It was in Henry’s gift that he was made a commoner Knight.. if this transpired irl Henry would have been gravely insulter.
Catherine’s Dead Baby and thereafter:
- Guys. In all seriousness, I don’t think the TV series is trying to imply that Catherine killed the baby with her negligence. I mean, they are so bent on us liking her they wouldn’t do that. It would be a bit too ballsy anyway. Remember the red splotches I mentioned earlier? Could those have been a sign that he was already ill but no one noticed/was in denial?
- The pebbles in hands would have had more emotional payoff if it had been established earlier if you know what I mean. Basically, this episode is too fast and entire arcs begin and end within it which extinguished any build-up.
- Oh man Henry is so sweet in this, how will they build him up as the tyrant he was historically if they keep this up?
Scotland Again:
- I must admit, I don’t like all those nicknames they keep using. But somehow James calling Margaret ‘Meg’ is nice and seems fitting.
- What’s a hermana sister?
England Last Mourning Scenes:
- YOU DID NOT BUILD CAMELOT ughhh
- Why is Catherine giving the speech and not Henry?? It turns out Catherine was more emotional historically then the whole perception of ‘perfect queen of stone’ to which some people hold her. However, I doubt it would have been proper of her to give a speech in such a emotional manner.
Conclusion:
6.5/10
Some of the dialogue was stilted, the costumes are confused as to which era they’re supposed to be (aesthetically distracting) and many other characterisation issues.
I don’t have high hopes for this series in terms of cinematography or art but I sure as hell expect it will be entertaining. So far, everything is just getting set up and I find some aspects promising. As you can tell I am truly excited over how the Margaret Pole plotline. I am also interested in how Henry will be portrayed, with Catherine being so OTT and pushy this episode Im starting to Stan him more. In this show he appears sensitive and serene and kinda... adorable. Kind of like a little brother hanging onto his sister’s skirts.
But in a way that is a disservice to the real historical figure which would not tolerate such a representation. I am very irritated by this whole ‘joint-rulers’ thing which is just sooo innacurate. These STARZ shows have an obsession with showing women turn into men for the purposes of feminism - I see.
Catherine overpowers Henry too often and it sometimes feels like he’s HER consort. Of course, the feminism in this show is schizophrenic as we get the overemphasis of Catherine as a 1950s motherly ideal with the whole breastfeeding angle (“you’re better than other noble woman who would find this beneath them”, “they’re not as motherly as you”).
So the relationship dynamic between Henry and Catherine is a bit off at the moment, but oh well.
Mary Tudor is a bit distracting with her dark hair but I find the actress extremely endearing and promising. I know there will be emphasis on her storyline too and I hope they’ll not be clichéd with it.
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muffintonic · 3 years
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Alright, I think i’m done BOTW 2 spamming for today. Anywho, time for some thoughts in general!
1) I hated how the shrines in BOTW were so cold and dark compared to the bright and lively nature outside (I wish they had all looked like the Master Trials challenge where there were trees and stuff incorporated inside), so I hope if we’re forced to have dungeons they’ll be more like the Wind Waker ones. 2) I hope they don’t make us use the grappling hook or anything like in Wind Waker to move around the sky islands (I hated that mechanic). 3) I’m probably one of the few people who wanted less Zelda and more of the Champions in HWAOC since i’m only really attached to BOTW (and we saw a fair amount of Tetra in Wind Waker)/apparently Zelda’s been sidelined in all the other games, so i’m hoping in vain that we get more Champions material in BOTW 2. Also, Link could stand to have some more cutscenes centered around him as well (the few we got in some of the sidequests in BOTW were great). 4) I only really somewhat care about Riju and Sidon, so I won’t mind if the new gang gets sidelined in BOTW 2 (I still think Nintendo wasted the found family/band of brothers aspect on the dead characters--I love them so much and they’re all I want!! The problem is, they’re dead and I don’t really care all that much about their replacements!!! I dunno, maybe i’m hampered by the fact that I can replay the original champions’ memories whenever I want/read their diaries, but I can’t rewatch the new gang’s cutscenes AKA i’ve forgotten their characterization since they don’t talk to me much now that the game’s over). It’d be great if they have some weaving storylines in BOTW 2 that will get me more invested in them, but currently i’m not that interested. 5) Speaking of which, I know it’s 100% not going to happen, but goddang if I don’t want the Champions to have been returned to life. Nintendo totally squandered HWAOC by not making it a true prequel/canon to BOTW (the Champions Ballad confirmed that the Divine Beasts had trials in order to be synced to the champs, so the new gen use of them wouldn’t have happened without that + Mipha thought Link had changed in BOTW yet says in HWAOC that he hasn’t changed + some scenes like “Champion Revali’s Song” never happened at all/got replaced with alternative scenes that really changed some dynamics + basically all of Revali’s time-relative characterization from his diary/pre-100 years of solitude got thrown out + I feel like Daruk got totally sidelined), so i’m still craving that Champions content. Also, I feel like it’s totally unfair that Zelda came out of 100 years totally unaged while everyone else died. Life seems to really suck for people in the LoZ universe who aren’t chosen by divine powers. 6) They’d better keep it open world and non-linear. I can’t go back to being forced to backtrack/trudge through things, I just can’t. BOTW was everything i’ve ever dreamed about in a game (truly open world + non-linear + interactive + meaningful story + lots of outfits + beautiful landscapes) with Skyrim previously being the only thing that came close to what I wanted, so I really hope BOTW 2 doesn’t deviate too much from that. 7) I really liked Kass in BOTW, but i’m not sure what direction they’d go with him in BOTW 2/i’d be fine if he sat BOTW 2 out. I worked so hard to complete all his quests in BOTW so he’d go back home to his family, GODDANGIT, KASS. 8) Someone mentioned that since the first trailer had underground aspects, we’re probably going to be playing as Zelda with the Slate there, and I agree. They didn’t make a playable model for her in HWAOC for nothing. 9) I want to be able to stable the deer and bears and stuff, but I know that won’t happen. Being able to ride the moose and rhino things from the Hebra area probably won’t happen either, but I want to ride them!!! 10) I hope there’ll be at least a few new buildings and stuff in the towns/they’ve started construction on some areas in Central Hyrule, but I guess that’ll depend on how long it’s been in-universe since BOTW. Or maybe not, considering how there’s still Karson and Hudson even though Bolson retired from Bolson Construction--insta-towns like Tarrey Town could totally be feasible if they wanted! 11) I have one foot in the camp that believes there’ll be time shenanigans in BOTW 2. HWAOC totally threw me off with it being an alternate timeline, so i’m not sure whether we’re going to be experiencing that again or time travel itself, but I definitely won’t be surprised this time around if Nintendo goes that route again (and it would be super interesting to see the Link from 10,000 years ago). I’m not entirely convinced that the Link we see exploring the sky in the second trailer isn’t our Link, mainly because he seems to still have on the blue boxers from BOTW. 12) I also heard that maybe this will be the last LoZ game ever since something something Demise something Skyward Sword something something lore from games i’ve only vaguely looked into (i’ve only ever played BOTW --> Wind Waker --> HWAOC)??? If so, it kind of sucks that I came in just when they started making games with playstyles palatable to me (I had to look up every single thing when playing Wind Waker, but BOTW let me solve things according to MY logic/I missed being able to explore in HWAOC), but at least it’ll end on a super high note/I won’t experience later disappointment, I guess. If BOTW 2 involves breaking the reincarnation cycle for the Triforcers, I would be really surprised. (On a related note, Nintendo making Ganondorf good would also be a 100% shock to me, but it would be great to end on that as a subversion. Yes, I want them to bring back the semi-complicated Ganondorf from Wind Waker.) 13) I hope they don’t rush releasing it. I heard they pushed back BOTW originally (I got it in 2019), but it came out fantastic for it! I know COVID’s been affecting things, so I really hope they’re treating their staff right and are mindful of crunch. 14) I want even more outfits (there seem to be at least two new ones, if the variant of the Hylian Tunic crossed with Link’s Champion’s Tunic counts). Give me all the outfits!!! Also, I hope we get even more hair variations in addition to the hair down option (which is all i’ve ever wanted since I saw the mod that altered the Ancient Helmet). 15) I wonder if we’re going to get a bonus for having both BOTW and HWAOC save data. 16) I wonder if we’re going to be keeping the Champions’ skills. I’m going to miss being super overpowered, if not. 17) I hope Nintendo doesn’t cave in and make surfaces climbable in the rain. Having that limiter is more realistic and Link would otherwise be too overpowered with a super climbing ability. 18) I liked BOTW’s scattered music that got more noticeable in populated areas because it was fitting for the post-apocalyptical/nature aspect. Hearing your footsteps in an open field and the buzzing of insects was super nice and prevented me from getting music fatigue (which i’d probably experience since whenever I play BOTW it’s for 5-10 hours at a time). I hope Nintendo either keeps that or makes audio options. 19) I heard that BOTW 2 is going to be super dark or something, and i’m okay with dark, but not GRIMdark, so I hope it doesn’t go that far. From what we’ve seen in the second trailer it still looks beautiful, but I hope it doesn’t do that thing that some games do where after the midpoint/a certain story point all the scenery permanently changes to be dark and scary (that’ll seriously hamper post-game playability for me if so). 20) If they expand on the Zonai, that would be super cool! Doubly cool if the time travel shenanigans involve them/ancient Link being one! 21) I kind of want windstorms to be a weather feature. We had lightning, heat, and cold, but no wind! No, I don’t count the wind geysers and the occasional breeze in Tabantha. 22) I want a chest in my house to hold more weapons than just the gear mounts. BOTW only had enough mounts for the champions’ gear, but it also had rare items like the Kite Shield and Forest Dweller’s Sword that you can’t get anymore once you use them up! 23) I want to be able to stable my horses at my house. What’s the point of that little area if you can’t stable your horse there! 24) Speaking of Link’s house: where is Zelda going to live? If the castle’s not reconstructed, it’d be neat if Link adds an extension to his house for her. 25) I hope they open up part-time jobs (think Mabinogi) as an option to earn rupees. Having to hunt for Luminous Stone deposits or feed Trott to make money can be such a chore. I think some of BOTW’s minigames/sidequests might count as those, but those minigames were either frustrating if your goal is to earn money (since most of them cost money to play in the first place and the mechanics weren’t always easy), or didn’t earn that much in general. 26) I wonder if Kilton is going to have updated items since the monsters seem to have changed. 27) I want to be able to dive underwater (mainly so I can explore the beautiful reefs over at Lurelin). A dive meter like the one from Super Mario Sunshine would be cool. Also, it’d doubly be neat if you had a separate stamina wheel for swimming and could permanently upgrade your swim/diving stamina (the speed+ swimming items just consumed your stamina faster, which was a pain)! 28) It’s definitely too late for this, but it’s a shame that the Hylians have so many face/body/hair and outfit variations, but the Zora, Rito, and Gorons don’t. The Gerudo were kind of okay with the hair and body variations, but the other races seemed to have a serious copy-paste problem. I guess technically some of the more important NPCs (ones with quests/cutscene triggers) had different coloring, but they were severely lacking in clothing variation. Also, the only old Rito was the elder??? At least the Gorons and Zora had some old folks besides their leader walking around. Very weird, but I don’t think BOTW 2 can fix any of this. 29) I wonder how they’re going to do the final boss battle, considering how epic/cinematic the BOTW 2x battle was. What can top fighting (on horseback, no less) a giant, flaming boar made out of malice? 30) I wonder what the Yiga are going to be up to, considering how Ganondorf seems to be somewhat kicking in BOTW 2.
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asterbi · 4 years
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so I finished sally face
SALLY FACE SPOILERS (INCLUDING EPISODE 5) AHEAD
I played through the entire game two days ago (i had already watched both jacksepticeye's and gloomgames' lets plays for the first four episodes) and yeah, I know I'm a week and a bit late late, but I have some thoughts
Also I’m so sorry for how long this is, I know no one cares but I just started rambling and I couldn’t stop
First of all, criticism:
I'm getting real fucking tired of "ooOOooOOOoo a native american myth so scary and otherworldly" like dude shut the fuck up that's disrespectful as
Also (and please correct me if I'm wrong) I'm like 99% sure that the native american myth in question isn't real which. is somehow even worse
He buried his gays (tbh I wasn't that annoyed at this one because 1) at least one of the gays lived and 2) he buried pretty much everyone else too but I feel like it had to be said)
Now. Let me preface this by saying I loved travis' redemption, which I'll get more into later. However, I really didn't like the fact that travis' character played into the whole 'homophobes are gay' thing, which is a uhhhh vaguely problematic trope
The ending was unsatisfying. I'll get more into it in a sec
Larry was one of my favourite characters, and I know he's a fan favourite too. Considering the fact that he is a main character and he's been given a lot of attention and development, having him disappear at the end without any explanation and barely a reunion or a goodbye was an asshole move.
I would have loved to see some more worldbuilding and lore, especially getting into what exactly the red eyes plague did, why the cult wanted to summon red eyes, how the whole replacement thing worked, what happened with charley, and what exactly the whole mother tree thing was with larry
Ash's extremely triggering and graphic suicide. I understand this is a horror game. I understand that this sort of thing is expected and normal in horror games. But showing players imagery like that without so much as a content warning? That's not okay.
Some of the characters were left really underdeveloped. Sal and larry were great, and ash saw a lot of development in the last episode, but todd, neil, and travis, who were given a fair bit of attention as well, were pretty 2d (not so much travis, but still)
And now for things I enjoyed:
The entire game
Despite everything I said earlier, this is still one of my favourite games, and I really really loved it
Sal was a f a n t a s t i c character. 0% toxic masculinity, 12/10. I love the fact that he was so kind and calm towards everyone, even those who were rude to him, but still knew where to draw the line and wasn't a total pushover. I especially love the fact that even though he likes feminine things and wears pigtails and whatnot, he is a cishet guy. While more lgbt+ representation (particularly trans people and wlw) would've been great, I also like that the game shows that you don't have to be lgbt in order to be gnc, especially since the gnc person is both a man, and the main character, which is really uncommon. Also disabled representation!! That's really fucking awesome
Larry was also brilliant!! Loves metal, loves art, has a criminal record, cries during sappy movies, does drugs and dabbles in illegal activities, wants to go to college, is openly and unapologetically affectionate towards his friends and unafraid to tell them he loves them
Ash was not one of my favourite characters but I really love how she developed from sceptic to believer and the way she changed and faced her own problems, and to some extent had her own story (although it did rely fairly heavily on sal’s, which was :/ but then again everyone’s story relied on sal’s)
Okay so back to travis - I loved his redemption arc so much, because he was a redeemable character. I see so many characters who get redemption arcs that absolutely do not deserve them, but travis was a good person born into a horrible situation, and I’m glad they explored homophobia and abuse (although I’m not happy about the homophobes are gay thing like I said) and made him a hero at the end. I’m also glad that we got foreshadowing that it would happen, and it didn’t come totally out of left field
Speaking of which, props to steve gabry for not pulling an endgame and just throwing things in for shock value. Sal coming back in ep 5 was hinted at, travis’ redemption was hinted at, and of course the events of the first four episodes were hinted at because they were memories. Even ash and neil’s involvement in fighting the cult despite being a sceptic and someone totally ignorant about it respectively made perfect sense, and though the parallel universes thing and larry’s reappearance was a surprise, it still sort of fits with how the lore of the game works
The different game styles in episode 5 were absolutely out of this world. All of them were fantastic (although fuck you 3d sal you were Not fun to play), and I thought that was a really cool interpretation of the parallel universes thing
The writing was consistently really good throughout the whole game, and it genuinely makes you so attached to all of the characters, which makes the ending all the more upsetting
This is more personal but I really loved like. The Aesthetic of the game? It was so grungy and out there, and little things like the necrolight guitar and the super gear boy just added to this whole vibe of teenagers-trying-to-do-good-in-a-messed-up-world and I can’t explain it but it was great
The game really didn’t shy away from any aspects of horror, but it also did it in a really well written way that creeped you out without relying on random jumpscares, which was awesome. I mean they had e v e r y t h i n g - mass cannibalism, demonic rituals, cults, prophecies, murder, human sacrifices, suicide, nudity but in the creepy way not the sexy way (the random gory scene in ep 5 where neil and maple were hanging naked and dead upside down really startled me because I just didn’t expect it from this game and it just freaked me out more), aliens, creepy puppets which reminded me of dhmis, the list goes on
The main part in episode 4 where larry and sal are working together in different dimensions?? Poetic, amazing, 12/10
Final opinions: I absolutely loved the characters, the story, the general aesthetic of the game, and the art style and writing. Episode 5 was probably my least favourite episode, because I found the ending really vague and unsatisfying, although I absolutely loved all the different game styles. I also found that a lot was left vague and unanswered, and not really in a good way???? Also the representation and stuff was great (especially disabled rep, because that’s rare), but there were a few things that rubbed me the wrong way :/ Still, sally face is one of my favourite games, and I’m so sad that the series has come to an end :(
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msemerj-blog · 5 years
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What IS a game?
What IS a game anyway?
Today I’ll talk a little bit about what games are, how they came to be and WHY they’re probably the best thing since…you guessed it, sliced bread.
Y’know, games aren’t something that modern society has now evolved in to. When I say “modern society” I mean MODERN society, the society where we grab our switch and hold it like a clutch purse and pull it up on the bus so we can catch a Pokemon or something. I’m talking about real games. Games we used to play when we were kids, when our parents were kids, when th- okay you get it.
I’m talking about Hide and Seek, the beginning of our lecture from Mr.Games himself who teaches our Introduction to Game Development class.
Honestly I used to play way too much Hide and Seek when I was a kid, to the point where I’m sure a lot of people have done, quite terrifyingly got lost. That was my last game actually, I haven’t played since. Anyway, did you know that Hide and Seek is actually traced back to Greece from the 2nd century? It’s around the same type of game called “Apodidraskinda” in Greek, but in modern days it’s called kryfto.
The differences between todays games, whether digital or in real life, are generally this; Digital games, can be used to portray the world in a way that you could never be able to in real life. For instance, I can hop on to Assassin’s Creed Brotherhood and jump from building to house to towers in Rome, leaping through time and space itself. In real life, you are confined to what your own imagination can give you,
We all play games because we’re bored, we find it fun, we want to escape, to bond with people, and a lot of different reasons, hundreds of them under the sun. Take a moment to really think about it, why do YOU play games?
Remember, when you’re looking to become someone who will be designing games, think about the player, think about their experience. You’re responsible for every part of that game, the objectives, the rules and everything else under that. In my opinion, just because I make a game and enjoy it, or make a game that I want, that doesn’t mean everyone else will find joy in it. You are advocating for the player, not for yourself. The gameplay is one of the most important part of making your game. Which brings me to our next topic, playtesting.
Dead By Daylight, PUBG, League of Legends, Overwatch. These are some of the games that involve betas and playtesting. These may be completed games at its core, but the developers still remember that without the players feedback, their games are actual trash to be honest, and while yes, some companies like to ask for feedback and then throw it out the window, only to go back to what their players were complaining about, in the end playtesting is what they needed in order to communicate with their player base and improve their games in all aspects!
Falling in love with your game is important, but being blinded by your love for your game is a HUGE risk. This is why it’s super important to have other people test your game for you. You should have a lot of these qualities, which is so important to being a successful game designer, commication, teamwork, being able to work under pressure because deadlines are a real thing. One of the most horrible thing in my opinion is when game companies reveal a big date for a project or a beta, then fail to meet the deadline. Just remember, in the end, video games are supposed to be fun, interactive and player-sided, remember that and you’ll do great!
We were also told to compare the games Go Fish and Quake, Gold Fish is a card game played by 3-6 people, everyone gets 5 cards, and in the end the person without a card left, wins. On the other hand, Quake is a 3D game, it’s single player on a computer. You have to defeat monsters, you get power ups you shoot and kill there’s levels and so much more.
My point is, both of these are completely opposite in how they’re played, and going back to earlier where I said one is real life, and one is digital, both are STILL games. The most obvious similarity between the two are PLAYERS, as in you literally need players to use these products, to play the game. The only difference at its core is that one is single player, and the other one needs at least 3 people to play. Both games need people to be thinking logically, strategically, and in both cases in the end, the player just wants to WIN.
Games have objectives, the objective in most cases is to get to the end, or to win. Go fish? Match your cards and win. In Quake? Just reach to the end of each level alive. The point brought up in the lecture was that in games, objectives are vital in structuring the experience and motivating players. In movies we don’t have any of that, we just watch the movie and that’s the end.
Procedures, outlining the actions or methods of play allowed by the rules, ie; guiding the players behaviour. Rules are definitely a necessity in any game we play to be honest, without them nobody would know where to go in any single player game. Whether it’s linear, open world or just a team deathmatch in Call of Duty.
Resources are also extremely important, like in Quake, Fallout, Call of Duty, or any other FPS, RPG or Card game. Guns, ammo, points, powers, perks, etc. For instance, in Dead by Daylight I can spawn in to the map, open a chest and get a med-kit so I can heal myself if I need to.
Conflict is when a game throws you the end of a level, there it is! Just reach the end you can see the door! Except now that you walk forward, oh no, there’s 25 enemies. Kill them to go forward. Which brings us to boundaries, let’s say you see that same door, and the 25 enemies, and think okay well I’ll just go around them and get to the door without killing the enemies. Absolutely not. That’s not how the developers wanted you to play, that’s not how it’s supposed to be experienced! So the developers put boundaries so we don’t go outside the intended play area.
Challenges, another form of conflict in games. Challenges create tension in your games, and teach you to resolve a problem, like in Until Dawn, you must choose a ridiculous amount of options in a super short amount of time, and depending on what you choose, it’s literally life or death, so you must choose wisely. You also have to remember that putting too many challenges makes a game boring, so be careful not to include something so frustrating that it’ll make the player want to rage quit out of your game and forget to come back. Make it something either satisfying, or something that will completely alter the way it’s played whether it’s good or bad.
The concept of the word “play” is really tough to describe personally. It’s tough to really define what it is, because in my opinion I think of play as a positive connotation, but then I’ll see someone on twitch playing League of Legends and they die and slam their fists on their keyboards and screaming at the monitor at their teammates. Yes, they’re angry, but they’re still…PLAYING the game.
Play can be serious, happy, fun, sad, it can be everything, but in my personally opinion, play should definitely at the core be FUN. When I’m playing a game I should be having fun, no matter what. It should inspire imagination, it should engage the player.
Characters and stories in games can be both held hand in hand. Being attached to a story, to the lore, and to the character is so common in single player games these days. For example, I remember in the first Portal game, Chell wasn’t even Chell, she wasn’t anything. She was just “player” she had no story she had no background. There were bits and pieces, until fans dug stuff up and berated valve with questions, asking them to define who Chell is, who IS she? Why is she there? What’s her story? So in Portal 2 they went deeper, they gave her a background, we were attached to this once no named character. Now we love her, we love GladOS, and we’re still waiting for Portal 3 by the way…Valve? Are you scared of the number 3?
Anyway, putting Valves fear of the number 3 aside, my conclusion is that games are games, doesn’t matter if you’re playing hide and seek, Mario Party, Smash, or if you’re playing a game in your head that the floor is lava. In the end, when designing your game, remember that the players are what’s important. Remember that their feedback, and their criticism is what’s going to make you a successful game.
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thotyssey · 5 years
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RePoint: Frankie Sharp
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One of nightlife’s biggest movers-and-shakers has us shook with all he’s up to these days: parties in Brooklyn, East Village and Chelsea; a live singing show; GLAM nominations; Drag Race Judys aplenty; and everything that is 3 Dollar Bill. And soon, the classic kiki that made him a nightlife name will be resurrected! Frankie Sharp catches up with Thotyssey since our first chat.
Thotyssey: Hey Frankie! Thanks for talking to us again today! It’s been a minute! 
Frankie Sharp: Firstly can I just say, you are literally my favorite interviewer to talk to!
Aw shucks, and you’re one of our favorite ever interviewees! So last night at Club Cumming was the year anniversary of your hit live revue MARY! How did it go?
Even a year in, its always so nerve-racking! I think because it’s the most vulnerable thing I do. Literally putting myself on stage, and next to such great singers... I still feel like a wannabe next to them. But it was a beautiful night. It was very celebratory. I’m very proud of MARY. As well you should be! It’s a super popular night for Club Cumming, and it’s a GLAM-nominated cabaret this year! 
The GLAM awards are so fun! But they seem very localized with recognizing talent. It’s very uptown-focused, so I’m very honored to be recognized when I am for having mostly downtown and Brooklyn productions these days.
Yes, you actually have a bunch of GLAM noms this time around... what’s your track record with winning those?
I used to win every year Best Party and Best Promoter when Westgay was happening... but understandably so, Westgay was a very specific night that beautifully bridged downtown and uptown, Manhattan and all the surrounding boroughs--which I think is the ultimate goal usually with events. But Westgay actually achieved that.
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You’re doing so much right now!
Yes I’m nuts right now. But I like it that way. A wasted minute is hell to me.
Do you have in your mind very specific ideas on what potential acts or DJs you could work in what space, or is it more about just getting those people and fitting them into any gig you can based on their schedule?
No, it’s very, very conscious and calculated. Just because one DJ or performer is successful in one space, that does not make them right for another. There’s many things that come into play... location, demographic, personal perspective.
It’s so much to be aware of! I picture, like, a dozen thotty assistants in a dungeon somewhere updating Frankie Sharp spreadsheets all day and night.
Can you believe for the first time I just hired a full time assistant? And even then I do most of it, because I’m also very hands on and maybe even a control freak. I’m constantly finessing the approach. Everything is about fine-tuning and being aware of every aspect of an event before, during and after. Its all stimuli though, again... no wasted minute.
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 I was just at Metropolitan Bar in Brooklyn last night--
Metro is just THE SPOT, you know? Its ol' faithful. And they're so incredibly supportive. and I adore the staff, and Steven the manager is one of the hardest working men in the biz.
Yes! And when I was there I saw a poster for an upcoming Metrosensual, which will have Cynthia Lee Fontaine! Metrosensual is the Saturday weekly you produce, and your longest running party now; very often it features Drag Race girls like Cynthia. So many RuGirls have come through for a Frankie Sharp event, are there any who have remained elusive to you? Not really, honestly. Everyone is very supportive, and most girls I have personal relationships with and reach out to them before I reach out to their agents. I take great care of talent and they all get paid well and on time, so there’s no reason to pass up one of my events. Also, most managers of the girls know that I produce 100+ events a year, so they're very responsive.
I’m bummed I missed viral sensation Florida Man’s Metrosensual! How was she?
An actual genius. And a lovely person. It’s so refreshing to get girls from the Bay Area in NYC; there’s almost NO ego attached to the person. It’s all heart and professionalism.
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You’re also now the Man behind REBAR’s BOYS, the Friday night party that delivers on its name. Lots of cute dancing boys and top DJs. How are you enjoying the night so far?
Honestly, fab! The crowd keeps growing every week, and it’s quickly becoming the spot to get classically cruisey and bring home a piece of trade you’ve never seen before.The crowd is hot AF, and no one has their phones out unless they’re filming the gogo boys’ group number. Its very Magic Mike up in the club at BOYS. I clearly have a stripper fetish. I grew up around them. Also, I DJ at BOYS for the first set, so I’m having fun myself, too.
Do you get to DJ as often as you like these days?
Honestly the 3 Dollar Bill the Producer Hat has gotten tighter on me... so no. DJing is my favorite thing to do. It’s how I got to where I am now. But it comes in waves. I wish other promoters would book me to guest DJ; I don’t do that much anymore. Although, "busy" is an understatement for me right now.
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3 Dollar Bill is such an interesting space. How did it come to be that you’re the event producer there?
Well, I came to see the space for my Halloween party... and while I was doing so I became very fond of Brenda the owner, and we quickly became the best of friends. She expressed some concern over the space--that it was so vast and beautiful, but nothing was happening--so I decided to step in and help. 
The partnership thus far has been unreal. I knew I could do everything I always wanted to at 3 Dollar Bill. I’ve just now started to scratch the surface with my, ideas for 3DB.
There is a lot that can be done with the space! It’s a huge cavernous dungeon, but also there’s a giant stage with great tech, and additionally an outdoor space. What is, like, the craziest thing that comes to mind, i.e. something that you’ve always wanted to try and can maybe be done there?
We’re doing an immersive theatre show in January and February from Neon Coven. And MARY is going to start a new production in the giant Club Room as Mary Presents, an immersive club / bar experience where the cast is at the party but also a part of the scripted show. But being that we also have live music venue capabilities, I have BIG plans with some huge performers doing full concerts. I have massive plans for World Pride, but I have to keep those hush for now.
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Lo and behold, 3DB will be the home of a Westgay revival on December 29th, starring Alyssa Edwards. Westgay was your Mona Lisa! 2018 has been all about revivals in pop culture, with nightlife being no different... Wigstock returned this summer, too! What made you want to bring back Westgay now?
The best part of my job is helping young producers with their ideas and help turn their events into larger scale forms. In doing so, it was hard to book a Tuesday night; no one was brave enough to do so. WestGay was a Tuesday night, and I posted a Facebook post that said "Can’t anyone up-and-coming do another WestGay?" and some commented "W3STGAY at 3 Dollar Bill?” A light bulb came on.
Ack! Are you excited for the return? A little nervous, maybe?
Very Excited. Like I said before, I get nervous before anything I do. Putting yourself out there is the name of the game, though. But more than the nerves, I’m excited because it feels like a true family reunion.
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You were involved as an event producer with a club in BK called Lovegun a few years ago that lots of people remember fondly, but sadly didn’t last. Did you learn a lot from that experience as far as how to make 3DB work?
Yeah... not bring Manhattan to Brooklyn.
That’s true! No matter how much time passes, those scenes are still two distinctive worlds! And in my fledgling work as an event producer, I find it sooooo hard to get friends to break their cycles and travel to “new” neighborhoods.
That was one of the most major problems with 3DB when it first opened. It felt like a Manhattan club landed in Brooklyn, and demanded its revenue and support with no real attachment to the community. My entire career is about not only honoring Manhattan, but also Brooklyn and surrounding hoods... so just New York as a whole. My approach above all else is having this space be a gift to Queer Brooklyn. Its stage, its dancefloor... it’s Brooklyn's, but everyone's invited.
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These days, we’re all a bit furious, scared and hypersensitive thanks in big part to this administration and its open hostility to the queer community and minorities. Has any of that effected how you go about things, or changed your role as an event producer in any way?
I think everyone feels anxiety because as a queer community we may lose our rights, our people are being threatened and some even hurt or murdered. Honestly, I blame Hollywood. Hollywood created a false and dangerous narrative that everything has a happy ending, and since we’re not experiencing that we can feel that pain in our gut right now due to all of this shaky, racist and chaotic rhetoric. Also, it was Hollywood that brought this reality shit show of a president to us, too. It’s affected my business because people are feeling more confrontational than ever. So in some ways, what I do in creating spaces is punk rock, which in turn feels celebratory of just being queer... but conversely within the community it has somewhat made it segregated.
The only other way I can think of how the administration and the world in general have changed my event production is that my social media presence has been more conscious. It feels a lil’ strange to witness wildfires in California or massive shootings across the country, and then beg people to come to my weekly Rager. It feels so disingenuous. So I try to express words out of love and good intention. I like to talk about my sobriety, help young people get a jump start on professionalism, and treat others with kindness and respect. The coolest thing you can do right now is be an incredible neighbor.
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One thing that’s surprisingly inspired the Right to rage is young children’s exposure to drag--either in Drag Queen Story Hour, or the kids themselves doing drag. Desmond is Amazing is one of the higher profile kid drag stars, and your showcasing them on Saturday at 3DB! 
Desmond is a showgirl. It’s gonna be a great show, and that’s what I love. And I honor the hard work they put in, and what hard work their mother puts in, too. The performance is happening a lot earlier than my usual 2AM showcase. 
I’m more focused on getting Desmond's rider right, with crackers, berries and Coca Cola. Everyone seems really obsessed with Desmond's rider. Capri Sun and Sour patch kids.
That is a pretty great rider!
Its not much different than my rider, honestly. Most riders are just sugar.
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is it weird to set up these big weekend nights at 3DB when you are basically competing with yourself, like with Metrosensual in the same general hood?
The way that I set up 3DB on Saturdays is when it’s MY production, like WestGay or Club Whoa, I make sure the target audience is specific for each space. Metro is a bar party and always always will be bangin’ and busy... and the reasonable cover is always $5-10. 3DB is a club experience with a higher cover, and frankly the demographic is very different. If you like the DRAMA, go to 3DB... but if you like less aggressive vibes but still wanna dance and get laid on a Saturday night, go to Metro. It’s no different than one club night having two rooms with two different DJs and sound systems... these rooms just happen to be a few miles from one other. 
Understood!  And finally: will [*pop star’s name redacted*] perform at 3 Dollar Bill in 2019?
Real T? I don’t really see her. Perhaps it’s something I should explore, but I just don’t get it.  I’m just mystified about her appeal. I just need someone to explain it to me. Maybe it’s a Kardashian thing? I think people find comfort in simple ideas. Thank you, Frankie!
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Frankie Sharp produces MARY at Club Cumming (monthly Tuesdays, 9pm), BOYS at REBAR (Fridays, 10pm), Metrosensual at Metropolitan Bar (Saturdays, 10pm) and events at 3 Dollar Bill throughout the week. Check Thotyssey’s calendar for a full schedule of his events and appearances, and follow Frankie on Facebook and Instagram. 
Previously: Frankie Sharp (3.17.2018)
On Point Archives
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metalgearkong · 6 years
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Spider-Man - Review (PS4)
10/17/18
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Developed by Insomniac Games
Spider-Man has always been my favorite super hero, but good Spider-Man  games are far and few between. My two favorites are the linear adventure game from 2000, which nails the characters and story, but the other widely regarded favorite is Spider-Man 2 from 2004, which introduced realistic web swinging. Somehow, this new Spider-Man game manages to outdo both qualities, and tie it into one epic product. Insomniac Games is an extremely experienced studio, developing games such as Spyro the Dragon, Ratchet & Clank, and Resistance. Not only is Spider-Man the best Insomniac game to date, its one of the best exclusives for the PS4, and is the best incarnation of Spider-Man I’ve ever seen in any medium.
This is a brand new story of Peter Parker and his world, not tying into any other games, films, or comics. Things pick up 8 years after Peter has become the wall crawler, and has lots of experience fighting bad guys and putting super villains behind bars. While he may have tangled with some big names from his lore already, many more villains and side characters have not been mentioned, leaving tons of possibilities open for sequels. Spider-Man also dwells on Peter’s brilliant scientific mind, as he is able to keep pace with Dr. Otto Octavious, and several mini-games can be played conducting research, identifying chemicals, and reprogramming hardware. 
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Peter and Otto are designing advanced prosthetics that could change the world, but the two scientists are struggling when the city pulls its grant from their lab. The mayor in this story happens to be Norman Osborn, and a brewing conflict between Otto and Norman fuel much of the story, especially near the end. It’s in Otto’s lab where we conduct most of the scientific mini games, mainly being optional, but can unlock currency to upgrade Peter’s suit and gadgets. Peter also helps out with F.E.A.S.T., an emergency shelter where Aunt May works, and is lead by Martin Li, a man with a secret agenda of his own. The game opens with an exciting tutorial, whereupon Spider-Man is finally taking down a long time rival, The Kingpin, giving us perspective on how far Peter has already come.
One of the main things that took me off guard about this game were how well the cut scenes and characters are done. Not only are the graphics detailed, and motion capture was used for most of the acting, but the care and nuance each character is given in their personality and dialog was constantly impressive. Many of the characters were designed in-game to look like their voice acting counterpart, and many people have genuine chemistry between each other. Mary Jane in particular got a major change, in that she is a persistent investigative journalist instead of a fashion model, and has the capability to help out Peter in many of his outings. No character off the top of my head has any glaring weakness, other than maybe a few by the end of the game not having as much closure or explanation as I may have wanted.
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A Chinese gang known as the Demons is slowly terrorizing the city, and act as one of the main entities Spider-Man must go up against. Surprisingly, after the big Wilson Fisk fight, the game feels devoid of super villain entanglements, yet makes up for this in spades with the last portion of the game. It would have been a little nicer to have more than one villain to fight other than The Shocker for the first half of the game, but it’s a small imbalance that doesn’t affect the overall quality or pacing much. Many encounters with squads of goons can be tackled stealthily at first, but usually end up in a big controlled chaos fight. The combat is ripped straight from the Batman: Arkham games, but in this current generation of gaming, this system is pretty much ubiquitous for action/open-world formats. While Spider-Man loses points for originality, it makes up for it in spades with incredible depth the combat system offers. I’ve always thought the “press a button to react” combat was more of a fit for Spider-Man anyway, and I’m glad I finally get to see it in a good Spidey game.
Everything we do earns experience points, and when we reach enough, can use skill points to upgrade gadgets, webbing, and suit powers. Largely, I didn’t take advantage of the depth of the upgrades and unlockables because I found the core gameplay fun and entertaining from the very start. As I write this, I am on my second run at the game (attempting to achieve 100% completion) and just now am experimenting with fighting styles I never used the first time. It speaks to this game’s detail, something you may not think it has at first, especially being a licensed game. However, one of my objective problems with the game is I found the stealth mechanics highly inconsistent. The game tells you when we can safely web up an enemy without anyone else noticing, but much of the time when I would push the button for a clean stealth take-down, it would alert the guards around my victim, launching into all-out brawls.
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A great detail that Insomniac knew to include was the ability to earn multiple Spider-Man costumes that can be switched instantly at any time. Many of these costumes I recognized from comics and past games, but it also offers modern outfits, such as three suits from the Marvel Cinematic Universe, and original suits all together. Each suit comes with a new power that helps combat and gameplay. The best detail is, once the suit is unlocked, we can use whichever power on whichever suit. This lets you pick both your favorite gameplay buff, as well as look exactly how you want Spidey to look during the game. I also love how the costume translates into every single cut scene, further immersing you into the story in your own little way. 
Aside from the main narrative, tons of side missions can be played, but also with varying quality. Most of the citizens who offer quests have stories worth experiencing, and that play into the character of this version of Manhattan. Other quests can be glorified collectathons or challenges, which luckily are optional to complete. Even still, they usually offer further insight into Peter’s personality, intellect, or into the personality of other characters involved. Easily the best part about the gameplay is the web swinging. Traversing Manhattan is delectable, and an absolute blast. Peter has tons of natural looking animations that make him look graceful and realistic. Having to attach webbing to actual surfaces gives locomotion dramatic weight, and lots of fun payoff. Peter can also web zip forward, maintaining horizontal speed, given that there is an object in the near distance in front of him.
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What also helps immensely is the smooth 60 frames per second that the game runs on. Every web swing feels and looks graceful, and even into my second time completing the game, was discovering new tricks to keep momentum going forward, things that the game lets you discover for yourself. For the first time in any open-world game, a blip on my map over 3,000 meters away, rarely felt like a hassle. I looked forward to going from one place to the next almost every single time. The game offers a quick travel mechanic, but I honestly believe it isn’t necessary in a game where going from one place to another is so consistently thrilling. This is a big aspect of the game I’m sure Insomniac knew they had to nail, and they passed with flying colors.
Spider-Man (or is it “Marvel’s Spider-Man”?) is a brilliant representation of the wall crawler, and is an extremely fun open-world game. Everything from the graphics, to the combat, to the web swinging, to the music is all done excellently, and is easily worth its $60 price tag. While I’m not a huge fan of every type of side quest or mini game, the core of the game’s narrative and heart makes any small imperfection look that much smaller. The poorer qualities of the game are only seen as worse because they’re surrounded by so much greatness. This has become the quintessential version of Spider-Man and something I will compare every future incarnation to. I was so pleased and so impressed around every corner, I still can’t believe this game turned out as well as it did. Absolutely worth plaything through to see the story to its end, and purely for the fun of every minute of the experience.
9.5/10
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hilltopsunset · 3 years
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Parkour Janitors: Dustforce Review
For the past few years, I’ve been listening to a variety of video game music mixes on YouTube when focusing on work or other creative endeavors. Some time last year, I had my usual jams on when suddenly I heard a tune that I REALLY liked, but had no idea what it was from. When I glanced at the screen and saw the charming artwork of janitors posted up, lookin’ about ready to drop a hot new album, the first thought I had was, “…how the heck does this awesome music tie into these goofy janitor folk?”
That’s how I learned about the existence of Dustforce.
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This happened right around the time I was also preparing to begin my streaming career, so I figured it was the perfect opportunity to jump into a new game. Right away I was drawn in by the clean visuals and the art style, the core mechanics of parkour-hopping off and up walls, the concept of cleaning rather than killing, and the melodious, ambient tunes gracing my eardrums. When I first conquered the tutorial levels, I felt well-equipped to handle whatever was ahead of me…and boy was I wrong.
In retrospect, I really feel like the tutorials ill-prepare players for the complex combo-driven controls needed to perform many of the game’s more nuanced, hidden mechanics, which are necessary when attempting to achieve an SS score for the more difficult levels.
Speaking of the SS score, I did appreciate the unique scoring system; each level contains a series of severe slaloms, pillars, tricky jumps, and loopty-loops players must navigate—as well as perilous pits, spikes, and attackers one must avoid—on their way to the finish line. There are two factors the game considers when calculating your rating at the end of a course, and neither has anything to do with how quickly you get through the level…technically. Instead, your score is based on two factors: 1. how much of the garbage you clean from the level, and 2. whether or not you were able to maintain your “combo” the entire time—combo is built by cleaning trash, and lost if you fall into a pit, touch spikes, take a hit, or dawdle too long between garbage cleanings. So while you do want to move efficiently through the level, and plan out your path to ensure you have enough time to get to the next heap of debris before the combo is lost, you could theoretically take 20 minutes or 2 minutes to finish a course and get an SS both times. There are 5 possible scores for both junk cleaned and combo maintained: D, C, B, A, or S, where D is a very poor performance and S is a perfect demonstration. Since there are two scores calculated at the end of each course, a perfect run is typically referred to simply as an SS.
One of the first aspects of Dustforce that struck me as surprising was that there is no story involved at all. The dramatic introduction shown when opening the game, pitting janitors against junkies, really had me under the impression that some tomfoolery was afoot and the bad guys were making a mess of things, and it was up to the Dustforce to stop them. This, however, did not appear to be the case—or if it was, it was never explained, described, or demonstrated in any way throughout the entirety of the game. In fact, not one of those “bad guy” characters appears a single time. There are occasionally “trash monsters” that you need to give a good bopping to in order to rid them of their leaf-coat or gunk-shell to pacify them, but the specific characters shown in the opening never make an appearance. Which kinda made me sad, to be honest. It would have been neat to see SOME sort of story, even if only told visually.
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When it comes to the playable characters, though, you have four options: Dust Guy, Dust Girl, Dust Kid, and Dustworth. When I first started playing, I assumed the differences between the character were strictly aesthetic, because there is no indication anywhere that they are any different at all. This is deceit—they are VASTLY different in how they play. Without getting into the details, basically: Dust Guy and Dust Girl are similar (the “neutral” characters); Dust Kid has shorter jumps and has a shorter reach with her double-duster swipes, but can air-jump twice instead of just a single time; Dustworth jumps RIDICULOUSLY high and has the longest reach with his vacuum blast, but doesn’t move as quickly as the others. In the early parts of the game, I favored Dust Kid when I learned she could air-jump twice, and she was my comfort-character for most of the game. But when I started getting serious about SSing all the courses, I readjusted to the mop-wielding Dust Girl, because I liked her aesthetic more, and I liked the feel of her movement and developed a strong intuitive sense of it after a while.
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The game’s progression works pretty well. When you first start the game, you start in a sort of hub world full of mostly locked doors, and to open them you must complete other levels to obtain the necessary keys: better score means more keys. There are 4 tiers demonstrated by the color of the lock: there’s open, Bronze, Silver, and then Gold, and each tier holds greater challenges than the previous one. The jumps in difficulty were usually tough but fair, with a few exceptions where some silver doors felt like gold ones. I could feel myself getting better at the game as I played, which was great. More often than I not, I felt like failures were my own fault rather than the game being unfair, and that I just needed to improve my skills rather than overcome a design flaw. After some time spent playing the more difficult courses and practicing the mechanics, it was super gratifying going back to older levels and easily SSing them.
I learned after my playthrough that when the game was first released, the open-tier doors didn’t exist—it started with the bronze tier levels, but players were having such a tough time getting into the game, the devs ultimately developed more beginner-friendly courses to help ease players into the game a bit better. I definitely agree with this move—even some of the open doors were tough for me when I was first getting started. But I do think some of this could have been remedied by better explaining how the game works in the tutorials. I forgot to mention that they do not explicitly tell you even how the grading system works; I learned what a combo was only because of stream viewers who knew better than I.
I definitely ran into my fair share of issues when it came to the mechanics of the game; fortunately for me, I streamed the entire playthrough, so I was almost never on my own. I was blessed with several appearances by veteran Dustforce players stopping by and providing their expertise, helping me better understand how the game works and how to better utilize the controller to make my characters do the things I wanted them to do.
One of my biggest pain points was ceiling-sliding/running. This is a mechanic where, if you get enough speed, you’re supposed to be able to run along the ceiling for an impressive distance. For the longest time, I had so much trouble with this. I think it was partially because, in Dustforce, the “up” key on the directional pad is technically used more like a button key than it is a direction key—what I mean by this is that the up button acts as more of an “initiation” key that causes your character to essentially enter a new mode of movement—either running up a wall, or running along a ceiling—that sort of magnetized you to the nearest wall or ceiling. So while using “up” to run up a wall was fairly intuitive for me, because pressing it causes the character to move the direction I was pressing, I was having tremendous trouble going from “attach to ceiling with up button” to “run along the ceiling with left or right button” and often found myself just sticking to the ceiling and not going anywhere. It was very frustrating, and while I knew it was possible to do, I had no idea where to even start correcting the way I was pressing the buttons.
The community, by the way, was incredibly friendly and welcoming. I got the sense that Dustforce players LOVE seeing new people play the game, because everyone who likes Dustforce really loves Dustforce, and wants others to enjoy it and share their excitement for it. Big shoutout to Skyhawk, HolyKau, BrotherMojo, hgtw, and anyone else who stopped by and provided guidance when I was hitting a wall (literally). I really do not believe I could have gotten through without the help.
Once I did start getting comfortable with the game, I started feeling sometimes like I was playing a 2D fighting game rather than a platformer: it really requires very precise and specific button combinations in order to perform a lot of the movements in the game, which made me think of my early days of Killer Instinct for the SNES, trying to input the commands needed for an Ultra Combo. If you know, you know.
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The more I got into the game, the more I noticed little things that started bothering me immensely as I encountered them more and more; one such thing is spikes and hitboxes. There were countless times when my character was visibly nowhere near a spike, but the game registered as being hit. Then there were other times when I was visibly going through spikes, and the game was perfectly happy to let me pass as though my body should not have been torn asunder. It was inconsistent, which, in a game that already demands such delicacy and precision, is not great. It was, in fact, infuriating at times.
Beginner players would benefit from more thorough explanations of the mechanics present in the game, which could be better explained during the tutorial: tell us how the characters differ, explain a little more about how momentum works, give a more detailed account of ceiling-running, provide a description of how the grading system and combos work, and help players out a bit more with understanding how to gain speed from a slope! One thing that helped me the most was seeing what’s possible by watching other players; I found that once I knew what I could and should be doing, it was much easier to have the patience in figuring out how to do it. Heck, maybe even have demos during the game’s tutorial where you see a ghost character do the thing, and then you have to do it. Most of the time, even knowing how to get past a particular section in a course is not enough, because you still have to perform. Having to figure out certain mechanics are even possible just presents an unnecessary hurdle for players when the game is difficult enough, even when you have that knowledge.
But its shortcomings were nowhere near enough to give me an overall bad experience. I genuinely enjoyed my Dustforce playthrough. The art style, the music, the concept, and the execution were all masterfully done, and the community is wholesome and encouraging. It’s a challenging platformer with some brutal gauntlets that will test your gaming prowess and your patience, but only if you’re determined to SS each level. It’s entirely possible to just get through each course to see what the game has to offer, which I highly recommend doing if you have any appreciation for 2D platformers. That was my original plan—to just complete each level regardless of the score—but when I found out that the only way to access the final group of levels was to SS every course in the game…my plans changed. I did not SS the extra levels hidden behind the red doors, but I did complete them all, and I’m happy with that, even if they all have a D rating. I’m proud of SSing all the gold doors, and I even snagged myself a world record! I completed one course in under 1 second. No, that is not a joke.
I’ll end this review by saying: most of the music in this game slaps. Hard. That first song I heard set reasonable expectations for the rest of the OST. There were maybe 1 or 2 tracks I wasn’t super big on, but damn. If you don’t plan on playing the game any time soon, at least go listen to that music, because it’s great.
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matinjapan · 3 years
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A treatise on markets
Back when I lived in Vancouver, I was living the unemployed dream. Not quite right: I was working at a driving range a few days a week, and during winter I was one of the ‘Mountain Safety’ crew up at Whistler one day a week. So, the employed dream?
Even though I had a job, it felt like I was unemployed. The golf range gig was very cruisy. Involved hanging out in a booth/shed selling ball tokens, hitting a whole heap of balls, and then driving a tractor to pick up said balls every so often. Was probably the best job I’ve ever had, all for CAD 10 an hour. The volunteer gig with Whistler was similarly cruisy. We got to head up to the top of the mountain about an hour before the mountain opened, and then make our way down, setting-up go slow signs as we went. We then just cruised around the mountain for the rest of the day with walkie talkie‘s, attending to collisions, injuries (including occasional heli-evacs!), lost kids, or whatever other problems or mishaps occurred.
The Whistler gig was actually home to one of my many shameful moments: I fell asleep on the job. Super cold, bluster’y day and I lingered on a couch in a breakout area for a bit longer than I should have, after coming in for a bite to eat. I woke dazed and confused to one of the lead dudes accosting me. He wasn’t too impressed. Woops!
I was pretty lucky to not get fired. A few of the regulars I normally boarded with, put in a good word for me, rightly or wrongly.
Anyway, the main point of this ramble is that I wasn’t particularly obligated in terms of having to turn up at a workplace. And while it’d be easy to think that that would mean I’d settle into a life of midday TV, and naps (substantiated by me falling asleep while working!), that didn’t really happen. Instead, I ended up delving pretty deeply into trading (I also had quite a lot of naps).
Like most people, I’m generally pretty keen to acquire currency. And especially so, when it requires as little time tied to an employer as possible. At that time, I was still making money playing poker (that’s another venture that I was spending considerable time on), but it was becoming increasingly difficult. The supply of new (read: bad) players was waning, and the online poker houses were squeezing more and more of a cut from the diminishing player pool.
I knew that poker wasn’t something that I’d do forever. Trading seemed like a worthwhile pivot, with quite a few similarities related to bank roll management and psychology.
Over the course of about 6 months, I spent a lot of time at the Downtown library reading books about the history of markets, biographies of famous traders, trading strategies, the psychology of trading; whatever I could find, really.
A lot of the stuff I was reading was great context. And certain books were great at explaining the technical aspects of different things you could trade, such as options or futures. But once you learn all that stuff (which I never fully mastered), you were really only at the level of knowing the rules of the game. Kind of like knowing that a flush beats a straight; or the probability of hitting an inside straight draw is 8%, etc. It’s the framework that you need to know inside out before even beginning to develop a strategy.
And strategy is where things get difficult. It’s compounded by the overwhelming amount of chaff to wade through when you’re trying to figure out an approach. There’s no shortage of people trying to sell you their expertise and insight, but unfortunately, almost all is crap. Those who can, do. And those who can’t, teach, sums it up pretty nicely.
Anyway, the more I looked into it, the more daunting the prospect of trading became. On a surface level, it was clear that a select (yet diverse) group of people were able to be incredibly successful. But that assessment is like finding out that top basketball players get paid millions of dollars, and so deciding to start working on your free throw for the upcoming draft. Easy money.
There’s also the idea that those that are successful, are successful because they’ve superior intellectual fire power. They’re just better than the competition and naturally rise to the top. Many successful traders and the hedge funds they found, or are attached to, have this quality. But that’s not necessarily true for a substantial portion of them. Success is often tied to unscrupulous methods to extract surplus returns.
What’s more, to trade from home, both facilitated by, and against, the might of large financial institutions, banks, hedge funds, etc., you’re at a distinct disadvantage. Investing for the long-term is one thing. But to actively trade on a more short-term basis with a slower connection, less competitive spreads, less information, less computing power is not a great starting point, to put it mildly.
From when I was playing poker, people used to throw around stats that about 90% of online poker player accounts lost money. And then the next few percent were break even or modest winners at best. It was really only the top few percent that made all the money. I’m not sure what it is for retail trader’s, but I suspect the statistics are even more extreme.
So that’s essentially where I got to with trading. Super fascinating, but ultimately something I didn’t pursue. The reason why it’s come to the fore of my thinking in the last little while is that I’m still a sucker for the promise of ‘easy’ (read: not easy) money. Surplus time at home from the state of emergency and the GameStop saga of the last few months has fuelled my interest again. But I’ve quickly arrived at a similar conclusion to what I did a decade ago. If anything, it seems the playing field has only skewed more. And that’s despite the introduction of platforms such as Robinhood.
I’ve actually just finished reading the book about Enron: Smartest guys in the room. The book paints an amazing picture of just how corrupt the financial system was, and still is. Until I read the book, I always thought it was about the fraudulent misdeeds of a few people in one company. But it’s instead an indictment of capital markets in general, as facilitated by Wall Street.
And yet still I’m drawn to trading. Ha!
No, probably not trading. But investing, which has a longer time frame, is something I’m keen to get into more. For the last few years, I’ve been cash heavy (with my limited supply). While there’s not much inflation to speak of, the runaway appreciation in asset prices (damn you, Australian property) has left me in the dust. A flat white might still be $3.50. But a median house in Sydney of about 4 billion dollars kind of stings when you don’t own one.
Though now that I’m thinking about it more, rest assured that the point at which I do put my money in, that will be the top. For housing, I reckon I’ll be keen to buy a place end of 2022. So, Australian property bubble to burst beginning of 2023.
And I’ll just add, beyond property, investing for the long-term has been severely warped over the last few decades. So the game is far from fair, no matter what you do (property, stocks, bonds, commodities, or beanie babies). Thank you, elites (facilitated by political class and central bankers).
Anyway, here’s some pictures from the last little while in Tokyo and surrounds. The weather is starting to turn just about perfect. Some of the Sakura are already blooming, with more to occur over the next month or so. Magical time for all the hayfever sufferers.  
Some quick running updates following an earlier blog: my running has severely stalled from about early December. Slight injury that I think is only now coming good. Good enough to start up’ing my mile’age again, but I’m definitely a ways away from being fit; it’ll be a while before I break any of those goal times, if ever.
But absent running, I’ve finally been climbing again. About 5 times outdoors this year, which has been great. Have lost a lot of strength from when I was climbing in 2019, but I’m keen to also up the climbing efforts too, to change that. Will see if I can simultaneously improve running and climbing at the same time.
Sayonara
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the-cryptographer · 6 years
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wrapped up playing final fantasy ix
yeah, idk, at some point it became clear to me that the game wasn’t really heading in the directions i wanted it to. that was... a while ago, lol. but i’m usually committed to finishing these things once i start them, even if they’re less than what i’d hoped.
on the game side of things... it’s a final fantasy game. it’s got all the regular final fantasy stuff going on. for this one in particular, i guess i like this type of ability system. otherwise it’s your standard, mostly-mindless turned based combat. summons take way to long to play. as usual i tend to favour physical combat interspersed with a healer that can cast holy. but i ended up relying a lot on Frog Drop and Dragon Crest, heh. my favourite team is something like Eiko and pick 2 {Quina, Freya, Amarant}.
Also this final fantasy gets credit for finally getting me to like moogles. they are... so cute in this. Stiltzkin is pretty great, as was Mogmi and Moguta being silly in love, but my absolute favourite was Moorock, who gets so gd excited about writing a letter and loudly exclaims ‘I love Mognet!’ even though he’s never heard of it before. why are he and Mozme not on disk four tho?! tell me they made it out okay D’x  Although, hmm, I’m not sure why we trusted Artemicion with more superslick at the end there. Since he apparently he got high snorting the last bottle. god, don’t trust the addict with more of his substance.
idk, I guess I’ll go through the story characters. and just... kind of hope I cover everything that way.
Quina
I... love them. And I tend to like gag characters but... I love them. Such ambition... to eat everything. So cute. So silly. So relatable. I also really like the nightgown/smock kind of thing going on. Need more characters dressed like granny that are trying to eat us out of house and home.
Amarant
Um... there seemed to be a lot going on in this sector of the story that kind of... needed more time. Or otherwise needed cutting out, probably. I find it conceptually interesting, at least: loners being confronted with the boundaries of their... determination to be alone. So I like him in spite of myself. But Zidane’s played a pretty shitty trick on him, once upon a time, and it’s a little hard to justify the kind of devotion Amarant has in lieu of that. Because... yes... it is devotion... somehow. And it’s a little hard to buy the way he becomes so easily enamored with how Zidane’s mind works with so little development.
Eiko
Mmm, again, there was some interesting stuff here about her growing up alone, and the way she immediately clung to Zidane as a way to escape that loneliness. But her crush on him is taken a bit too seriously by the narrative, like she’s really in love with him, and that gets a bit creepy, imo. The stuff with Mog is interesting, but kind of too much trying to tug on the heartstrings when the heartstrings haven’t been wound and tuned, if you know what I mean. I suppose, at the end of the day, I didn’t end up liking her all that much. But feel like I could have and should have if they had written her even a little better.
Freya
I love this aesthetic... so much. Kind of a mix of red mage and dragoon, both of which I love individually, plus rat person. She is one of my faves on this basis alone. In terms of her actual personality... it’s so sparse and inconsistent. Ah, there are some landmarks I like - the kind of quiet and sternly professional bits, the loyalty to her homeland, she has some good moments deciding to fight after the destruction of Cleyra, and talking with Amarant too. Just- I’m left feeling like she was never pushed to a workable extreme anywhere in the narrative, and so she doesn’t really have any clear, defining personality characteristic. It’s more like... a lot of shit happens to her, and she’s sad but not too sad, and strong but not too strong. And it’s kind of lacklustre at the end of the day.
Steiner
I don’t really know how to say this except to say it. He’s funny and sweet at times. Overly distracted by rules and decorum, of course. But he also veers hard into being rather annoying to watch at times. He is... not a practical person. Overall, I’m kind of impressed with his bit in the story, though. Even if it fades as the narrative progresses. His relationship with Beatrice was kind of a bright spot in the narrative as a whole for me. I maybe... can’t help but like the fact that this hypercompetent, beautiful lady falls for his bumbling ass. Beatrice in general strikes a neat line between being chilly and needy and, really, way too good for anyone else in the cast.
Vivi
A great character and... ultimately a huge copout. There was a lot of build up to Vivi dying and, ultimately, it felt rather unsatisfying. It felt like they were trying to rob the sadness out of it by limiting what they showed us of him in the epilogue to his breed of offspring. But, even before then, they touched on so many themes about him in a way that really attempted to distance itself from the fear of human mortality. Like, this isn’t something that only happens to weird artificially constructed lifeforms. Human being sometimes find out they only have a couple months or a year left to live, and have to come to terms with that. Hell, all of humanity is on a timer - and not once did anyone really say to Vivi, ‘yeah, it’s true for all of us. We could all die at any moment. We’re only going to last so long, whether it’s a year or ten or a hundred.’ Kuja came kind of close to communicating some of this ‘i’m going to die, just like the Black Mages’. But never in a way that emotionally impacted Vivi, which ws kind of shitty writing, imo.
Dagger/Garnet
I don’t know. She’s rather generic. Which... doesn’t necessarily preclude my attachment in of itself. But, yeah, she’s generic in a way that doesn’t resonate with me, heh. She leans super hard on Zidane the whole narrative, and it’s really not even a little fun. There was some interesting stuff with Ramuh, and with Eiko and her being from the same summoner clan, and her relationship with her mother was great as well. I liked that Dagger got to be sad about Brahne - because let her be sad about losing the people who loved her and who she loved. But... Brahne herself is such a conundrum. I don’t dislike her character and her design as a whole. But I don’t like the game’s ‘fat and ugly are evil’ vibes. And I also don’t like the way she’s immediately forgiven in the public eye, and the eyes of the narrative, once she dies. She... literally destroys cities and kills thousands of people. That’s not really forgivable.
But, regarding Garnet... I started liking her a bit more once she cut her hair and started smiling in her in-game portrait. so, if nothing else, we know I am very shallow.
Zidane
Aaaaand, if I wasn’t already, this is where I start really running into problems. When you don’t really like the main character. When you’re not invested in the main character’s romance that is front and centre of the story and its ending. When you really don’t believe the strength of the emotional connections between the cast that the game is attempting to sell you on... It just makes it really hard to enjoy things. Zidane often seems dismissive, in his own head, and even shallow in the way he attempts to relate to the rest of the cast. It’s everyone else that has to come around to his way of thinking and learn from him, rather than the narrative making much of an effort to teach him about how to actually empathise with others. and it’s kind of grating then that we hear them praise him so casually.
I think, then, combined with the womanising aspect of his character... I don’t know, because I’m certainly not opposed to somebody wanting to sleep with all the ladies. That is an A+ relatable feeling. But, for someone that’s so casual about cozying up to every woman he runs across, I was left feeling like the only woman he had any kind of legitimate connection to was Garnet. (The game tells us he’s good friends with Freya, but does it really show us why? or how?) Which is... I suppose why Garnet, and not Ruby and Freya, was propped up as being Zidane’s major romance. But... idk, it feels a little too much like entitlement. He’s allowed to hit on all the ladies and look good while doing it, while he has a serious relationship developing with Dagger and she’s arguably right there to see him hit on other women, and he also has basically no interest in providing any kind of emotional support or developing any kind of connection with pretty much any woman (except maybe Dagger). Combine this with Cid cheating on Hilda and then she jealously turns him into a beetle - but, wait, this is a happy marriage, the game tells us. and the fact that the game’s major villain is pointedly described as ‘not a skirt chaser like you’... it’s just deifying an entitled straight boy ‘boys will be boys’ kind of attitude when that’s already an accepted social norm. and it’s kind of disgusting. I think there are better ways to talk about infidelity and promiscuity and the desire for the ladies, ones that are still sympathetic to all the parties involved. I think the final fantasy series /has/ talked about it better. With Edgar, who wants to get with all the ladies, but who lets Terra and Celes into his protection and the bounty of Figaro castle without touching either of them, and who is pointedly single even though he’s the sole heir of a kingdom and pushing thirty. And with Tidus, who had a power fantasy dream where Yuna and Rikku are hanging off each of his arms as they roast his father, but that’s before he gets to know each of them better as people. once he does the objectification wanes. I’m not saying that Edgar and Tidus are perfect heroes and wonderfully written, but I think this aspect of them was delivered with more nuance and a more critical eye, and it makes a huge difference.
Also... Are you a team player, Zidane? Or are you just a team player until you’re angry, or decide your pride is on the line? For a kind of ‘friendship is everything’ message, it certainly gets muddled everytime Zidane’s in a snit. Running back into Ispen Castle alone was a weird moment when we’re just getting done telling Amarant not to run around alone. Only okay when I do it(tm) And when he’s being kind of an insufferable bastard at the end of disc 3... just... why are you chasing after him guys? and why, after all that hoopla about accepting his friends’ help, does he deny it when going after Kuja at the end? I'm not saying that there aren’t things one needs to do alone just- why is Zidane always right when he says he needs to do things alone, but everyone else is wrong when they say the same thing? it’s a terrible case of protagonist-centred morality, and it’s really terrible and trite.
idk, I just- I understand why people are sick of the angsty final fantasy heroes after Cloud and Squall (the former I love, the latter I don’t). But I feel Zidane basically fell short in every way that wasn’t being upbeat and energetic, and I’m not sure what everyone sees in him.
Kuja
I can’t help but like this flamboyant bastard. God, he... soooo did not need a tacked on redemption arc. Again, mass genocide isn’t really forgivable. He is a terrible person. full stop. But I’m irrationally pleased he got some sympathy from the narrative anyhow. He’s just... I never liked Sephiroth, but Kuja has convinced me I could have liked Sephiroth if Sephiroth had even a fraction of a personality in ff7.
other than that... the wind/earth/water/fire shrine part of the game was weird. give me real dungeons, devs. also the coffee sidequest is nigh impossible to complete and then the game guilted me, and i hate that.
in the end, i suppose i feel the game was messy. the tone whip-lashed quick between whimsy and pure horror - which should be my jam but, idk, it didn’t work here for me. and a lot of the major characters and storylines lacked depth, or otherwise lacked nuance, or otherwise lacked payoff. it’s kind of hard to watch so much effort and so many good ideas flop so hard, but it flopped hard for me. i don’t get the hype about this game.
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syncogon · 7 years
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Some Chinese Cartoons
[Disclaimer: this was addressed to one specific person. I’ll make a better post one day.]
One day I’ll add pics and make this actually formal and stuff. But for now...
我为歌狂/Music Up:
Summary: Two musically talented, insanely popular high school guys - but that’s about all they have in common. In fact, they hate each other’s guts. And yet, through complicated circumstances, they and two others join to form a four-man band, “OPEN.” Both individually and as a band, they face a variety of problems: financial, academic, familial, romantic, and everything in between, in order to pursue their dreams. (52 eps)
Commentary: This is set in modern(ish) day, real world. Made in 2001, so keep that mind when considering the animation quality. They do have a lot of good songs, since this IS a show about singers and pop bands. Overall the tone is pretty light. Some things are a lot more dramatic than they need to be but that’s fantastic. And a lot of the problems are highly relatable. Development of characters and relationships is def one of the selling points. HUGELY nostalgic for me and a lot of Chinese people it seems haha
Links: https://www.youtube.com/watch?v=eLkMLYnt73g the second opening.
战龙四驱/Go For Speed:
Summary: Two years ago, the genius high schooler Fei won the minicar (4WD) racing Nationals. But only shortly afterward, he disappeared, with only a short note hinting at why. Now, his younger brother Dragon follows in his footsteps, designing and creating his own minicars to compete in the tournaments and steadily working his way up through the rankings. Along the way, he meets many people, makes friends and enemies, and struggles to find Fei and his reason for leaving. (64 eps)
Commentary: Modern/slightly future-day, real world (Shanghai!!). Okay so this show is based around like the gimmick of “minicar racing” - not sure what to really call it. The races are surprisingly fun to watch actually imo, with the technological abilities of the minicars, interactions between players, and obstacles to pass... but you’d probably have to decide that for yourself. For me, the biggest draw was probably the surprising number of subplots, which explore the complex relationships between all the characters - literally every single side character is well established and developed. Family and familial relationships play a pretty big role. Revenge and forgiveness are there too. I got hooked into this show when it was airing on TV solely because of one character haha. Caveat that it starts slow, I don’t know how much you’d actually like this, there needs to be some suspension of disbelief, and the animation quality isn’t fantastic… rip
Links: https://www.youtube.com/watch?v=gb0tHRbyaek&index=30&list=PLQukwpGC9a0wfDv0ymEgGX-LydTKbZY_s (a trailer, in english for some reason even though i’ve never found an english dubbed version of this and don’t want to. It mostly focuses on the racing aspect, but as before, don’t let that fool you, it’s surprisingly deep. Come for the races, stay for the chars)
https://www.youtube.com/playlist?list=PLQukwpGC9a0zqrmIGCXOW1QVlfh6svY7y since when was this on youtube?? :o WAIT HOLY SHIT SINCE WHEN DOES THIS HAVE ENGLISH SUBS THIS IS A GAME CHANGER AAAAA NOW LIKE I MIGHT GO REWATCH THIS - just kidding, only the first episode. Man what a letdown
弹珠传说/Danzhu Legend:
Summary: This is a world where people have Danzhu battles: competitions involving channeling your magic energy into Shooters to launch marble-like Danzhu at targets. These objects have great power, but, so far, no one has decided to take advantage of it… until now. One day, a young boy who has always dreamed of becoming a Danzhu battler is chosen by one of the five Legendary Shooters. He journeys into the mountains to seek training from the Danzhu Master, where he meets the other four Legendary wielders and learns that their job is to stop the evil threatening to take over their world. (52 eps)
Commentary: Fantasy world. So this is like your pretty standard “boy discovers power and works to save the world” story, but still enjoyable in its own right. The gimmick of this are the aforementioned Danzhu. The Guardians are also very important; all Shooters are linked to a spiritual animal/creature/something that’s the basis of power. The battles are all very cool! Quick disclaimer: for various reasons I am more familiar with this show than maybe any other of the ones here. This fact made me appreciate how much potential this story had, but also made me realize all of its flaws. There are a lot of things it could have done better - character development jumps to mind, because aside from the MC and one of the antagonists, most of them don’t change all that much. Also there’s lots of recycled animation. Just keep these caveats in mind. However, I still found the adventure/plot/magic very exciting to watch, a healthy dose of idealism and humor as well as tension/smarts/raw courage, so if you’re interested in that aspect more, I’d recommend this!
Links: ALL THE EPISODES ARE ON YOUTUBE ONCE MORE PRAISE this is very helpful for me because when i needed them to be on youtube, someone had like taken all of them down, which was very upsetting, but now they are back again, glorious
https://www.youtube.com/watch?v=wvQUvsPwKA0&list=PLZKi4aAqJS8dbVOUrKnDqNU4F4rnm8Ott playlist isn’t in order but you should watch the opening theme to get a feel for it - if you want even more of a feel, watch to 4:50, which is kinda like a prologue and a better summary of what I said above lol
开心宝贝/Happy Heroes:
Summary: Just read what’s on tvtropes tbh haha (link below) (Ongoing, 10 seasons, 52 eps each (except season 8 which was 40 eps) )
Commentary: Imo the best seasons were 3, 5, 6, and 8. After 8 the animation style changed a bit and the humor quality kinda went down…well, that might just be me, though. Either way, though, there are so many amazing earlier episodes, and I’ve gotten really attached to all the characters. It being a kids show, there’s no super deep plot or lasting impact of anything (aside from the last arc of season 7, heh. I remember watching when it came out in 2014 and flipping out bc I did NOT expect that, knowing HH) but it’s still thoroughly enjoyable. There are also two movies: the second movie is kinda confusing and meh but the first movie is pretty good and I think you can find it on youtube. In fact I believe all the episodes are on youtube, but I imagine you have those links already
Links: https://www.youtube.com/channel/UCKA3CuHXUxHflv9KAgEJyKQ is the channel with everything. Watch the trailer for season 8! It’s v epic and got me hyped when it released.
Tvtropes: http://tvtropes.org/pmwiki/pmwiki.php/Animation/HappyHeroes
Movie 1: https://www.youtube.com/watch?v=jUiA3nue22Y. (there are english subs too! haha)
Movie 2 isn’t worth watching trust me
星游记/Rainbow Sea:
Summary: Years ago, a man dressed in all red made a declaration to the universe: behind the largest black hole was a mysterious place called Rainbow Sea, a place where any dream could be fulfilled. Enchanted by the stories, people from across the universe joined the man in red in his journey. Unfortunately, no one ever returned. Rainbow Sea was scoffed at as a myth and a lie. The man in red was cursed, nicknamed by people as the Red Demon. The sinister organization known as the Galactic Eyes quietly gained control of the Solar System and numerous other star systems, sealing off the planet where the Red Demon had come from, Earth, and forbidding any ships from entering or leaving. Now, ten years later, the Red Demon's son Maidang has reached adolescence and is determined to fulfill the pinky promise made to his father before he left: to reunite with him at Rainbow Sea.
Commentary: Quality stuff right here. Best part is the backstories of all these characters, there’s some really moving stuff. The characters are p great - Maidang is so inspiring, Gudong is highly relatable, Diya is awesome... The art style (esp for their eyes) is really nice. ...Not much else to say off the top of my head, esp since the story is far from over, but even if it starts off slow, this is definitely worth your time!
Links: https://www.youtube.com/watch?v=SiB_oZBdi7k&list=PLF068DA90359EDE0D all the episodes. The opening theme/sequence was what got me hooked, you should def watch it (up to like 1:20 or whatever, then if you want like a prologue watch to like 3:07)
26 eps so far. Season 2 and after are apparently going to be “web movies” instead of episodes, something like 60 minutes each, and will cost money (rip) but I’m sure they’ll show up for free somewhere eventually. Fingers crossed this’ll be soon. Wanna join me in hiatus hell :DD
神魄/Zinba:
Summary: Kan is happily chatting with his closest friend on an ordinary school day when, all of a sudden, he finds himself pulled into an alternate fantasy world. This world is filled with Zinba, large and powerful creatures that may form bonds with select humans, called Linkers, for immense battle power. After becoming a Linker with one of the strongest Zinba ever to exist, Kan joins the peacekeeping Dux force of the kingdom of Toria and fights against the various evils threatening the land, all while trying to find his way back to his own world. (52 eps)
Commentary: Okay, so you know, I wouldn’t recommend this as much as some of the others on this list, esp since it’s the most recent Chinese show I actually watched, but it made enough of an impact on me to have it worth talking about. I started watching bc a) it showed up as recommended for me on youtube, b) the opening is SICK as HECK, and c) the protag of this is voiced by the same person as the protag of DZL, and generally looks/acts kinda similar haha. Anyway, overall thoughts: basically, it had a lot of unrealized potential. The world and the character designs are AMAZING. I liked the animation. The plot is interesting, with a surprising number of plot twists as to who’s the real ultimate villain. But there could have been So Much More development – we could’ve gotten more thorough backstories for the main crew, for example, or seen more of the world/magic/tech, but instead a lot of the people as well as Zinba just… exist, as static and boring entities. There were like two interesting characters total (Kan’s aforementioned “normal” friend being one of them heh). Kan himself was suuuuper annoying, esp at the beginning. (can you tell I really appreciate/prioritize the characters of a show?) However, some moments were quite well done and epic, and I wrote some fanfiction and commentary on basically every episode, so it holds a place in my heart. Also, there is a full English dub lmaooo (the voices suck but the translations for names/places/etc are interesting) (episode 1 has 318k views??? That’s a TON for a chinese cartoon)
Links: https://www.youtube.com/watch?v=9G83STZ9xcc the opening which is good and worth watching, https://www.youtube.com/playlist?list=PLQukwpGC9a0xatMI-KGO9SILZ5sSWfWXX full playlist, syncogon.tumblr.com/tagged/zinba lol
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postgamecontent · 7 years
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The Summer of Adventure: Chrono Cross
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Original Release Date: November 18, 1999 (JPN)
Original Hardware: Sony PlayStation
Chrono Cross is a game that just about every fan of JRPGs has an opinion on. Put in the unenviable position of having to follow up on what many consider to be the best game of all-time in the genre, Chrono Cross chose to take one of the most difficult routes possible. It is undeniably a continuation of the events of the first game, with its main plot serving to tie up one of the loose ends from Chrono Trigger. At the same time, it doesn't seem to be bound by that game at all. At times, it even appears to treat it with contempt. I want to say that Chrono Cross would have been better off as a stand-alone game, but I'm not sure it could have drawn out the same level of emotion from players had it gone that way. Chrono Cross was praised to an almost ridiculous degree when it first launched, but the backlash on it in the years that followed was one of the biggest I've seen in my whole time in the hobby. What's the deal?
Chrono Trigger released with a bang in 1995, riding on the back of a dream team of talents including Final Fantasy creator Hironobu Sakaguchi, Dragon Quest creator Yuji Horii, and famed Dragon Ball artist Akira Toriyama. Its excellent graphics, progressive mechanics, and compelling time travel hook made it an instant winner. Even with more than 20 years down the road, the game is considered to be one of the finest JRPGs and Super NES games. Some would even put it on their short list of the best games of all time. I have friends who make a yearly playthrough of the game a priority, squeezing the game's finite contents for every last drop of enjoyment possible. It's been ported to multiple platforms including the Sony PlayStation, the Nintendo DS, and iOS.
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Its sequel would face different circumstances. That dream team had moved on to other things, leaving the less flashy staff members who had shouldered a fair portion of the load of the first game, albeit behind the scenes. The director's chair was occupied by Masato Kato, a well-known game writer who helped pen the stories for Chrono Trigger, Final Fantasy 7, and Xenogears. This was only his third turn as a director, with previous credits on Ninja Gaiden 3: The Ancient Ship of Doom and the Japan-only Satellaview visual novel Radical Dreamers. Perhaps notably, Chrono Cross is also the last game he directed. Naturally, he also provided the story for the game. The game was produced by Hiromichi Tanaka, who would soon take point on Final Fantasy 11. The character designs were provided by Nobuteru Yuki, best known for his work on the anime series Escaflowne.
Considerable talent, to be sure, but the change in directors, designers, artists, and producer made for a game that looked and played almost entirely differently from its predecessor. Besides Kato, the one big returning name was composer Yasunori Mitsuda, the man who had worked himself sick in his composing debut on the first game. Having put a few more games under his belt, Mitsuda was ready and able to deliver a stunning soundtrack that I still think is one of the greatest of all-time. While Chrono Cross had a whole new look and a more confident sound, it was still a great-looking game with some very progressive ideas of its own. One box that would remain unchecked, however, was the time travel motif. There is a little bit of time travel in the story, but you're not the one doing it. Instead, Chrono Cross focuses on crossing between parallel worlds. It's an interesting concept that plays well to Kato's strengths as a writer.
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Interestingly, Chrono Cross was the third kick at the can for a sequel to Chrono Trigger. The first, Radical Dreamers, covers part of the same narrative ground. Released only in Japan and exclusively through the Satellaview download service for the Super Famicom, Radical Dreamers introduces some characters that would reappear in slightly altered forms in Chrono Cross, along with a short scenario that would also show up in the latter game. This was only ever meant as a side project, largely existing simply because Kato was annoyed by the loose ends the plot of Chrono Trigger had left. The next potential candidate was the game that would become Xenogears. Initially pitched as an idea for Final Fantasy 7 before another idea won out, it then was planned as a follow-up to Chrono Trigger. After a lot of disagreements, it ended up being its own thing, though it's not hard to spot the connections between it and Chrono Cross.
It was after Xenogears wrapped that Square officially put together a team to create a new Chrono game. The creative talents involved have given some conflicting reasons for the game's dramatic departure from the original game, but the gist seems to be that they didn't feel like rehashing things. They felt doing time travel again would be a cop-out, that a new cast would appeal to potential new players, and that it was important to take full advantage of the new hardware they were working with. As both Tanaka and Kato have strongly asserted, the game's title is not Chrono Trigger 2, so fans probably should not have expected a direct sequel. That kind of feels like a post-hoc excuse to me, but it is what it is.
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The game released in late 1999 in Japan, but its overseas release would end up coming in August of 2000, not too far ahead of the PlayStation 2 launch. As a highly-anticipated sequel and the culmination of the Summer of Adventure marketing campaign, Chrono Cross came out of the gates like a rocket. The reviews from critics were nearly unanimous in praising the game, with some publications breaking the safety glass on their rarely-used perfect scores to really underline the point. I distinctly recall a major backlash towards American magazine Electronic Gaming Monthly because one of their three reviewers dared to give the game a score of 9.5 out of 10 instead of a perfect score. Given the many shared circumstances between Chrono Cross and Legend of Mana, it's interesting how different the initial reception to each was. But for however much Chrono Cross diverged from Chrono Trigger, it was still quite recognizable in broad strokes. I think that's what saved it from the more immediate negative response its stablemate received.
That said, the negative response did eventually come. It felt like the bigger a fan a person was of Chrono Trigger, the worse they would eventually see Chrono Cross as. Cross had a different, less optimistic tone to it. Rather than focusing on a handful of characters, it chose to spread the love across a huge cast, hoping to fully sell both its world and its high concept. The story broke one of those unwritten rules of fiction. If you give the audience a "happily ever after" ending, revoke it at your own peril. That's just what Chrono Cross did, and it didn't even make a particularly big deal about it. Chrono and Marle died off-screen a long time ago in some random attack from the Porre Army. Lucca's death is an important plot point, but it also happens before the events of the game. Robo at least gets a significant end, but he too does not survive. Ayla, Frog, and Magus don't even appear in the game, with the latter's absence being particularly preposterous as this entire game orbits around his sister, Schala.
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Just in case you think you can delude yourself into thinking the main three aren't really dead, their ghosts actually appear a few times during the course of the game. In short, it was all for naught. Nobody from the main cast of Chrono Trigger got a happy ending, as far as anyone can tell. Heck, you didn't even really save the world. This didn't sit well with many players. Others were put off by the lack of time travel, perhaps expecting there would be some instances later in the game. Even those who could get around these attachments to the plot and characters of the first game were faced with an experience that was almost antithetical to Chrono Trigger.
That game was a fairly light, fast-paced, moderately linear game that wore its messages on its sleeves. Chrono Cross, by comparison, is kind of depressed with existence. The pace is slower, the tone is darker, and the messages are muddier. Although the finished game was heavily pared down from the original plan, it probably could have done with a few more editing passes. For every really interesting, thought-provoking point in the game, there are at least two bits that don't seem to have much purpose at all. Maybe that's intended, though.
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Cross serves as a fascinating counter-point to Trigger in some ways, however. In the latter, your intervention is, as usual for the genre, undoubtedly a good thing. Apart from the early set-up where Marle almost writes herself out of existence, your time-hopping shenanigans never have a negative effect on things, at least as far as you can see. Your presence makes the world a better place, even though you are breaking virtually every fundamental law of nature in doing so. The game ends without addressing this particular karmic debt, and that's fine. It doesn't have to. It's not that type of game.
Chrono Cross has something else to say, though. The premise sees your character Serge traveling to a parallel dimension where he was killed at a young age. After 10 years, this other dimension has a ton of differences compared to your home dimension. The kicker is that many of them make for a better world. Some people are worse off, mind you. But the key is that your existence doesn't make things better for everyone. Indeed, Serge not dying has downright ruined some people thanks to that trusty old Butterfly Effect. One of the more enjoyable aspects of the game is in seeing how people's lives are going in each dimension. At any rate, Serge's death is a good thing for some people. A fact that becomes all the more painful when you discover that Serge was really meant to die. His continued existence comes through unnatural means, and even poses something of a threat to the world order.
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This isn't just told to the player, either. There are a number of situations in the game where you have the option to make an active choice versus just passively letting things play out. In some of those cases, your decision to act makes things much worse for everyone, while inaction ends up with the desired result. Like many of Kato's other stories, Chrono Cross eventually ends up being a little bit too on-the-nose with its theme, with a primary antagonist literally named FATE. From a personal point of view, fighting fate is a good thing for Serge. It keeps him alive. But in many ways, it's a purely selfish act of self-preservation. It only accidentally has a good result. Of course, this is all the work of a seriously convoluted plan on the part of Balthasar, the Guru of Time. It seems that pesky old Lavos is still alive and threatens to merge with the missing Schala. Balthasar set all of the events of the game in motion to bring Serge to the point that he could defeat Lavos, preventing it from becoming a Time Devourer and eating all of time and space.
Like the first game, Chrono Cross has multiple endings. The best one involves trying to squeeze out a puzzle-like sequence of special attacks on the final boss, a sequence that you may or may not pick up on from the clues. Should you manage to pull that off, you'll save Schala and be treated to a somewhat bizarre ending where she ponders the meaning of life in the face of evolution and survival of the fittest. It's pretty clearly Kato talking at this point, mind you. Schala concludes that although individual lives may seem to be meaningless if they aren't significant in the evolutionary sense, every being does its part to lead up to those significant examples. Thus, every life is an important part of the chain, so life isn't meaningless after all. Phew, thanks for sorting that one out.
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She then signs her letter off in Kid's distinct Australian accent, indicating that her memories have been combined with those of her clone. She promises to find you again someday, sometime. The credits then roll, as a woman who is supposed to be Schala can be seen wandering around various locations in modern-day Japan. It's apparently meant to signal to the player that their very own Kid might be out there somewhere, searching for them. It really only works if you live in Japan, though, since the locations they picked are probably not going to strike a chord with anyone else. To be honest, this is a game full of good ideas and compelling situations, but its main plot ends up collapsing on itself in a way that is highly characteristic of Square games from this era.
This was only my second time playing the game, if you can believe it. I really enjoyed it the first time, but I was definitely high on hype. I wasn't sure how I would end up feeling about it after so many years had passed. I've seen my opinions of Square games I once held sacred turn around in big ways before, and I worried that this might be one of them. At the beginning of the game, as I was enjoying the music, brightly-colored sights, and interesting set-up, I felt that I had perhaps underestimated Chrono Cross. The further in I played, however, the more it started coming back down to Earth. There are too many inconsequential characters, the storyline loses its coherence partway through, and the battle system takes a little too long to sort through in basic skirmishes. This is also a game that virtually demands a guide, and even with one, you're not able to see everything in one playthrough. That's fine, but I don't know that I really want to play this again for a long while. Even the first time, when I was absolutely in love with it, I moved on to other things after getting the best ending.
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Being a little older and more experienced, I can certainly appreciate some of the ideas the development team tried to apply to the mechanics. That final boss "puzzle" is pretty bad, but in most other respects, I think the element system that governs skills and item use is quite clever. It's a little too restrictive early on, but I like the idea of forcing players to choose carefully what they want in their toolbox. It's a good idea to have a diverse set of skills ready, but if you want to take advantage of field effects, you have to stack certain elements. You might also want to set up a custom set of elements for individual bosses in order to exploit their weaknesses. The only real down point is that this involves a lot of micromanagement that quickly becomes tiresome and isn't totally necessary. I suspect most players will just roll with a general load-out of elements and only change out individual pieces now and then.
I'm always interested in how games try to circumvent grinding. It's been an issue virtually since the inception of the RPG genre, and it's honestly debatable as to whether it's something that needs to be addressed. If players like it, why not give them the option? I guess the problem is that while grinding is often the path of least resistance, it's not fun for everyone. Since it's the most mindless thing to do, people will opt to do it in lieu of trying to reconsider their strategies, even if they don't enjoy it. That leads to people coming away with a poor impression of a battle system that probably would have thrilled them if they had played it without grinding. I think the Japanese focus on intricate combat systems naturally results in designers trying to crack this particular nut.
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Chrono Cross's approach is to put in hard gates on growth that are connected to your progress in the story. You're given a star ranking that determines how far your party members can grow. Your stats will only see so many gains until you earn a new star by clearing a story boss of some sort. There are other incentives to battling enemies, such as giving you drops that you can use to create new equipment, but you can't simply grind your way past a tough boss. You have to plan your way through it. Luckily, one of the other unique quirks of Chrono Cross assists with that. You can run from any encounter, up to and including the final boss. No, it doesn't make sense from a narrative standpoint, but it makes this one of the fairer RPGs around. Go in, see what elements will serve you best, and if you don't have them, escape.
I think it's that desire to pick away at the accepted standards of the genre that ties the game to its predecessor more than anything. Unfortunately, that's the least likely thing to be appreciated by fans looking for more of the thing they liked before. On top of that, the desire to push the genre in new directions doesn't always work out the way a game's creators might hope for. I don't think anything in Chrono Cross went spectacularly badly, but not many of its innovations proved to be influential. That goes hand-in-hand with its weaker reputation compared to that of Chrono Trigger.
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While Chrono Cross isn't entirely forgotten, it does seem like the series as a whole is finished. Chrono Trigger probably has a lot of re-releases in its future, but I'm less confident that Chrono Cross will show up again as anything other than a PSN download. Even Kato's attempt to tie the two games together more strongly in the Nintendo DS port of Chrono Trigger failed to re-ignite interest in Cross. I suppose that speaks to the difficult balancing act that sequels have to pull off. If a game rehashes too much, it will never escape the shadows of those that came before it. On the other hand, if the developer either fails to or chooses not to recognize the qualities that fans appreciated in the original game, history can be swift with the write-off there, too.
It's often the case that when I replay a game, I come away with greater clarity concerning my feelings about it. But even after making my way through Chrono Cross again, I find it hard to nail the game down. I kind of love it. I also kind of hate it. I wish they had cut the fat off it as much as they had with Chrono Trigger. Some of the themes it brings up are brilliant, but others seem like so much belly-button fluff. I think it's a more interesting, more challenging game than Chrono Trigger tried to be. That it failed in many of its ambitions doesn't affect the respect I have for that particular approach. Some small part of me, however, would have been far happier with a safe sequel in this case. 
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