#I could try emulating it but since it's a rhythm game...playing it would be VERY difficult that way
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I've been rewatching all of CJ's Rhythm Heaven Fever playthroughs and AGHHH it looks so fun I want to get it SO bad.......problem is the game isn't in production anymore so any existing copies being sold online are going for over $100 and I'm a BROKE BITCH
#Shima speaks#Soooo if any of you have a copy of RHF you don't want...bats my eyelashes twirls my hair etc etc#Please DM me so I can pay you to have it shipped directly to my house and into my eyeballs. <3#Tbf the Japanese copies are selling for way cheaper but A. I can't read Japanese and B. I don't have a Japanese Wii. LOL#I could try emulating it but since it's a rhythm game...playing it would be VERY difficult that way#What can I do...what can I do...the only one for me is you...what can I do...what can I do...what can I DOOOOOOO
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Gavin- King of my Heart
Happy blog birthday @cheri-translates! Here’s your present!! Hope you enjoy. 💙 🎉
You honestly don’t know why you were so terrified of chess.
Was it because it was the fear of losing? Or the fear of being humiliated? You would question yourself every time a chessboard appeared in your foresight.
Still, you took out the chessboard that had been casted away in the sad corner of your storage closet and wipe the box clean, sneezing from the minuscule dust particles escaping in the process.
“There are two opposing sides- black and white. White always makes the first move. How you win the game is by checkmating the opponent’s King.”
You lay the board flat on the coffee table in the living room then pour the pieces out, catching them before they roll off the edge. You make sure that everything was in the right order according to the guidebook as you check back and forth for each piece, hazily reciting the rules to yourself as you go. You adjust them carefully so that the pieces were all were staying perfectly aligned in their corresponding squares- white emulating black.
You knew Gavin had spare time during the weekends and so you used this opportunity to offer a game of chess. Surprisingly, he had never touched a chessboard in his life, but you guess it didn’t really matter since Gavin was used to thinking critically and strategically similar to his interactive simulation missions at STF. And of course, Gavin being the amazing man you love, is a quick learner and you have no doubt that he will perform well for a beginner.
“It’s not all about winning or losing, so don’t be so conflicted with the end result. You’re always a winner to me.”
Cookies that you baked beforehand- check. You had made sure not to make it overly sweet with the chocolate and sugar. Your pu’er tea accompanied by a matching Jupiter teapot and Moon teacups- check. You had bought them last week with Gavin and this would be the first time he’ll see it being used. Chessboard, good natural lighting from outside, comfy cushions to contribute to the cosiness and grounding sensation from sitting on the floor- all check. Yourself- check. Gavin... not check- yet.
You glance at the clock, noticing that it had just turned 1:59pm. Gavin should be here in exactly a minute.
You do a final sweep of the room, sighing from the satisfaction of the view being easy on the eyes for once. You know Gavin wouldn't mind the mess, but since you had the time to prepare and clean up beforehand, of course you took up the opportunity to do so and save you from the embarrassment afterwards.
The sound of the doorbell finally rings from outside, echoing through the walls of your home and heart. You feel your adrenaline pick up and dash towards the door to open for the person waiting behind, ready to let him in. Without having to say anything beforehand, you pulled him straight into a tight hug, with your head buried between his neck and shoulder.
Gavin- check, you remind yourself and smile. Nothing is missing.
“Hey,” he murmurs, hugging you right back. He then laughs, his voice sounding through the halls of the apartment complex. ��I’m not even halfway through the door.”
You hug him tighter. You feel Gavin secretly smiling as he follows suit.
Being the first to let go, you finally lead him to the assortments of your hard work after he shuts the door behind him.
Gavin obediently sits down across from you on the carpet at white’s side of the board as you hand him the biggest cookie from the cookie platter. You watch him consume everything without hesitation, smiling at the remaining crumbs.
“Chocolate chip cookie made especially for you. Not too sweet this time, I promise. Should I have added chilli to this? Apparently the combination exists.”
“If that’s something you want to try making, sure.” He simultaneously chews while he smiles, his eyes fixating on you after you sit directly across from him.
You then pour the tea equally into the Moon cups and place one in front of him, making sure he could clearly recognise the cups- though not like he could ever forget.
“What do you think?” you exclaim.
He replies immediately with a cough. “It’s cute.”
You help yourself to your own cookie, letting the chocolate bits melt on your tongue. You smile too at tasting something edible that is of your own making, finally something that you and Gavin could eat safely without risking to add it to the long list of one of the “dark cuisine” foods.
“So about today, you said you wanted to teach me Chess?” he asks. You nod vigorously, a spark of happiness coming from within that you are the one now teaching Gavin instead of how it normally was the other way around.
“This piece is the King. It can only move one space at a time.” You point to the tallest piece that holds a cross at the top.
You then point to the piece fixated next to it, the one with the crown. “Next to it is the Queen. She can move anywhere she wants, however many squares she likes. She’s the most powerful piece in the game.”
You then point to the row above the King and Queen. “This row is full of pawns. They can move up two spaces in their first move. After that, they can only move one space up at a time.”
“When you’re older, you’ll find someone else to play chess with... and someone who will be by your side.”
That memory abruptly resurfaces from the depths of your subconscious, like each Chess piece of a chessboard gradually coming together with each piece of explanation you gave to Gavin. The black and white pieces- the good and bad memories, especially the ones with your father. You pause for a bit, before continuing on- before Gavin could notice the split second of hesitation.
“Rooks move horizontally and vertically, and Bishops can only go diagonally. Knights move two squares and one across on either side, like an “L” shape, and is the only piece that can jump over other pieces on the board,” you say, pointing to each corresponding piece. Gavin’s eyes follow your every move, nodding with his eyebrows slightly furrowing. You can’t help but let out a little smile from being able to capture a glimpse of this rarer side of Gavin- Commander Gavin.
“You have a choice to capture the opponent’s pieces if the opportunity ever comes up. The point of the game is to “checkmate” the other person’s King. This means that it is being targeted and has no other places to go. Before that, when the King is in danger but not checkmate, this means the King is in “check” and is forced to move. That’s it! As long as you remember these few rules, you’ll be okay.”
Gavin nods. “Got it," he responds, sternly. He most certainly is starting to look like a Chess grandmaster to you at the moment. You know he has to deduct investigations and complete various missions and STF tasks daily while you struggle to write the first draft for a show proposal. You feel he's way too intelligent, sometimes.
“Since you’re a beginner,” you start, “you can play as white first. White always makes the first move. We can start now if you don’t have any questions.”
Gavin pauses and observes each piece before him. Then, he reaches out for a pawn on the right side of his board and moves it forward two spaces. You move up the pawn in front of your King in response. Both of you slowly exchange moves, and more pieces congregate up in the middle of the chessboard.
“Who taught you how to play Chess?” Gavin finally asks.
“My father. Whenever he had time off set. He taught me a lot, including important life lessons relating to Chess as well. Though, I can't remember much.”
“Oh.” Gavin looks up from his chessboard, his eyes filling with concern. You look back with indifference, but smile, using this opportunity to stare right back. In this moment, you gradually take in the way his hair perfectly falls into place, with the sunlight highlighting the contours of his face and bringing out the shine in his amber eyes.
Your thoughts drift back to that autumn day, vividly reminiscing the ginkgo leaves dancing with the wind, pleasantly surprising you enough to stop your piano playing.
You blink out of that memory, and move your Queen towards Gavin’s King, cornering it with the support of a Rook.
“Checkmate.” You smile, a giggly feeling overcomes you from finally being able to beat Gavin at something, especially with a game that values a lot of strategy and analysing.
“Hm. Very good,” Gavin says, observing where I had cornered him, no doubt archiving this moment to use against me in future matches. Even though he lost, the corners of his mouth perks up at the sight of my joy.
“Let’s have a rematch! One more," you exclaim. Hopefully you could keep this enthusiasm up and form a winning streak.
Gavin helps reset the board without the help of the guidebook. This time, you play white and Gavin plays black. You both follow the same rhythm of how you two were the first time, however you notice Gavin’s movements were faster and more sure, strategically succeeding in capturing a lot of your pieces- pawns and all, though luckily not the Queen yet. The amount of growth he was displaying compared to earlier really shouldn’t surprise you, but it did anyway.
In the middle of the game, you make a bold risk, moving up the black Queen to the adjacent square to his King, certain that you have won this time again. “Checkmate!”
“But… you don’t have a supporting piece for it,” Gavin states, watching your face slowly flush in embarrassment. You observe his slim fingers move the King towards where your Queen was, and captures it. You grab your cup and take a sip of your tea in response, hopefully covering up your disappointment behind your hand. You kick yourself for having completely forgotten about that.
From then onwards, Gavin swiftly checkmates your King with the two Rooks lined up on the board, making it impossible for it to escape. You sigh. You tried your best, at least.
You try to disguise your disappointment in the wake of your defeat again with a smile and grab another cookie to chew on while Gavin studies the board. However, despite the result on your end, you were still admittedly proud of Gavin and allow yourself to feel grateful for being the only one to see this side of him to you.
“You lost a lot of pieces trying to attack. Especially with your Queen- you weren’t hesitant to sacrifice. Your pawn structure was weak and you moved without purpose.”
You stop munching the cookie. “You got all of that from those two games?”
Gavin nods slowly. He nonchalantly takes a sip of his third-time freshly poured tea, its steam floating towards the ceiling. “In STF simulations, you need to take note of every variable. Evol abilities, weather, weapons, and your fellow comrades- especially time. The criminal won’t hand you that much luxury. Every wrong decision would cost you. You need a plan for attack and defence, always. Always have a Plan B. If not, a Plan C. And if none of them will do, always have a Plan Z. Sometimes I’ll need to command nine groups at once. Other times it’ll just be me.”
You look at him blankly, your eyes widening as the only sign of response to his words. His eyes widen as well, not expecting that you would take it that way.
“I mean…” Gavin coughs before continuing, “it always works out. Please don’t worry. We’re highly trained for these operations, remember? I’ll always come back to you. I promise.” His hands reach out to hold yours at the table, meeting each other’s half-way.
"When I got used to holding your hand, buying different flowers for you each occasion, having reserved dinners and looking at the stars with you at night, I knew I couldn't continue the way like how I was before... before I met you again. Like being trapped in a building or apprehending someone and missing out of something that we planned in advance, I- I can't have that. Which is why I'd need to think of alternative operation routes, ones that require less sacrifice however still bear the same effectiveness as before. This is why I am the way I am now."
Who knew back then that this man would be your first love- a man so honest and sincere. Back when you would take a moment to smile at him in the hallways, receive help for retrieving the textbooks on the 2-metre shelves or just those few times when passing by the senior classrooms on your way to the music practice room and see him sleeping or staring outside the window where he sat.
���And you’ll find him. That person who will be with you through all life’s joy and heartbreak. Someone who will never leave you. Your King.”
You recall your father’s words as you squeeze Gavin’s hand a little more tighter. He squeezes right back three times.
You notice Gavin’s eyes awaken with a certain emotion that only you will notice- that something only you will ever know- directed at only you.
You squeeze his hand a little more tighter. He squeezes right back three times.
“Whether life is a game of Chess or not, you’re the only one who can dominate my territory, my pieces and my King. And when it comes to you, I’ve already won... my Queen.”
Closing his eyes, he brings forth your hand to his lips and lightly kisses it, already forever fulfilling his declaration of love.
I haven't posted any fan fiction before, let alone officially write one. This also accounts my first time having written this particular second person perspective, (apart from the Blue Temperature Gavin Empty Arena story) as this isn’t how I usually write. Normally I use first person and more indirect dialogue more than direct dialogue in my creative writing but this was really fun to try! Honestly, I couldn’t help myself but to bring forth some foreshadowing/parallels with the actual main storyline because admittedly, my writing takes need a lot of thought to understand the techniques I use and why my writing is the way it is. So, I won't be completely sure on if this will be received or not HAHA. But apart from everything else, this piece of work was made for this very special case for this very special day for a very special person so I won’t be posting much fan fiction as much as my other current work as I still prioritise my analyses and miscellaneous posts more but if you happen to want to see more, please let me know :) Thanks for reading and let’s all show Cheri much love for her accomplishments and milestone, today!
#I’m cry typing this#End the story with something cheesy like the official mlqc writers YES#was more concerned with this than my assignment LOL#mlqc#love and producer#恋与制作人#mr love queens choice#mlqc gavin#gavin#mlqc Gavin fanfic#mlqc fanfic#Gavin x reader#happy birthday Cheri
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Archenemies - Part I
Disclaimer: partially inspired by Supercorp and the very enjoyable facets of their dynamic. Hope you enjoy.
Commotions are always a good indicator of such happenings.
The first eyes on the scene are of course those of curious and surprised bystanders. Rarely does such an event be broadcast in advance. It's happened before, of course. Only a handful of times, however. It means the evildoers are confident in their plan and seek attention, two very bad news for any respectable super. The last time it's been the case, panic managed to erupt, only quelled by the competent authorities with some effort. Some joker tried to replicate the one before last, he's apprehended after barely an hour of shenanigans and threats, each more unbelievable than the last. What he tried to emulate, however, remains scarred deep in the minds of many. Blood and ashes flowing on the grass of the Magnus Arena in the city center on a crisp summer day, and the center itself drowned in cries of pain and terror. On that tragic day, SkullB makes the decision to invest in the services of both Mister Mind and LaValette, two of the most intelligent and cunning cons out there. One hundred and eighty six people die, each one in a slow and far too well documented way. Three pros are amongst them; experienced supers, yet they fall prey to SkullB's devious plans. Dame Seven, Verustoski, husband and wife in the business since the late 70s, and Sunny Sin, a young yet very capable teenage wiz, give their lives in exchange for SkullB's.
Mind and LaValette are, of course, smart enough to see themselves out once it turns in their disfavour, almost as if they see it coming. The former is caught a few days later, splurging on an online casino in his own underground mansion, while the latter still eludes the authorities to this day, taunting both pros and cons in an odd twist of fate. They realize the whole affair is getting far too out of hand, and some even speculate one of them (or both) to consort with the authorities to create the distraction that allows to bring out most of the hostages and to take down SkullB. That stems from irregularities in the chronology of the event and the fact that LaValette apparently decides to own up to her actions after that day. Not completely mind you, but enough to make a difference with a surprisingly efficient foil to many a plan, good or bad. Over the next few years it's apparent she's taken upon herself to remove supers altogether. Not in a definitively violent way, shockingly, but using her agile mind to dismantle actions undertaken to a significant risk to the city and its people. Dynopolis grows less weary and more peaceful due to that. It lasts a sufficient while for her to gain a strange and ambivalent status of anti-hero - chaotic good, as many surmise, in similar leagues to that of the legendary Crime Man himself, some add.
That changes over time as more and more supers, heroes and villains alike, manage either in their smarts, numbers, or luck, to pull and tug at the seams and reveal the cracks in her masterplan. What it loses in her ability, however, the city gains in balance. Many new pro upstarts join the ranks of a newly reformed agency, trying to attain both glory and riches, and to "do the people of this city some good". It's obviously been mirrored by the rise in organized and supercharged crime. That tendency is there from the beginning, structured even before the pros are themselves. It naturally evolves with the times and the influence of one changes the other. Not that they necessarily know - she doesn't care much for one or the other - but she naturally leans into that tendency. If one wants to make a difference by playing the game, one has to remove themself sufficiently from the board, and that she does in a surreptitiously efficient manner.
The second factor which sees to an apparent decline in her efficiency had been more subtle and more specific (although she would argue that it's not so much a decline rather than a shift of focus). It baffles a number and is the joyous guilty pleasure of some others, more observant or perhaps more versed in theorizing. It's fairly unnoticeable at first, by the audience as well as by those involved. The powerful blonde enters the scene unnamed and unknown, and almost by coincidence - officially "on a whim". A small incident takes place in the southern branch of Nat·Bank, devolving into a chaotic chase over land and sea. A simple passerby at the time, the greenhorn not-hero (yet) jumps to action, pursuing the robbers onto the beach and into the coastal waters once they reach their means of escape. Perhaps it's her gallant effort in taking them down despite their ion guns and reinforced armours, bringing the boat back to shore single handedly. Quite literally at that: she emerges on the warm sand pulling the swift vessel behind her, dragging it to the middle of the beach for the authorities to arrest the now baffled culprits. Many onlookers capture and immortalize this moment, making her drenched fit form into an object of many speculations for weeks to come. Her identity somehow remains unknown behind a hasty yet well-placed mask of cloth and nothing is made of it despite extensive research and avid requests on all fronts.
...
Dantra reveals herself almost two months later, to the day, new protegee of sorceress Saralis and a fresh recruit of the H.E.R.O. program - revamped by a retired Dynaman and funded by the Ministry of Defense to raise and promote fresh blood to the side of justice. She's expected to tour the studios and is breathed to be the new mascot of the agency; yet, despite all her efficiency and achievements on the field, she remains as elusive as on the day of her appearance on the chaotic stage. Her speculated concealed beauty adds to her engaging demeanor during her interventions, on top of her flashy yet efficient use of her power. Her flawless track record, only highlighted by her immediate appeal following her first and only late night show appearance, made her an almost instantaneous star, rising fast into the pantheon of revered supers. Some wait for her eventual demise, criticizing her close interactions with fans during downtime and her refusal at revealing too much about herself, theorizing many reasons, each stranger and more somber than the last. Yet it does not happen. She assimilates into the lifestyle flawlessly and durably, it seems. Perhaps too flawlessly for some. Not exactly dwindling, her popularity somewhat reaches a peak over the first year and a half during which she becomes active.
If she's anything, Dantra is not discontent. She takes it in stride, making the most of her situation, to the greatest pleasure of her enduring fans. If she's to plummet, she will, not that it will stop her from doing what was right as long as she was able to. Or so she tells the young reporter who manages to get the first interview in months. And she does, standing as a proud beacon of righteousness and letting life take its course as she does all that is possible to protect and help. This despite the insistence by the agency that she capitalize on her success. She does not yield, however, and accepts that interview on their recommendation only to clear some misconceptions that seem to have arisen over time. No she does not wear a cape and does not plan to as it would hinder her movements. Yes, that piece of white cloth she wears over her face is a replica of the original one, it's been retailored and enchanted by Saralis herself to not be easily removed. Oh she doesn't know if one could say 'superstar', she is proud to make a difference however. Definitely M'Persent, she's been amazed at their display of precision in the way they used their telekinetic powers, since her youngest age. That's excluding Saralis, of course! *laugh* Boreastre, perhaps, on one of his bad days and on her good, then again she has to respect the old man's resilience so, who knew… he is the only con to ever elude the great Dame Seven in his hayday, so that has to count for something. None of the above; the money is enough, the benefits are great, and the ability to use her powers as she does is compensation enough. Because it's right, that's why, and perhaps also a bit in honor of her grandfather, a war hero who she's always admired. Oh…! Uh, yeah, many. So many. Too many. *laugh* But no, never, actually. Sadly. She never has the time or the space, she guesses, or perhaps she's not been looking well enough. One day, perhaps, in her old age, in one of those quiet suburbs, with a dog and a small garden with flowers… That's a new one, never been asked that before, yeah, uhm, if she had to say, perhaps no sea, not that she doesn't like it, she loves the sea, but forests always seem more beautiful, intriguing, and without any tree how is anyone to breathe? *laugh* No, thank you for inviting me, it was great! Oh, yeah! Uh, stay safe and do good, folks. Until next time. *wink*
Some questions she does not answer or shifts the subject, but all in good sport. The interviewer doesn't seem too annoyed by it, more understanding than anything. They're even genuinely excited when she offers a quick demonstration, squealing when she does her trick with the water. Neither do the executives at the agency, they even congratulate her on its good value. She feels good after that, can't say no to fun. She returns to her usual routine without barely missing a beat, if only slightly more discreetly, satisfied for days and unwilling to engage in too much outgoingness at once. That seems to be her prefered rhythm: appearing sparsely on occasions unrelated to crime fighting yet always with panashe and with good reason. Time passes and finally she knows: her secret is safe. Tucked away behind the thin layers of her mask and her gentle charm. There are a number of reasons why Dantra refuses to unveil too much of herself, be it to her fans, enemies, or even her colleagues. She is young but has enough knowledge of the ways of the world, especially online, to wish to be careful about what she exposes of herself. She enjoys the attention yet wants nothing of it once the mask is down, relishing the quiet moments in her cozy house near the waterfront and the edge of the city. The most important reason, the vital one, is not because of a loved one - she's been alone for as long as she could remember - nor because of her job - the agency pays well enough, and a side gig as a commission photographer allows her to pass the time. No, her deepest, darkest secret is entirely other: she does not trust herself to look quite right, to pass well enough among them. She never has. Not before, nor since her arrival and her… change of style. Her face has always felt too angular, too sharp and harsh, underlying the softness that sugar-coats it. Okay, maybe it is stupid to hide such a thing, what with aliens and wizards and so many kinds of secret and supernatural entities buzzing about. Especially considering she is in fact time-displaced herself. But she's a private person and her doubts never quite leave her, neither with nor without the mask. Especially not without. And that's something she wants to keep to herself as long as possible, if not mostly because it would show the cracks in her heroic persona.
One second she's living her perfectly normal if only slightly different life in the wilderness, and the next she finds herself surrounded by stone and metal and sound. So much noise. She fled the great fortified city of her birth for that exact reason, the smells and bustling activity making her prefer the quiet of nature. It's scary, so very scary, at first. Frustrating too, new words to assimilate, new people to remember. Many people. Too many. Tastes and colours as vibrant and foreign as they were interesting. It should be more difficult, more off-putting, it should be a lot weirder and far slower to adapt to this new life that she's quite literally thrown into. She knows that. But somehow, either she's better at adapting than she believes, or the strange shrieking and smelly hole she's been dragged through - she later learns it's all that ozone - has been kind enough to gift her with an augmentation in her abilities. She can't say. Assimilating information has always been easy for her, computing it, on the other hand, takes a bit more time, but she manages well enough and that's a start.
No one knows any of that, not the agency, not her colleagues, not even her best friend Zelda knew of it, and if she has any say in the matter, none would ever know.
…
Later on she realizes their first meeting is not their first. It's not even the first time they actually interact, simply exchanging a look as she disappears into her surroundings while the hero goes the other way in hot pursuit of her own target. They cross paths before, at least twice, always en passant and never out in the open, none recognizing the other. How Valerie Vonazzio misses and is missed so thoroughly becomes one of the many subjects of scoffs and giggles, somehow playing the absolute opposite of their actual first interaction.
How it goes from a simple meddling in a high stakes robbery to a double hostage situation with innocent people in the crossfire she would say is entirely the annoyingly boot-straight bulldozer of a newcomer's fault. He's the one who barges into her delicately masterminded play's fault. They simply have to open the safe, take the money - in truth a pile of fake yet highly realistic 'the artist formerly known as Prince' bills she planted there earlier - and attempt a getaway. No violence needed, no casualties, and she can pocket the money for herself. Not that those to whom it belongs would miss it, even if the amount were to be doubled. And everything seems to work perfectly at first, that is until that idiot of a C-list super Faramour and his disgustingly felty suit gets stuck in one of her countermeasures and calls for backup. The channels should be jammed, they are jammed, and yet, somehow, she hears. Dantra enters all guns blazing - not literally though, she bears no weapons. Praised be that fact or things would go downhill much earlier for the great LaValette. She has no guns, none made of metal at least. It does not prevent her from bursting in, plowing half the group against the wall and intimidating the others sufficiently for them to lose their cool. Having taken two hostages, threatening to do some actual damage if 'superblondie' refuses to cooperate. She doesn't, to Valerie's relief, but she's the smarter of the two, after all. By far. Faramour, on the other hand, does not do the smart thing. Barely liberated from his restraints, he takes one of the robbers in return and immediately escalates the situation. How it hasn't gone to shit quicker with that horrid perfume of his, Valerie will never understand. Deadly weapons are pointed in every direction and a single movement might set the whole thing on fire.
That minty, hair-waxed bumblefuck of a super doesn't even try to use his lonely brain cell, it seems, choosing to ignore Dantra's warnings AND the robbers' threats, yelling louder than either for everybody to shut up, get on the ground and put their weapons down. Despite the fun she'd had recording his disheveled meltdown and against all her principles, she intervenes then. Showing herself in broad daylight for the first time in months, perhaps years. Well, as best as one can through a thick field of smoke and behind a specialized retailored special ops suit. While they're all distracted, she takes Faramour out, stunning him into oblivion and then twice more for good measure with simple yet efficient darts of a sleep agent of her own personal concoction. The robbers are easy too: make them think they have a way out and leave the appeal of the money, and the next second they're running. Dantra is another story. She thinks of lacing the smoke with a sleeping agent but doesn't want to hurt innocent bystanders - she has principles, or at least she's tried to grow some - and instead deploys a simple spot-sonic. The small device works as a grenade and is used to stun anybody of above average physique - group which she instantly guesses Dantra is a part of - and gives her an opening of a few seconds to make a getaway. Hers has been ready for hours now, but as she rounds the building and her car she hears the voice behind her, ordering her to stop.
Dantra is coming around the corner too, armed with a surprising two unconscious robbers, one in each hand. Fortunately she's decided to go stealthy this time, wearing unmarked gear and a simple black gas mask. The lack of recognition she gets from the super means that either she does not know her face, which for the agency's poster girl is highly unlikely as the agency must have drilled her on the many cons they were tracking, LaValette still being high priority. Or that she has no way of seeing through her mask, past her eyes, which is lucky as it has definitely not been designed with x-ray vision in mind. She looks at the blonde for a second too long, perhaps, and her mind is made: she has to play this one well.
"Why? You gonna arrest me?"
"As a matter of fact no, but the police will once they get here."
"Ha. Apologies darlin', I have no time to wait for them. Things to do, places to be," she replies, her tone as cocky as possible.
"You have nowhere to go. I'll catch you if you try to run…"
"Maybe. But I don't intend to run," she jiggles the keys in her hands.
She sees the frown form on Dantra's face through the cloth, a cute set of lines creasing around and above her brow. The super lets the robbers fall to the ground and takes a step forward, then another. Good, just a few more seconds.
"I'm fast."
"Strong too, I guess."
That stops her.
"You're too confident."
"Mayhaps. But so are you, I believe."
"I have the means to back my words up, do you?"
If the very slight flex of her hands and her taut muscles is any indication, the hero does indeed, and she's ready to show it at any moment. Perfect.
"I don't doubt that. But see," and she takes a small step to the left, Dantra mirrors it to the right, "my ride is waiting and they don't have a policy of canceling last minute, so I'm afraid I won't be able to take you up on that."
"The choice isn't really offered."
"It is though, and I'm certainly not letting a muscle-brained blondie tell me what to do."
That gets her a frown. Good. Let her stew a bit.
"You're not part of them."
Oh, surprising. Not all brawns, then.
"You noticed."
"I'm more than just muscles."
"I can appreciate that."
And she winks for good measure. The slight abashed surprise which momentarily coats the frown is worth it.
"You'll be happy to know I'm not all ass either, darlin'."
And with the image of a vague incomprehension mixed with outrage, she presses the ignition button. The car beside her roars to life and then everything is gone, swallowed in the bright neon light of the headlights and the piercing shriek of the alarm. That's enough to make Dantra recoil; by the time the super focuses again, she's long gone. Not very far away, but out of reach.
…
The second time they cross paths it's more official and perhaps she isn't as prepared for it as she's like to make them all think. There's a joint operation by the newly formed Hexagon, a trio of wrongdoers comprised of Miss Spell, Shore Thing, and Sasz, who apparently decide to carry out plans as horrid as their individual designation. How people, supers mostly, come up with such ridiculous names for themselves is something she'll never quite understand. It does help motivate her to foil their plan without pulling any punches, however. Which is a good thing, she thinks. They try to steal one of the prototypes in development at Atomic Delaware Industries, some sort of energy cell that could either be sold to competitors or foreign powers for quite a pile of cash, or be used in not so nice ways by someone smart enough. She certainly would find a few uses for it, she has, actually, without trying too much, even. But that's not the plan, it hasn't been for quite a while. They've been on her radar for the last month and, unfortunately for them, a whole month is entirely superfluous if one were to want to rig the whole operation. Which she does.
The traps fly and spring, doors jam, electric circuits fry and, strangely, the alarm resounds the minute they're deep in the vault despite all their attempts at quelling its shrill signal to the whole of the city police force before they break in. The panic but not so much as would other newer and less competent cons. The prototype is loaded in a rush as they manage to evade the first wave of security. It's jostles a bit - quite a bit - as they come out into the night. Whether it'll still work after that is anyone's guess, although she has an inkling as to the answer. It's but almost entirely confirmed when the crack resounds a few meters in front of them and Dantra appears, making them drop the cart onto the ground and letting the round object roll away. The trio tenses slightly, knowing they have the advantage, but Dantra shows no sign of faltering. The fight that ensues is what makes Valerie act upon her growing frustration: had she let them exit the perimeter they'd have been caught in her electromagnetic web until the police arrived. But of course the hero has to meddle in her affairs. She almost doesn't swarm all four of them with slime ice, a new project she's been working on for a while, trapping anything it touches almost instantaneously (super or not) and with enough efficacy it would work on Dynamos and his high speed vibrating or Saralis and her plane shifting. At least long enough for her to escape. Almost, because as she's about to think better of it, something barely misses the prototype. It's either a hex or an exploding scale, she can't really tell, but she knows that if it hits, they might not be there to argue whodunnit afterwards. To hell with being subtle, she doesn't want to die yet, and there are people in danger of being fried by the foursome's stupidity.
"Oy, nitwits!", she exclaims, stepping out of the dark black sedan she'd taken shop in.
They seem surprised to see her, enough to almost all freeze on the spot. Only Sasz seems not to lose any of his countenance - his cerebral implant must help, she thinks - which is a good thing because they don't immediately notice the small flattened cones that thud in the middle of them.
"What the fu-", she can hear Miss Spell attempt.
"Stop clonking so close to the prototype. Or do you want to raze this whole area to below sea level?!", she adds, seeing Dantra's eyes narrow.
"LaValette," Sasz simply says, still unperturbed. Not that he seems quite anything in the recent months since his upgrade. "How very pleasant." Well at least he's kept his tongue.
Miss Spell opens her mouth again but stays silent, still she can see her violet eyes widen slightly; Shore Thing doesn't react, simply getting ready to fight her too. She sees the flicker of recognition on Dantra's face, however. She wonders for an instant if she should have worn a mask but finds she is almost glad - a small prickle of pride even runs through her spine at the validation of her still very-well known status.
"Stop where you are," she hears the blonde's voice command.
"Oh don't worry, I don't plan on joining in the fight," she smirks, "I'm not made for that."
She lets a beat pass and sees them stew in their uncertainty. No more than a beat, however, or they'll have time to react.
"Plus I don't need to," her smirk widdens as she nods to the ground at their feet.
They look. Sasz and Dantra are the first to react but it's still too late. The cones explode into a storm of white and suddenly all four of them are covered in a thick layer of foamy substance. She has to give props to Dantra for attempting to jump away, but the slime ice hardens too quickly and she's frozen on one foot, her body angled back. They almost instantly begin to slump too, even Shore Thing's weird biology doesn't stop him from feeling the effects of the sedative. It won't take them out, she knows it, but it'll do for a while. She can already hear Miss Spell mumble curses under her breath, it would be cute if it weren't literal curses on top of her insults. She hurries her step, not wanting to overextend her advantage.
"Not that I don't find this fun but I can't trust you people with this," she grabs the prototype, "so I'll be removing your new toy from the playground until you learn how to share properly."
Without further ado she walks back to her car.
"Wait," she hears Dantra's slurred voice.
But she doesn't no matter the slight desire to play with them a bit longer. She knows if she does she'll lose her advantage quickly.
"Sorry darlin', can't stay. Have a nice night!", she smiles as she passes by them before rolling her window up and driving away.
Her exit goes unchallenged, none of the police notice the black vehicule hidden behind the bushes as they quickly drive by a few seconds later. The next day she confirms her slime ice was indeed efficient, more than she had banked on even, as she sees Sasz and Shore Thing still partially trapped in by the time the news channels are on the scene. Apparently Miss Spell managed to phase herself away in the nick of time, escaping right as the authorities arrived, Dantra taking only a few moments longer. She can't help the amused smile at the sight of the fit blonde going away as quickly as she can once the situation has been explained to the police, surely in search of her. The super doesn't succeed of course, as her being in her penthouse at that precise moment indicates. The morning is nice, warm with blue skies. She contemplates letting Dynopolis and its officials sweat it a few days more under the threat of her possessing the prototype, but decides against it. She's a tease, not an actual madwoman. The stolen property is found two days later in Hubway Park, in a glass box with a cute little ribbon on top of it and a card that says "Love, LV" in elegant cursive. And if the city's pockets are slightly lighter after that, well, it's not her secret to tell.
...
They meet again twice before it truly becomes a sort of routine between them. Not that she actively makes it that way. It just seems they can't stop themselves from running into each other. Maybe it's because LaValette's officially made an appearance after all this time, in front of no less than four supers, three of them being cons is of no consequence. Maybe she can't quite stop herself from being on high alert every time she goes on patrol, looking for the lithe dark woman in every corner each time she's called onto a scene or she is made aware of some nefarious happenings. The fact that Dantra is seen a lot more than usual out there does not go by unnoticed and many speculate as to why. The answer is simple: she's been bested thrice and she can't quite let it go. The smirk and the confidently teasing tone of a superior mind still ring in her ears. She's never been one to be very competitive, not seriously so to the point of letting it consume her rather laidback nature. But the villain has a way of getting under her skin. The con times her quips like the beats of a good song, like strums of chords during a guitar solo, settles her silver eyes so steadily that she can't help the shiver of anticipation at the challenge she knows is coming. The first time it's just a fluke, she doesn't realize she's facing the great LaValette herself, not even that she 's in the same realm as her for a while. The second time she gets the message but slightly too late. The result is positive in the end, not satisfactory however. It does have the unintended effect of giving her a purpose. She knows she can't force destiny, doesn't quite believe in it either, but it feels like something the third time they meet. She wants to be there because she knows what's coming. Or at least she knows LaValette will grace them with her presence. She loses her after a frustratingly slow chase amongst corridors and stairs in the tall building where the villain comes to meddle with an intervention the squad puts in place to nip the bud of a growing cult.
The thing doesn't go as well as planned. The cult is too prepared, as if they know what's coming. They manage to get them taken down before any blood is shed, however, which is a good thing. Until she realizes the ease with which it has been done and the glaring disappearance of a number of useless but golden artifacts the cultists had been in the process of using for their sacrifice. She realizes immediately what's afoot, perhaps a bit too quickly if she trusts the bewildered looks she gets from her partners. She spots the suit far too quickly too. She's nothing if not thorough and she's made her research on the older villain turned chaotic vigilante. Her style has changed slightly, moving on from spandex and leather to a more comfortable fabric oriented design. Still black, still badass and cool - she can't help but admire - and still kicking ass without actually doing any of the kicking herself. But as she's about to reach her, LaValette lets her know she's noticed her with a small turn of the head and a wink as she moves to the staircase. The resulting chase happens in a place too constricting for her, which she hates, and amongst a crowd of people who have no business being as productive as they are on a Monday. Still she follows as best as she can, careful not to damage anything. Unfortunately it's not enough and she knows it when the villain slips away one last time, dropping in an elevator shaft this time, and she's unable to follow. Not that she'd fear the fall or hurting herself (her body can withstand much more and quite literally fly, after all) but because she realizes she's been tricked when the shaft turns out to be a screen and she finds herself flailing not to walk off the seventeenth story. How the frustratingly smart woman managed to do that she doesn't know but she knows she's lost her. Despite it all, and while she does a round of the floor just to be sure, she can't help but be impressed. LaValette has never shown any other sign of outstanding abilities than her impressive intellect and for once she's glad it's the case, just imagining that coupled with any supernatural ability almost makes her shiver.
Their fourth meeting is the one in which she feels her work finally begin to pay off. She's been scouring every file, report and analysis she can find, all the footage available for clues as to what counter-measures she could try to put in place against LaValette for weeks. The incident at Magnus Arena makes her both angry, wanting to catch the woman as soon as possible and make her answer for her crimes, but also realize how much the villain has actually shifted her line of conduct since then. She doesn't quite know how others have not measured the impact of her actions since then, both to annoy supers of the program and to mitigate the destructive power of cons. There's no proof, no evidence, but she can read between the lines, feel the depression in the landscape of her crimes, and see the shadow the villain leaves behind her in each misdeed that goes a little bit too smoothly for the heroes or which seems to fail or combust in the air for the cons. How nobody has never noticed that is beyond her. Perhaps the long arms of LaValette extend even within the agency? Or perhaps someone else has been trying to keep the status quo?
It's a bit of a paradox. She gains newfound respect for the woman but at the same time the neverending list of accomplishments - which she seems to silently gloat about every time - makes her blood boil and gives her renewed determination to catch her.
So when she manages to corner her in the back alley of the store as she's about to flee on an unmarked bike, and she sees the brow quirk up in surprise as she halts mid climb, well she can't help herself and smirks.
"Well good evening to you," LaValette says, resuming her action and strapping the large duffel bag containing various pricy items to her bike, pricy items that the organized but not very professional group of masked individuals attempted to rob - are robbing? have robbed? - and will realize are missing from their own possession the next day.
"I would return the greeting but you're coming with me this time, and it will unfortunately not be 'good'," she quips back, hand on her hip.
LaValette has been calmly setting up her gear, putting on a pair of gloves and a scarf, zipping up her jacket, action following which she seemed to notice the quick glance, her smile widening ever so slightly.
"Not that the offer is not tempting, I'd love to stay but-"
"Stuff to do, places to be?", she cuts in.
The villain smiles wider still, a mischievous glint in her eye.
"Exactly."
"Well, sorry to burst your bubble but I can't let you do that. You being a criminal and me being a hero, and all."
That earns her a chuckle. There's a pause, the woman makes a grab for her helmet, still showing no sign of a rush or any kind of panic at all. This is what makes Dantra start to question her standing in this exchange. She has a way of getting her nerves to flare. It seems the woman notices, her head shifts slightly to the side. Could she read minds? Or was she just that smart? Dantra realizes she might just be that smart
"Oh I know. And I can assure you I'm very flattered by your attention, but should you really be leaving those idiots alone?"
She follows the finger, it points at the store and suddenly, as if on cue she hears an explosion and sees bright flames erupt from the roof. The door she'd passed through moments earlier flies off its hinges and crashes against her, denting itself around her shape.
"What the-" she begins when she hears the engine rev.
Suddenly she's jumping to action, she lets her flight boom her through the alley and can feel the fleeing motorcycle revving its gears enter the grasp of her outstretched hand. Yet before she can do anything she hears a bump and her legs are once again cast in that annoying white substance, not only does it harden, it also latches onto the ground and she's faceplanting before she knows it. That much isn't enough to slow her down too much, and she's up the next second, grunting as she breaks through the foam - the countermeasure is one of raw power but it works, so, who's to judge. But as she's about to engage in pursuit again, masked individuals come pouring through the now destroyed exit and for a moment she's stunned. Why weren't they- It's then that she hears the shrill voice she's learned to dislike with every fiber of her body. Freaking Faramour…!
Only later, as they've rounded up the criminals that tried their best to escape and the police are there to take them into custody does she register the memory. It's seemingly jogged by none other than the felty cretin himself.
"Nice work, blondie!", he exclaims with a thumbs up.
Perhaps it's genuine, perhaps it's just playing it up for the cameras, she doesn't know, doesn't care much for it either. She's let her target escape once again. By the time she'd taken care of the robbers, barely a minute, and was soaring in the sky to try to locate the motorcycle, it had vanished once again. The criminals had given her restraints - a good measure of fence wire - a run for its money, already almost escaping by the time she came back down and she'd had to secure them once more. Then she'd taken measure of the whole situation: a blown up store, a bumbling super idiot trying to take over the situation and a disappeared LaValette. Then the police arrive, then the journalists, almost in sync. Then there's the report, which Faramour takes into stride despite his less than useful participation, and nobody seems to have noticed LaValette's presence. She'd been this close, so close… She tries to wallow a bit in her corner but even that is made difficult when Faramour comes all smiles to congratulate her. She had to at least nod and smile, she may be one of the most prominent faces of the agency - and miles more efficient than him - he had anteriority and some form of mind-boggling respect in the city. But his words trigger the flash of memory.
"Nice try, blondie!"
Almost the same words but a much, much different tone. Sultry and smooth, teasing as usual. With a smile and a wave of the hand as she rounded the corner, spoken in a voice loud enough for her to hear. The frustration is so much that she almost lets out a huff before she takes off to do her report at headquarters. It's only when she's done and gone home that she realizes she was close, much closer than usual. Next time. Definitely next time.
And next time comes. Much sooner than she'd expected. Barely a week later, in the middle of the afternoon. This time it's utter chaos. Three events strike at the same time. Havenleaf institute, the prison that houses many cons, is taken by Miss Spell and what can only be described as strawmen goons which she surel animated. Apparently an attempt to break out Shore Thing and Sasz. Nat·Bank is in the middle of a robbery orchestrated by the BronzeBronze cartel. And the head office of the Police is being hacked. The bank and the prison are already taken care of, Grace Solace and Mesmeride are on the case with their respective sidekicks she hears in the coms, and the police should be able to deal with whatever genius has decided to try his hand. She's met the ITeam and they know what they're doing. Still, she can't help but feel something is off. The coincidence is great, almost too great. So she goes anyway.
Everything is hectic. Power is going out repeatedly, the whole electrical infrastructure seems to be under attack. Which is weird, Rajan and Sam explain. They've made sure the whole network was secure and entirely closed off. She knows it is, she's seen Sasz try his hand at it and groaning in frustration. So whatever whoever is here wants, it's not in the database. The chaos feels too orchestrated. Like a danger looming around the corner and forcing you into panic mode but never making an appearance. She knows this feeling and that's what propels her into the stairs, down to the third basement and the writ archives. She struggles in the dark silence for a while, only nearly jumping when she hears clattering towards the deep end. The ever-knowing smile that usually welcomes her is only ever so slightly assured this time, only ever so slightly weaker, and she knows she's struck a chord.
"Wasn't expecting you so soon, darlin'", the voice drawls as the woman has the gal to look away, back to the files she's been searching through.
"Were you even expecting me?"
Her tone is light but it seems to land once again, from the slight tensing of the shoulders.
"Honestly? Not really. I hoped to have at least an hour uninterrupted, but it seems I got unlucky…"
She can't help the small satisfied scoff. She can't help the spark of curiosity either.
"What are you looking for, LaValette?"
The dark woman looks up, surprise passing through her steel eyes.
"Nothing much. Compromising pictures from college, maybe?", she chuckles. "What tipped your off, Dantra?", she returns.
Dantra knows she's curious but fakes disinterest. Somehow she knows. So she plays on it. She also can't help but lose some focus to the way her name rolls out of LaValette's mouth, soft and playful.
"I got lucky I guess. I had a hunch."
"A hunch?", a quirk of the eyebrow.
Now she was looking at her.
"Three at a time is a bit much."
"Ah," a shake of the head. "Maybe so… might have been a bit over enthusiastic on this one."
"You made all this happen?"
She should know better, she's seen the famed LaValette at work more than once, read and watched everything there was about her, but she still feels the wave of surprise at the revelation.
"No, I'm not omnipotent, you know. I may have… pushed the right buttons, however."
The smirk is back.
"Well you're certainly not getting out of this one," she quips back, hands on her hips.
"Are you sure about that?"
And there's that quirk of the eyebrow again. It's assured and confident.
"No."
But she is. And she jumps. As if she was expecting that the dark-haired woman throws the file at her and starts doubling down an alley of files, reaching for something in her bag. Dantra doesn't know what tips the scales in her favour this time. Perhaps she's gotten better with confined spaces, perhaps she's well and truly surprised LaValette, perhaps LaValette fumbles despite (surely) the many plans she has to escape. In any case, she has her pinned against a wall, any tools she might have discarded and her hands trapped within her own barely a minute later, near the emergency exit. They lock eyes and there's a surprised look in the steel discs, something else too, fear maybe? Something etched deeper than she expects, at least. But she doesn't have time to explore that before the other woman sighs and smirks.
"Well, seems it's my loss this time."
And it is. She doesn't resist. Lets herself be taken into custody without as much as an attempt to resist or protest. She takes an espresso when offered and answers each and every question the officers have for her once they begin processing her case. Dantra stays and watches, still unconvinced she's done it. She doesn't know if she believes everything LaValette says, still mulling over what she could have been searching for in the basement of the central police department. They only find a few files pertaining to an old cold case, one of an old woman found dead in her apartment. Nothing special about it, nothing linked to LaValette. Not that they could actually link anything to her. They don't even know who she is, she doesn't register in any database, no history, public or private, no facial recognition pings when they try. She's an anomaly, a dark and mysterious anomaly that keeps on slipping between your fingers even when you've got her. And have her they do. They have her face, her prints, her blood and saliva, hair samples, her voice and her story. Still, much good it does them. They resign themselves to keep her in custody until due process begins again. Dantra is on the go then, ready to leave when they have her secured. The day has been long and the thrill enough to wear her down. She'd been thinned by the last few weeks, her entire focus being on trying to solve the puzzle of the infamous LaValette. And now that it's done she can't quite believe it. They cross paths as the woman is taken to a cell, her usual black suit swapped for a standard grey uniform. It still fits her, she notes. The woman smiles as she notices her.
"Well played, Dantra."
She doesn't know what to do, what to respond to that. The amused twinkle in the woman's eyes another mystery she can't quite solve.
"Until next time?"
It's a question, she registers, as well as a statement. Nobody can keep her in for long, she seems to say, we'll play again soon.
"You're not getting out of this, this time," she manages to reply, throwing in a smile of her own, as confident as she manages.
That owns her a laugh. The sound is throaty and very amused. The wink that follows should unnerve her, so should the unfading smile. It adds fuel to the fire, that's undeniable, though what that fire supplies in turn, she has no idea. She doesn't sleep very well that night, exhaustion and excitement waging an intense battle. Exhaustion wins out in the end and she's rested enough the next morning when she wakes. It takes her the whole of the day to truly recuperate, however. She takes it off, she knows she needs it. Knows that she deserves it a bit too. No one at work is expecting her anyway. Not the bad weather nor Spyro, her cat, defecating on the coffee table manage to bring her mood down, however. The following night is the same as the previous one, a battle of nerves, she manages to go to sleep slightly earlier though. That Sunday morning she is well and truly rested as she wakes up. The weather is nice, Spyro is lounging on the coffee table, no poop in sight, and even the new seem to be good: the robbery has been foiled thanks to Mesmeride, and despite struggling a bit more and not catching Miss Spell, Grace Solace managed to prevent any escapes from the prison. She's coffee in hand, standing on her small terrace, Spyro resting on her shoulders, when she hears her name. It's faint but as she focuses the words become more clear.
"...and this morning, when Officer Wallace came to check on her she was gone. No traces of escape, no footage, nothing. The detectives are hard on the case but admit being somewhat at a loss as to how this was possible."
This definitely piques her interest and she steps inside. There's a still image of the cell with a few words splayed against it in elegant cursive. That's when she understands. Somehow, despite all the security measures in place, LaValette has made good on her words.
Till next time, Darlin', the writing reads.
She knows she should be appalled, she knows she should be stressed, she should be on high alert and perhaps already on route to rectify the situation but she finds herself excited and giddy. A smile plastered on her face when the screen turns black as power is ripped away from it. She's excited because finally, after so long, after so much hard work and dedication, it undeniably feels like she's managed to get her first arch-enemy. Her own personal nemesis.
To be continued.
---
More of what I write, if you’re interested.
#archenemies#super#hero#villain#superhero#supervillain#superpowers#pseudo fanfic#inspired by#supergirl#supercorp#love their dynamic#had to play with it#sorry for the tease#writing#fanfic#fanfiction#maybe#i don't know if it qualifies#anyway#hope you enjoyed#the rest one day#hopefully
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1997 - This Year in Gaming
Muggins here was born in ‘97, and can’t really remember much of it, natch. But there were some good things released this year - I’ve played every one of these, and have missed so many more.
Diablo - Windows, January 3rd
We start with dungeon-crawl-em-up and well-loved out of season April Fool’s Joke, Diablo. I’ll be totally honest - I don’t like Diablo that much. It’s absolutely fine, I just can’t get into it. The writing, setting and characters are all very good especially since this year only marks the beginning of games being seen as a bit more adult and intelligent. Check out this gameplay from Hour of Oblivion on YouTube, and marvel at the faux-Scottish accent on Griswold the blacksmith.
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Mario Kart 64 - Nintendo 64, February 10th
Compared to its more recent versions, Mario Kart 64 is a veritable bloody relic of the past - solid controls and a quirky style mean it’s still a crowd pleaser to this day, but you’d be hard pressed to find anyone right now that would die on the hill of it being their favourite single-player racing experience. It’s also got some of the deepest, impenetrable lore in any medium known to the human race - why exactly is Marty the Thwomp locked up here?
Blast Corps - Nintendo 64, February 28th
February’s position as most boring month of the year is shaken up a bit by having a uniquely designed Rare game slammed into its 28-day long face. Blast Corps is the puzzle-action game where you take control of several vehicles to destroy homes and buildings in order to prevent a nuclear warhead exploding in the coolest incarnation of Cold War politicking ever seen in a video game. Calling Blast Corps a “hidden gem” these days is like calling Celeste a hidden gem - it impresses nobody and makes you look like a dick.
Turok: Dinosaur Hunter - Nintendo 64, March 4th
The N64 was home to a surprisingly large number of above-average shooters despite its muddy graphics and small cartridge space - Turok is one of these, a great FPS game where you shoot the SHIT out of dinosaurs. Brett Atwood of Billboard said it was like Doom and Tomb Raider mixed - Doom Raider, if you will. I say it isn’t - there’s no demons, and there’s no polygonal breasts to poke dinosaurs’ eyes out with!
Castlevania: Symphony of the Night - Sony PlayStation, March 20th
What is a retrospective? A miserable little pile of opinions. I’ve only recently played through SotN for the very first time on a TOTALLY LEGITIMATE copy with a CRT filter. Bloody good (geddit?) game, that takes the repetition of its predecessors, improves on it in basically every conceivable way, and combines it with special effects and graphics that even 23 years later had me going “ooh, that looks quite good!” Symphony’s music and audio design are wonderfully paired with a deeply enjoyable experience that’ll have you saying “mm, maybe just one more room?”
Tekken 3 - Sony PlayStation, March 20th
Also releasing from the Land of the Rising Sun that day was Tekken 3, which many believe is still one of the best fighters ever made. Tekken 3′s combat is so fast and responsive that it’s better than some games made today. T3 is also the best and easiest way to knock seven shades of absolute shite out of your friends without risking a massive head injury or a trip to the headmaster’s office... where you could also challenge him, but only if he plays as my favourite Not-Guile-or-Ken character in gaming, Paul.
Sonic Jam - Sega Saturn, June 20th
The moment Sega realised that re-packaging old Mega Drive games would net them serious cash - although unlike later collections, this is a strictly Sonic affair, and has a neat little 3D world to run around in as a sort of hub world. Sonic X-Treme proved that Sonic Team would have to work hard at getting the fastest thing alive into 3D space properly: Jam is the sort of test ground for it too. It features some genuinely good emulation work for 1997, although it’s basically the gaming equivalent of going round to your grandparents at Christmas only for them to give you the exact same gifts you got in 1991, 1992 and 1994 but wrapped in a bow to make you think it’s different. What are you lookin’ at, you little blue devil?
Star Fox 64 - Nintendo 64, June 30th
So there’s this German company, right, called StarVox. Nintendo look at Europe and say “shit, we don’t want another lawsuit... after all, we’ve done three this year!”. So they give us in the PAL region the exciting title of Lylat Wars which as far as I know means absolutely fucking nothing in the context of the game. They’re still called Star Fox in-game too so what was the point? Anyway, fun 3D shooter with graphics that’ll make you do a barrel roll off the sofa and onto the power button to make the brown and green blurs a little easier on the eyes. Hello 2007, I’ve come back to make old references with you!
Carmageddon - Windows, July 30th
The game so scary it was BANNED in the UK! More like the game so fucking shit it was banned. Carmageddon is so deeply boring to play on PC that I can only imagine that Stainless Games made it tasteless by 90s standards simply to ramp up demand - much like another game we’ll be covering soon.
Herc’s Adventures - Sony PlayStation, July 31st
“And they said Kratos was the best hero? Shish... they got it wrong, sister! Hercules is clearly better... he even has a coconut weapon.” A surprisingly fun overhead action game that most people only know for... well, I’ll just embed it.
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Mega Man X4 - Sony Playstation, August 1st
A few years ago I tried playing every Mega Man game there is - I gave up at X3 because I was getting bored. Even still, Mega Man bores me - but at least the level design is good. Stay away from the Windows port. Pictured: me in the background yawning.
GoldenEye 007 - Nintendo 64, August 25th
The name’s Intro. Overused intro which I also managed to fuck up twice through the deeply editable medium of text. GoldenEye is like the Seinfeld of console shooters - playing it nowadays you’re unlikely to be amazed but holy shit there’s some absolute greatness in this game. Every sound and every piece of music in GoldenEye is permanently seared into my brain - sometimes I’ll just hear Facility or Frigate in my head alongside the door opening sound and the gentle PEW of the PP7. I mean come on, fucking listen to this and tell me Grant Kirkhope isn’t cool as all hell.
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LEGO Island - Windows, September 26th
The first open world experience I ever had was LEGO Island. It’s still quite good today, utterly deranged animation from the likes of the Infomaniac and Brickster - a cautionary tale for children that giving pizza to high-profile criminals is disastrous for the human LEGO race.
Fallout - Windows, October 10th
War never changes, but franchises do. Fallout’s legendary status in the industry is exemplified in how different it feels. Yes, we had the game Wasteland nine years prior, but until September 97 there was nothing quite like Fallout. From the chilling introduction sequence showing the ruins of the United States to the tragic ending, Fallout is an exercise in pure human misery with the brightest spots of hope it can possibly muster thrown in for good measure. What begins as a tedious isometric point-and-click RPG ends as a minigun-wielding power fantasy, before your entire worth is stripped from you at the finish line. You have 500 days to find a water chip before it’s too late, but you’re constantly being fought by terrifying Super Mutants, irradiated animals, and the biggest monster of all - humanity. See what I did there? If anything, humanity in Fallout’s setting would be the greatest unifying force possible against the horror of the outside world. But how is it? It’s dull, it’s sluggish, and it’s really hard to get into even if you’re already a fan - but push through that and it’s worthwhile to see exactly how far the series got before Todd Howard said “eh fuck it” and had the whole thing dipped into an FEV vat.
Grand Theft Auto - Sony PlayStation, October 21st
To put it simply, the first in the GTA series is now nothing but a novelty. It has an irritating camera, wonky controls, poor graphics and deeply repetitive gameplay. But thank fuck it exists, because without it the Rockstar story may have been very different indeed. It’s quintessential cops and robbers gameplay, spanning across Liberty City, Vice City and San Andreas in one game, but with maps so far removed from their modern incarnations they may as well be named “Not New York, Possibly Bristol and Orange Town”. People really fucking hated Hare Krishnas in the 20th Century, didn’t they?
Crash Bandicoot 2: Cortex Strikes Back - Sony PlayStation, October 31
A hard one to talk about, honestly - it’s more Crash and better than the first one. It looks great, and Crash controls so well compared to his first outing. It’ll also keep you playing for 100%, fiendishly addictive and unashamedly difficult. Had a weird cover that moved with your head.
PaRappa the Rapper - Sony PlayStation, November 17th
Type type type the words into the box! (Type, type, type - uh oh - the box?)
PaRappa is a gorgeously stylised rhythm game about rapping to steal the heart of the girl of your dreams - which involves learning karate, getting your driver’s license, selling bottle caps and frogs, making a cake, desperately trying not to shit yourself, and finally performing live on stage. Every one of its segments is so well-produced that they’d genuinely sell like ghost cookies in this era of shite rap. Notable for producing the greatest Jay-Z backing track ever made.
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Sonic R - Sega Saturn, November 18th
Sonic R is absolutely FINE with vibrant textures, interesting levels, neat gimmicks and decent controls. But I’m gonna talk about its fucking AWESOME soundtrack by Richard Jacques and T.J. Davis, an eclectic mix of Europop and New Jack Swing - even thinking about it is bringing tears of absolute joy to my eyes hearing Super Sonic Racing in my head. You’ve got the main theme, Living in the City, Can You Feel the Sunshine, Back in Time, Diamond in the Sky, Work It Out and Number One - all of these are absolute club bangers and genuinely wouldn’t be out of place in a 90s disco.
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Tomb Raider II - Sony PlayStation, November 18th
Lara Croft returns to single-handedly endanger every species on Earth. TR2 is really good, the exploration and puzzle-solving aspects of the first game expanded upon here and the gunplay remaining just as punchy. Lara’s got a fully-functioning ponytail which absolutely boggles the fucking mind - a lot of work went into Lara’s hair for the 2013 reboot, so I can’t imagine the amount of man hours it took to get fluid(ish, come on, it’s the PS1 we’re talking about) hair movements in 1997.
And really, that’s all I played from 1997. I’ve left out big hitters like Quake II, Gran Turismo and Diddy Kong Racing, but I simply haven’t formed an opinion on them yet. Maybe in a future post.
Thanks for reading.
#playstation#ps1#n64#nintendo#jontron#castlevania#carmageddon#mega man#hercules#star fox#mario kart#every copy of mario kart 64 is personalised#sonic#saturn#goldeneye#oddworld#retrospective#1997#gaming#retrogaming#fallout#grand theft auto#gta#parappa#jay-z#lara croft#tomb raider#sonic r
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Kingdom Hearts BBS, DDD Blind Thoughts
Spoilers for Kingdom Hearts: Birth by Sleep and earlier titles in the series. Also warning that I have insomnia and these are utter ramblings on the last 24 hours of blindly binging the Kingdom Hearts series as a total newcomer to the series. Haven’t played three yet and just started Dream Drop Distance. With that warning.....
Birth by Sleep was a ton of fun. We ended up needing to grind a little to make Aqua playable, but that ended up forcing me to learn the game mechanics much deeper, and even my friends leveled up their playing of the game! It was really cool to unlock some of the high tier spells like Triple Firaga and Thundaga Shot, although I do wish we had gotten to chance to unlock even more. I should remember how much more fun the game was after some internet research.
It was very satisfying to unlock the true ending so easily. We had only missed 2 of the 12 required Xehanort Reports. The 2 we needed involved grinding the arena for maybe an hour total and then 5 minutes of finding a treasure chest. We were then able to roll smoothly from Aqua’s finish into the final episode.
Aqua’s fight against Braig was laughable easy, but the final fight against Vanitas/Ventus was slightly tougher. The real challenge was fighting Terra/Xehanort but then the REAL challenge was phase 2 of that fight. I got them all on the first try! It was a really enjoyable flex of my gaming skills in front of the friends.
From a story standpoint, Birth By Sleep had my favorite story of any KH game so far, by a huge margin. I liked certain elements of the KH2 ending (Riku and Sora teaming up, Kairi’s keyblade) but BBS has been the only game where I had any sense of purpose or desire to see how it ends. They did a great job of having each of the 3 routes reveal new information even if played out of order (Xehanort taking over Terra, Vanitas having Sora’s face, Aqua taking care of comatose Ventus).
Obviously it helps to have Leonard Nimoy and Mark Hamill join the cast, plus Aqua’s VA absolutely dominates every scene she’s in. Terra’s VA reminds me a lot of Leon’s monotone edgy boy voice acting (David Boreanaz or otherwise). Of course Ventus shares a VA with Roxas, but the twist of Vanitas being Haley Joel Osmont is really great because he sounds so much older. I think it would have been easier to predict that twist if I had recently heard more of HJO’s Sora voice in Dream Drop Distance or KH3.
Aqua is, of course, the great standout character from BBS. From the start, we got attached to her because of her known prevalence in KH3 on top of her cool design, Arrow voice actress, and the fact that we could finally play a girl (plus one with more human proportions than Kairi). It worked out really well how we saved her for last and had to kind of unlock the secrets of her play style by finally mastering the various gameplay systems.
I much prefer the command deck system compared to the gameplay of KH2. To be fair, these are the only two KH games I’ve beaten. I’ve only barely touched KH1 and Chain of Memories. I felt like BBS did a good job of fusing the action gameplay of KH2 with the (potentially) satisfying deck building of CoM.
Re: Coded is a fucking mess. I might actually go back and play it on a DS emulator just to see the gameplay, but god damn the story is a flimsy excuse for a retread. I almost wish we had skipped it entirely, but just watching the opening and ending worked out pretty well. In the end, it’s literally just “Mickey is gonna give Sora the memories of all the other protagonists” which is badass but probably going to be mentioned again before being relevant. I will say that the ending with Riku and Sora being summoned by Yen Sid for the mark of mastery test is fucking badass and elicited quite the reaction from all three of us. The series is finally starting to have that feeling of “the stakes are high and I want to see what happens with these characters”.
This was expressed most fully in the intro to Dream Drop Distance. Step 1: invoke Disney Magic with a silhouette of magician Mickey. Step 2: Orchestral Simple and Clean. Step 3: use entirely new cinematic footage instead of splicing together an AMB. Step 4: show every keyblade wielder standing side by side. Apparently that’s enough to make me actually cry. We all got very excited by this intro, so it was a bit of a let down to start the game and be seemingly replaying KH1 again.
Of course that’s not the whole game, but I’m still not sure what the whole game is. Riku and Sora have to...wake the seven sleeping worlds to earn their mark of mastery? Are they dreaming all of this, or what? Seeing The World Ends With You was cute for like a second before realizing that I know almost nothing about it. Flowmotion is similarly kinda neat at first but quickly becomes annoying, but maybe it will grow on me with time.
Speaking of fun at first but quickly annoying: Dream Eaters. The Pokémon-esque system seems like a time waster that’s perfect for 3DS but maybe not so much for our tourist play through. The Dream Eater designs are cute when they’re on your team, but strike me as a bit annoying when fighting the same ones over and over. Heartless and Nobodies felt more generic, but that made them feel a little less repetitive to fight over and over. I see the same god damn rainbow colored Panda every god damn fight. To be fair, I think each world randomly contains certain types of Dream Eaters every time you visit it.
Speaking of Worlds, I’m not really looking forward to Hunchback of Notre Dame or Pinocchio world, but at least they’re new worlds instead of retreading Halloween Town, Agrabah, Olympus, Neverland for the millionth time. What I am looking forward to is The Grid from Tron Legacy! I don’t think we’ve seen any Disney world that specifically spotlight a sequel to a Disney world we’ve already seen. We revisit Halloween Town, Agrabah, Beast’s Castle, Olympus, Atlantica but only for some minor follow-up fluff. The Tron world in KH2 meant a lot to me having just seen the film. The Lightcycle combat could’ve been a little more true to the original, but the visuals were so faithful plus having Tron’s actual actor was so fucking cool. Sora and gang getting Tron outfits was so cool too. Also would’ve liked to have a disc fight, but the Sark/MCP fight was spot on. Hopefully we can get both of more in DDD!
It’s a perfect excuse to revisit The Grid since Legacy looks so different from the original. Now, The Grid is not a true world in KH2 but instead part of Hollow Bastion’s computer system. I’m curious if The Grid in DDD is a sleeping world or something that exists within another world, or if it is somehow connected to the KH2 Tron world (which would get real weird real quick if that version of the Grid is a copy of the original, but Legacy is supposed to be set in The Grid 30 years later).
Oh, I like that DDD has the command deck system but I don’t like the pets, I don’t like the link system, I don’t like reality shift, and I don’t like flowmotion. It just seems like BBS with all the RPG features crammed into the pet system with a bunch of gimmick infused into the combat system. Admittedly, gimmick is one of the biggest strengths of the KH franchise, but flowmotion just seems silly. Perhaps I’ll like it more when I get used to it and potentially get to customize the moves.
I’m not sure yet how I feel about the drop system, but I do like getting to play as Riku. I think multiple protagonists is a smart way to stretch the assets and tell 2 stories per world. I rather enjoyed the way Aqua, Terra, and Ventus interacted with some of the Disney worlds. Hopefully we get something similar in some of these worlds.
The dive mini game is definitely gimmicky nonsense clearly designed for the 3DS. In general though, all the games in these collections look great and feel great. I suppose that is why Days, Coded, and Back Cover are cutscenes: to keep the average quality of gameplay roughly somewhere in between KH1 and 2 between all the titles. In fact, I think KH1 is easily the worst feeling out of all the ones thus far. I’ve always complained about KH hopping between systems, but now I can’t really complain about that anymore. My complaint still stands about the games being overly complicated. Plus, the games are clearly taking themselves way too seriously, but that’s very clearly part of the charm.
Really, I suppose the games aren’t that complicated if you heavily condense Chain of Memories, cut out Coded, and try not to think too hard about the phone games. Then it just becomes: Sora defeats the heartless, Sora defeats the nobodies, Roxas backstory, Aqua/Terra/Ventus, training/prep montage, then KH3. Oh, and try to forget that somehow the upcoming rhythm game is canon.
#kingdom hearts#kh#kingdom hearts birth by sleep#birth by sleep#dream drop distance#kingdom hearts dream drop distance#kh ddd#kd: ddd#kh bbs#kh2
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been feeling like venting, so just some random vents- then afterwards, JSRF ramblings because I just beat that game
turning 29 at the end of the week, not looking forward to it- turning 30 next year terrifies me
mother’s funeral was friday, got that out of the way relatively painlessly (other than having to spend an extra 800 dollars just to bury my sister with her, about $4500 by the end of it
gofundme raised about $2000, other donations about $1300 last I counted (probably higher), so most of it was covered
yesterday my mother’s 70 year old best friend held a party at a bar for my mother’s friends and I was obligated to go, bunch of crazy old women talking like sailors, drinking and smoking pot and laughing about all the drugs they did and all the times they got raped (yeahhhh), the only person I was comfortable around was the best friend. And then the party ends two hours late, we’re getting kicked out of the bar, and this friend falls bending down to grab a picture of my mother that she dropped, smashes her face into the floor, and collapses with a pool of blood under her face, unmoving, right in front of me. I couldn’t get the words out that I’d go and pick the photo up for her before she went to get it, and I regret it
Thankfully, she only had a concussion and a broken nose, she started responding after about a minute of just lying there, but it messed me up, I think.
I’ve been debating if I want to start drinking. I never tried before, mainly because my father was an abusive and violent alcoholic. The other reason is because I’m afraid what I’d do to myself if I had no inhibitions in place, I feel like I’d be very dangerous to myself.
neck has been stiff for two days. Probably slept on it wrong. Also keep feeling like I get different symptoms of covid every so often after exposing myself to the public (that bar was packed with old people who wouldn’t wear masks and had no concept of personal space). Today my throat’s been sore and I can barely breathe.
my boss told me I can go back to work as soon as the funeral’s finished- not sure if I should call her to remind her or wait for her to call me, she texted me last week and I told her the funeral was on friday. But my coworker was also wondering and asked me today, and I didn’t know what to tell her, since my boss doesn’t want me to let her know just yet because of how limited they’re open (three days a week, four hours a day)
relationships are very hard
I’m a terrible person who does the bare minimum to help someone who’s terribly lonely and depressed, and it’s like I’m backed into a corner in desperation from being unable to do anything about it. I’ve caused so much harm to this relationship that I wonder if there’s any way it can survive sometimes
It’s always the case, though- I can’t get myself to do more than the minimum effort it takes, and my social anxiety prevents me from ever initiating anything, which has cost me so many people that I shouldn’t be surprised at this point. And I can feel that awful, selfish bitterness inside of me, that part of my father and my sister that’s in me that I try to suppress, and I hate it.
my diet is going well enough, lost over five pounds since starting it late August. But it’s mostly because I just dislike eating, so eating in portions is easier for me. And then there are days like today, where I just don’t eat at all. Just ate one slice of bread, 30g of peanut butter, and a small cup of ice cream today, and I don’t even feel hungry. Normally I try to get some food in me, but today I’m just too disgusted to even try to make dinner.
My sleep’s also been weird, still. Been going to bed later and later again, but can’t stay asleep. Usually only sleep in bouts of 3-4 hours, then just lay awake until I’m half asleep long enough that I feel the urge to give up and get up. It’s been like that for weeks now, I can’t remember the last full night of sleep I’ve gotten.
In lighter news, finally got back to playing JSRF. Beat it the other night after 24.5 hours of game time, just have a few more challenges left (did everything from Dogenzaka Hill to the Bottom of the Sewage Facility so far), got all graffiti and souls possible before beating the final boss. Played it via emulator (which worked great except for crashing when entering the graffiti selection occasionally) with a Switch Pro Controller, felt really good. I own it and the original Xbox for it, but just am spoiled by a PC experience, I suppose.
The gameplay is great, but the level design leaves a funny taste in my mouth. Aesthetics are worse than JSR for me, while music... it’s tough to say, it’s different than JSR, but really grew on me. Sometimes it felt more like noise (I remember the Sewage tracklist not speaking to me too much at first with the more ambient-ish tracks), but it did grow on me a lot. Baby-T was my Garage theme the entire game, such a great track.
Naganuma’s music in the first game was definitely the weakest of the original’s OST (still good of course), but in Future I feel he really stepped up his game. Teknopathetic is one of my favorite songs in the new OST.
speaking of favorite music, here’s mine from each game:
Bout the City
Dragula
Magical Girl
Miller Ball Breakers
Mischievous Boy
On the Bowl (A.Fargus Mix)
Rock It On
Super Brothers
Yellow Bream
Aisle 10
Baby-T
Birthday Cake
Count Latchula
I'm Not a Model
Like It Like This Like That
Rockin' the Mic
Statement of Intent
Teknopathetic
The Scrappy
(shout outs to Girls from the one JSR CD, haven’t listened to much of the other exclusive songs to it, but Girls was good)
but yeah, my minor gripes with Future
Linear level design was a bit painful (missing a jump and not being able to backtrack a lot was bleh), and the later levels were very painful (the sewage area and the rooftops are come to mind, skyscraper to a lesser extent but I liked the skyscraper one a bit more), but at the same time, they force you to get good, which I can appreciate, so hm. Still, a checkpoint system (especially since there are save points) or unlocking shortcuts would be a bit more convenient, if not entirely necessary.
Not having a way to stop auto-grinding, even if just holding down a trigger or something- the way I latched onto rails especially in the sewage area was painful
Points challenges mainly being “find the special points rail and just spamming Y” on it was a bit odd (mainly for the Jet Techs so far, just five minutes of spamming Y...), but I like how the combos feel in this game, especially X combos to speed up. Has a rhythm that’s hard to explain but just feels natural.
Also street challenges should’ve been explained better in general, had to look up most of the special ones (and glitched out the Shibuya Terminal one many times until realizing the fix was just “hop all over each platform multiple times and hope it counts”, the second one next to the tilted platform specifically for me
Mew/Bis/Rhyth’s redesign still hurts, but you better believe she’s the character I used throughout the entire game after unlocking her
Storywise, I think I like JSR’s take better- Professor K being a neutral party and more amusing/less insulting, Onishima > Hayashi, and the character designs and artstyle I overall prefer from the first game
Felt like it tried to add things that just didn’t really work sometimes (Death Ball comes to mind, though I haven’t messed with Versus yet, the story mission was very easy compared to how they hyped it up), and the boss battles were all... strange. Tagging enemies on that roller coaster level, having to grind up to that one Hayashi boss fight over and over and over, then even moreso for the final boss... never got much use out of targeting enemies, spinning circles around them, or things like the railgrab for high jumps or skidding to slow down for graffiti, either, but maybe they have their uses.
But man, the game did feel fun to play, just frustrating to explore, I think. I still like the idea of making Skatered, even more after playing this game. Maybe I could learn modding, or something...
Oh yeah, also got all the pieces of my costume together (minus some eva foam), we’ll see how that goes. Not looking forward to assembling it, honestly, but I can’t back out now. Main regret I think is the tights, being unable to find striped ones (and the solid ones I bought being a bit too see-through, I should’ve bought a size up maybe). Still not confident enough in my makeup abilities, either.
and one last bit of light news- I finally got my Kuja figure, he’s so beautiful and detailed and I need a good place to put him
#text stuffs#nyrants#lots of venting I apologize feel free to skip to the JSRF portion if you even feel like reading
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Sception’s Switch Port Wish List:
Dragon Age, first game only. Fun game, even on console. Best of the series easily - the second game’s rushed dev time forced so many cut corners that there’s hardly a game left over, and the third game is so bloated with tedium that every time I try to play it my eyes glass over and I slip into a boredom coma before I can get a quarter of the way into it. But the first game? Way better on PC with mods and keyboard/mouse controls, but even so I’d jump at the chance to play it again on switch. Chances of it happening? Low. EA doesn’t want to remind people of when Bioware made good games, and they aren’t interested in releasing anything on the switch that isn’t an exploitative microtransaction store.
Mass Effect Trilogy: First game was good, second game was better, and, yeah, ok, the series didn’t finish on the best foot, the third game suffering from tone problems and a final ending that just flat out sucked, but Mass Effect 3 has a several key moments that stand out as among the best in the overall series, and while the ending is kind of bad, at least the series *has* an ending - something Dragon Age fans will probably never get to see. Chances of it happening? Again, low, for the same reason as Dragon Age.
Arkham Asylum. Just Asylum, not the rest. City’s not bad, but the loss of focus costs the experience more than the larger world and better boss encounters can win back, imo. The rest of the series, though? Bleh. Chance of it happening? I don’t know. Bunch of Warner Bros games on switch, of varying port quality. Asylum was developed by Rocksteady, not sure if that would introduce rights issues. Better chance of this than of most other games on this list.
FF6. Sure, Square has ported over PS and PS2 titles, but what about earlier ones? FF6 is the best game in the series, imo. Sure, it’s way too easy, like most JRPGs are, but the engaging story with a huge ensemble cast of likable characters is amazing. I’ve never seen a game with so many playable characters where I liked all of them this much, and the couple of multi-party dungeons reward you for spending time building up all of them. You also don’t frequently see this kind of story heavy jrpg game with a real ensemble cast, with no obvious ‘main character’, letting the player engage with whichever characters they like rather than forcing you into the shoes of a Chrono or a Cloud or some other default Hero, characters who are sometimes good but rarely the most interesting or engaging member of their respective games’ playable casts. So yeah, FF6 is great, but good portable versions aren’t easy to come by. The GBA version is amazing, but good luck getting your hands on it. The mobile port is trash. Phone emulators have to deal with awkward phone controls. A switch port - whether of the original snes version, or the PS1 port with additional pre-rendered video bits, or the GBA version with it’s not-terrible extra postgame dungeon and bosses, would be great. Chance of it happening? Frankly, I’m confused why it hasn’t happened already. Square has ported a bunch of old final fantasy games to switch, I have no idea why they cut those games off at the PS1 era. I would say the chances should be good that FF6 will come to switch, but it’s such an obvious port that the fact that it hasn’t happened already implies to me that there’s maybe some behind the scenes bullshit ruling it out. And if it does come over, it might be a port of the ios version, which would be terrible.
FFTactics. I will buy this on any platform it’s released on. But if we could get a port of the PSP version, with post game multiplayer dungeons intact? Maybe with online multiplayer support - the turn based nature of the game letting it bypass some of the lousiness of switch online? Please. Chance of it happening? Again, I’m confused why it hasn’t happened already. FF7, 8, and 9 are ported over, but not Tactics? As with FF6, it seems like an obvious and very likely port, except that it’s so obvious and so likely that the fact it hasn’t happened already maybe implies that there’s something specifically preventing it from happening. At least if they do port the ios version it wouldn’t be a tragedy here, though I would still lament the lack of the post game content from the PSP version.
Fallout 3 / New Vegas. Really Loved 3, and loved New Vegas too, though I never did get around to finishing it. Would love to see these games on the switch, provided Bethesda didn’t use the opportunity to stuff them full of microtransactions. New Vegas, despite bugs and some cut corners, remains probably the best 3d fallout game, and 3, despite the not-undeserved hate it gets for its main story, is still probably the most fun I’ve had just randomly exploring a world in a bethesda game. Chance of it happening? You’d think the chances would be ok, Bethesda’s had a bunch of games ported to switch - Skyrim, Doom, Wolvenstein, etc. That said, Fallout 3′s reputation among the Fallout fan community has plummeted in the last few years so Bethesda might not think a port would be worthwhile. And as they’re still trying to push 76, I can’t imagine their eager to remind people that their Fallout games weren’t always the hottest of garbage. So... better odds here than of Mass Effect or Dragon Age, but I’m not holding my breath. As for New Vegas, I doubt Bethesda has any interest in reminding people that the best Fallout game to be released since they picked up the license was developed by someone else.
Morrowind - Still probably the greatest Bethesda game, though I understand it was already showing the trend towards streamlining and loss of depth coming off of Daggerfall that would eventually lead us to the likes of 76 and Blades. But yeah, another classic I never got around to beating, that it would probably take a switch port to get me to try again. Chance of it happening? Some but not great, largely for similar reasons to Fallout 3. Skyrim sold quite well on Switch, IIRC, so you’d think other Elder Scrolls ports would have been a natural choice, but years later and nothing but Blades means it probably isn’t going to happen.
Mother Series, especially Earthbound - which like tactics I’ll buy and replay on any platform it’s released on - and Mother 3, which seems fantastic, but the only time I’ve tried it I didn’t make it very far due to the SNES emulator I had at the time ruining the rhythm based combat minigame. So yeah, an official port would be great. Chance of it happening? Actually good for once, for the first time on this list. As with FF6/Tactics I’m kind of surprised that it hasn’t happened already, but Nintendo being Nintendo I’m more inclined to blame that on them either just not getting around to it yet or trying to hold off on a cult classic to use it to spike excitement in a dull release window later down the line.
Demon’s Souls - Great game. Sadly my play through was killed by a hacking incident, but yeah, a classic, laid down the souls game fundamentals while pulling of some aspects better than any of the games that followed it. And a remake has officially been announced for release on PS5, would be a great opportunity to release a port of the original to the Switch market... Chance of it happening? Unfortunately, Sony owns the rights, so I just don’t see it happening... not unless Sony really plans to abandon the mobile market and instead push interaction with switch. They did include that “would you be interested in PS4 remote play on other devices - including Switch” question in a survey a while back. Still doesn’t strike me as likely, though.
Dark Souls 2 - like Fallout 3, Dark Souls 2 has become the black sheep of its series in fandom eyes. Not entirely without reason, but there’s some interesting and novel design choices that get overlooked and unappreciated as a result. I’ve never made time to play it myself, despite it sitting in my Steam library never downloaded, but would absolutely play it on the switch. Chance of it happening? Without the fan crowd clamoring for a re-release, an updated port seems unlikely.
#dragon age#mass effect#arkham asylum#ff6#fftactics#fallout 3#new vegas#morrowind#mother#demons' souls#dark souls 2
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Review: Pixelogue
A little late to post this, but I intend to share details and reflect on the editing of Pixelogue, in hope that it will help editors and organizers who need advice. (If you’re not interested in editing info, just skip to the last section)
Details are in Chronological Order -
# Software:
I designed everything from scratch in AE, with all the stock plugins. I had to relearn everything I used to know about AE; I last used it extensively in Pixelophobia years ago and furthermore, I wasn’t really used to the new CC interface. I had to seek tutorials for every simple effect I wanted to execute. It sure was difficult for me. For english speaking editors, this is probably your main tool if you intend to do simple video animations and graphics.
# Planning: Song Choice
I had intended to use a Korean Indie Track as stated in the collab details page. Sadly, the music really didn’t fit the music. I spent about 3 days rearranging the clips in every permutation I knew. I didn't really manage to find an arrangement that suited the clips. The unfortunate reality for editors is that we are usually at the mercy of the submission clips. I finally chose something Tigres’ described as “Shawn Wasabi-like”. It was a major challenge for my editing since I wasn’t exactly used to creating work that is colourful or cheerful rhythm-wise. I had to have major re-planning if I wanted it to work out.
# Editing: Draft
My process for editing clips always starts from arranging the combos. I used Vegas for this since, well, it IS a video editor, and it is pretty fast in processing clips. For learning purposes, here is the link of my very first draft (https://youtu.be/kRDwXTnxXGw). I think it’s necessary to spend a longer time at this stage, so as to visualize how its gonna turn out. And of course, to ensure that this is the flow of the CV you really wanted. By this stage, you should also have planned out the fillers (as denoted by the empty instances in the draft) and roughly how long your intro and outro will be.
# Editing: Intro
I didn’t really want to make something too kawaii. But yet, I can’t really escape the colourful imagery I imagined the intro to be. I compromised and made something that alternates between some modern TV visuals and old school TV visuals.
Modern TV; I was greatly inspired by those colour wipes that vloggers used for their youtube channels. It was one of those common and simple transitions that AE users exploit regularly. I found ways to incorporate it in a radial and a rotating wipe. The font animations were all plugins in AE that I found. I wasn’t gonna edit every alphabet like the previous CVs I made.
Old School TV; I took most of my inspiration from the adjustment knobs on analog TV. I found that it goes well with the subtle static noise in the music track. Hence I employed selection circles, and drew an actual knob (not sure if you guys realised that was what it was supposed to be). I also warp bulge the static background as well as the words, to emulate the concave glass distortion present in analog TVs.
And in the final burst of images, I made the clips alternate between 16:9 and 4:3, just to show the juxtaposition between modern and old school.
I really hope people notice all these small details. I didn't feel it was impactful enough, but I guess these are probably cool facts for those who are interested.
# Editing: Combos
I always render my CV in a 16:9 resolution, simply because it IS more pleasing to the eye now that computer monitors are no longer square. My preferences have yet to change. However, with regards to the clips, I have read enough indirect feedback that the cropping wasn’t something that most people liked. I took this criticism pretty seriously, and thought it was time for me to hop on the bandwagon, to try the new-age style of CV editing.
I had to put in much more effort to retain a 4:3 combo in a 16:9 visual space, with an additional need to create a secondary background layer. But because of this decision, it gives me more freedom to explore options of panning and perspective movements.
I create a blurred and expanded duplicate of every combo as a background. I thought it was great that I could retain the original colours and give the clips a “floaty field”. No one has done something like this before, so it was instantly cool and hip. It also gives more room and potential to play around with the transitions too. Eg, fading the background before the clip (transition from Tigres to popte). Interestingly, all the backgrounds all have different properties, namely position, scale and degree of gaussian blur. The reason was really because some clips were seizure inducing due to their extensive movements. I thought it would be nice to vary all of them, which adds a unique aesthetic touch to all the combos.
I am pretty new to editing in a 3Dimensional Space and camera tracking. I was intending to do something as simple and fluid like Talentica Neue. Well, I learnt it wasn’t as simple as I thought. I had about 5-6 Parameters of camera movements, and frankly till now, don’t really know what each one does. I highly suggest for editors who wanna try 3Dimensional camera tracking, watch more tutorials and try simple practice projects. Learning how to utilize it properly will extensively improve your editing game.
Oh yeah, remember to use the graph editor for EVERYTHING. Acceleration and Decelerations have too much aesthetic value to miss out on.
# Editing: Outro
Because I have spent so much time on all other parts of the CV, it’s only responsible for me to put in some effort on an outro which I am usually way too lazy to make. Yeah guys, it’s important to make outros too guys. I used the same warping and television static effect from the intro to retain a sense of continuity. It's simple and nice, I liked it.
# Combos; (Warning: Difficult to Stomach)
I’m gonna be a little too frank about this- the quality of combos I received were lower than what I usually work with (I love my UPSB submissions tho). I guess this is the huge downside of organizing sign-up CVs to an international community that is slowly dying and regressing. It was even harder when most didn’t submit on time. I had only 7 clips by the deadline. I wanna admit that I had moments regretting that I was organizing Pixelogue as a majority-signup CV. Some of the filtered combos either didn’t fit the style of CV (really sorry padrace) or was just bad due to the lack of effort. Mostly bad.
But here’s the heart of the matter, this might really reflect the standard of the international community.
I’m not sure if I am the only one who feels this way, but I feel that most of the current international CVs can be separated into two groups, the JEB invites, and the rest of us. Don’t get me wrong, I do acknowledge the high standards JEB spinners deliver. But I’m not comfortable with the fact that they don’t submit better materials since their combos are guaranteed to be featured, and mainly because the quality of an international CV is often a 50/50 hit or miss (could be lower). Who can blame them really. Even so, their names are usually enough to make the lineup look great.
> Pixelation was an all JEB sign up CVs. Pixelarium, Pixelophobia, Pixelography, Pixeholic were invites-only CVs, a mix of international and JEB guys. <
Most of my CVs have a JEB last spinner or a JEB dominant lineup towards the end. (coffeelucky 6th is also guilty of this). Clearly, you can see how much we use japanese invites as a way to boost the “quality” and hype of our projects. Yeah, sucks to admit it, but I am sure these are common sentiments shared with many of us international CV editors for a pretty long time.
Well, its not something I’m really contented with. In fact, I don’t like the way this becomes the norm.
More recently, around the time I released “Express 12.1.18”, I really wanted to believe in us - the international community veterans, the borderline pen spinning retirees, that we can perform. I didn’t wanna believe that the international community was any inferior. I finally felt ready to edit something solely from our pool of people. I can accept that I don’t have to rely on japanese invitations to superficially enhance the CV. We have enough to make something great ourselves.
I fondly assert that the international community does NEED this kind of confidence. Otherwise, we will always be second rated. Seen as the lesser beings. Y’all JapEn tiering meme-lords know what I’m talking about. I personally needed this to prove to myself that it will work out for us even when the scene looks pretty shitty now. And yes, I did feel better after this.
# Conclusion
It didn’t really garner much attention especially when there was a flood of CVs being released around the time it was released. But I do love it a lot. It’s made up of familiar spinners that I cherish, good combos that I’m thankful for, and finally, an editing that drained my whole summer holiday away. Yeah, I do love it a lot. Definitely one of my proudest work.
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👫 (vampire olga and tristan)
Send a 👫and I’ll write four headcanons I have about our muse’s relationship
Tristan's unconventional solution for Olga's initial struggles with bloodlust you wrote about is acquiring a piano for the grand country manor from where he is imparting her first lessons. He encourages her to reclaim her virtuosity with the instrument and then teaches her to associate the tempo of a human's heart with a song. To naturally follow the rhythm as she feeds, knowing its racing intricacies and realizing that the power to stop the spell of the bite is always under her control. Like fingers on piano keys.
We already discussed werewolf nights but other curious experiences during her training days include a challenge to acquire an invitation inside the house of an infamously bitter and unfriendly widow before the end of the day, negotiating with a local witch into selling some samples of both vervain and wolfbane from her garden without relenting any information about herself and a dare to try to get inside his mind at any point if she is capable of catching him off guard.
Tristan's offer to bring her peaceful dreams weights on him more than he ever shows her. He can easily transmute what would be an evening of painful recollections into pleasant and wonderful travels born out of imagination and his memories, so at least during the evening she isn't tormented by grief as she slowly learns to recover from her loss. But the cost of keeping the insistent pain away every night spills into him with each new intervention. Tristan has probably seen and experienced the moment of the execution countless times.
Olga follows tradition and never gets an invitation into the Strix, which is customary protocol for the very rare, few cases of Tristan's progeny. He explains once that remarkable as their individual talents and wills may be, he believes that most of its members have become more dependent on his leadership than they possibly suspect. And that he intends for her to never forget her power to face the world on her own, whenever necessarily. She remains obviously invited to any of its events whenever she pleases and granted an extraofficial place of honor within its ranks.
A free extra involving the vampire OTMA variation, since it was on my mind yesterday:
Anastasia might still end up meeting Gleb eventually. Tristan, who until then had been consistently amused and very permissive with most of her mischief (Just as long as you use guile and cunning when playing your games. Just as long as you don't put yourself or your sisters in danger) is not having it at all and instantly embraces his overprotective sire side. If he doesn't end up eating him is only because Olga somehow convinces him not to do it for some reason.
Tatiana could be the relationship that suffered the most due to the transformation. Be it because she is usually remembered as the most deeply religious of them or because her personality might resent Tristan for all the secrets he kept. Tristan never seems to be openly displeased with the quiet insinuations of antagonism, distantly conceding one time that hating your sire is the most natural feeling in the world. He will still point to the more practical side of her nature as something for the others to emulate in times of danger and while it might take them a while, they could end up resolving their issues during some climatic crisis.
Don't ask me why because I couldn't tell you but I can see Maria as the unexpected choice who gets the first no-humanity arc at some point and puts the dynamic of the group upside down. Maybe part of the climatic crisis previously alluded to.
Olga alone was one thing. They could go sort of unnoticed if they played their cards right. Tristan and the four often cloaked figures due to fear of recognition....They probably inspire all sorts of rumors and at least one legend
@noblehcart
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Shylax’s Top 10 Games (Played in the Year) of 2017
Yep, it’s the return! You’re going to be here a while, so...
10. Mario Golf World Tour (2014)

Yep, that’s right, a golf game. It wouldn’t be right without one, and here it is.
I really wanted to play this game because @pawelcyril kept gushing about it, but I don’t really play it anymore. It’s not a bad game, it wouldn’t be on this list if it wasn’t, but it could have been a lot better than it was. There are a lot of 9 hole only courses, which is disappointing. The single player story mode is fun, but short. Online’s loading times are disappointing. Being able to create and customize a Mii golfer is fun, but the Mii’s driving distance sucks compared to Star Mario. The tournament system is fun, and solves World Invitational’s cheating problem by just letting you go as many times as you like, but...Hot Shots Golf World Invitational was so much better. That game had so much more staying power, even with its own flaws.
9. Fire Pro Wrestling World (2017)

I remember playing Super Fire Pro Wrestling X Premium on a SNES emulator. That was my first experience with Fire Pro, and it was so much different than any other wrestling game I had played before. Probably the closest that comes to the Fire Pro experience are the aki wrestling games, most notably WWF No Mercy.
If you’re a fan of American-style wrestling, this game will probably disappoint you, because even though you can create your American favorites and have them battle each other, this game doesn’t feature the wild and crazy antics that make American wrestling tick. There are no storylines here, and no cutscenes. This is pure puroresu. Japanese wrestling is treated more like a legitimate sport, and so does this game. It’s all about the competition.
This game has no license, but it has a robust Create-a-Wrestler system, allowing you to create your favorite wrestlers, characters outside of wrestling, or original characters. You can even create bear wrestlers if you’d like, which is a major plus in its favor in my book.
However, the meat of the game is its robust wrestling engine. It’s 2D at its very best, relatively unchanged since the SFPWXP days, although it does look much better. The action is displayed in a 3/4 isometric view, and the grappling system is unique, and unlike American wrestling games, punishes button mashing, instead of rewarding it. There are three styles of grapples - weak, medium, and strong. You have to build up with successful weak moves before moving up - if you try to go for medium and strong moves too early, you’ll get countered.
The only reason I don’t play it more is it’s still in Early Access, and more features are being added and refined. Online play is there, but the netcode is pretty laggy. There’s not a story or career mode, so unless you have friends who are ubercompetitive at this game, its only other real use is as a supreme @tangobunny Watch Mode game.
8, Parascientific Escape Gear Detective (2015)

The sequel to 2014′s Parascientific Escape Cruise in the Distant Seas, which was a refreshing take on the Zero Escape formula, adding in powers you could use during “escape” sequences, and being able to backtrack to rooms you already completed, was a huge improvement over the original. The first game felt like a teaser for a much larger story, and felt pretty generic and cheap (the localization didn’t help).
Gear Detective (the Parascientific Escape games are eShop only games for 3DS) wasn’t anything groundbreaking either, but it was a much better use of your $5 than the original. While it seems to abandon the story the original set up, it is a more fully fleshed out story, feels more complete, and has multiple endings, which the original did not feature.
It still doesn’t compare to more full-budget and full price titles like the Zero Escape series, but the escape room genre is pretty limited, and this game is well worth your $5. I’m hoping to play the third game in the series soon so it can be eligible for next year’s list.
7. Pokemon Moon (2016)

This game was a mixed bag for me. I really enjoyed it, but there were some annoying decisions that prevented me from playing it more.
First, the good. I really liked the character designs in Sun/Moon. I enjoyed Alola more than Kalos, I enjoyed the new Pokemon in Alola more, and I appreciated that they tried to do something different with the Trials instead of the Gyms. I liked that they tried to breathe new life into old Pokemon with Alolan forms.
The downsides: Breeding is still a hassle, even with quality of life improvements, so competitive is still a hassle. Online was a huge step back, no more Super Training, no more being able to access online features while playing, you have to go to a separate screen. For its flaws, the PSS >>>>>>>>>> the Festival Plaza. Let us be able to chat via text and speech online, you cowards! There was a golfer character, but no golf minigame.
6. Pocket Card Jockey (2016)

Pocket Card Jockey was an unheralded 3DS eShop game that combined horse racing and solitaire. But while I played it, it was oh so addictive. I loved raising my horses, racing them, and naming them after obscure video game systems. If you don’t have it, you should definitely buy it. It’s a great way to pass the time.
The art style is incredibly cute as well, you’ll love your horses.
5. Dream Daddy: A Dad Dating Simulator (2017)

I almost forgot this game. @hopeies would have killed me if I had, so I put it on the list. I’m not super keen on romance-based visual novels, although I did put Katawa Shoujo on there last year. Being a heterosexual male, I did not think I would enjoy this game, but I was pleasantly surprised. I got to enjoy meeting and getting to know the various dads (Damien and Hugo were my favorites), but the game got some things right with the whole visual novel experience (and some things wrong).
My favorite thing about Dream Daddy, is that you can romance who you want. You can just go, “I want to romance that guy”, and YOU CAN FUCKING DO IT. No decrypting mysterious route conditions, no looking up a guide. And if you don’t know who you want to romance? You can get to know the various dads before committing to one. It also makes it very clear when you’ve pleased or displeased a dad, and pleasing or displeasing a dad is obvious if you’ve paid attention to what they like and don’t like. It takes a ton of the crypticness out of visual novels, and other VNs should take heed.
On the other hand, it doesn’t feature basic visual novel features like being able to backtrack or see a chat log, which is disappointing. DDADDS manages to mix up things by including minigames, made possible by the Unity engine. It also allows you to create your Dadsona, averting the typical blank slate protagonist of most visual novel games.
4. Mystery Chronicle: One Way Heroics (2016)
I bought the original One Way Heroics for 78 cents on Steam and loved it. It was a delightful hybrid of 16-bit JRPG and roguelike, and I was so excited when I heard Spike Chunsoft was doing an enhanced remake of this game. I haven’t played it as much as I want to, but it’s the original game but better, and that’s all I wanted.
To keep you from dawdling, you have to keep moving forward, or else the left edge of the screen will consume you. You also have to keep track of HP and hunger levels. Once you die, that’s it - but you can transfer items between playthroughs and gain perks that will help you do better in future playthroughs.
It’s such a delightful throwback to the old days, and a fun roguelike.
3. Love Live! School Idol Festival (2014)

This is the first ever mobile game to make the list. I knew I wanted to download this once I joined the mobile world - Cute girls, trading cards, and music? What’s not to like? The rhythm game aspect is very good. It’s very responsive, and fun. The visual novel aspect is kind of hit or miss, but I love the girls, so it’s all good. It’s basically just the characters being themselves, and no real story of importance. I wish the game was a bit less stingy with love gems, but otherwise, I love it.
2. Nier (2010)

Nier is kind of punching above its weight here. While the game itself isn’t anything special, it’s wrapped up in this awesome music, beautiful graphics, and innovative storytelling that makes it something special. Besides, Yoko Taro is just a great guy. I can’t wait to get a chance to play Automata, so I can surely put it on a future list.
1. Castlevania: Symphony of the Night (1997)

This is the video that convinced me to give SOTN another try:
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It truly is a masterpiece, but some of my own thoughts: It’s a shame Sony discouraged 2D games on the PS1, because the 2D games on the PS1 are timeless. 2D is timeless. 3D ends up looking like shit later, and the PS1 3D games surely do look like shit.
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SB Nation Reviews: The Skyhook

Photo by Focus on Sport via Getty Images
PERFORMANCE: 9.7
STYLE: 8.9
OVERALL: 9.3
Kareem Abdul-Jabbar’s skyhook was unstoppable, even when you knew it was coming. Left leg sweeping across the lane, ready to root itself to the ground like a tree trunk. Right leg bending 90 degrees at the knee, suspended in mid-air. Right arm tucking behind the head before slowly unfurling straight in the air. Left arm raising to protect the inside of the ball ball, then sweeping down into your air space like a floating shield. The same thing, every damn time. And every time, the defense was hopeless.
PERFORMANCE: 9.7
We can’t pinpoint the exact percentage Abdul-Jabbar shot on his patented move, since his heyday predates the internet itself. Our best guess comes via one intrepid blogger named “LamarMatic” who tracked all of Abdul-Jabbar’s skyhooks from the 1983 playoffs. He played in 15 playoff games that season, including 10 against Hall of Fame centers Artis Gilmore and Moses Malone. The results: an even 50 percent on skyhooks while scoring 1.06 points per possession. (For comparison, only two teams scored at least a point per possession on post-up plays during the 2019-20 season). Those efficiency numbers seem like a conservative estimate for his entire body of work, given Abdul-Jabbar’s age (he was 35, the oldest player in the playoffs) and the quality of competition he faced.
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Abdul-Jabbar claims nobody has ever blocked his skyhook head-on. “Maybe a few people got to it, coming to help where I couldn’t see them, but if I knew where someone was, that person was not going to block that shot, because I always got my body in between them and the ball before I released the ball, and it’s impossible to get to it,” Abdul-Jabbar told then-ESPN writer J.A. Adande. He’s wrong that nobody blocked the skyhook — here’s a clip of Wilt Chamberlain swatting the skyhook twice in one play, and here’s one of Ralph Sampson doing the deed — but he certainly captured the feeling any opponents had at the time. It felt unblockable, and there’s nothing more demoralizing than a move that has no defensive counter.
The most important reason the skyhook became unstoppable is also the most boring: Abdul-Jabbar is tall. He was listed at 7’2, but he played much bigger than that. When he fully extended his right arm and leaped into the air off his left foot, he could reach higher than any human ever could. He once told astrophysicist Neil deGrasse Tyson that his release point on the skyhook was “about 10 feet to 11 feet in the air.” That seems about right.





Crucially, Abdul-Jabbar still had the arm strength to give the shot some arc while spinning it off his middle and index fingers. That separates the skyhook from a more traditional jump hook, which tends to be shot on the way up and lacks the soft backspin of the skyhook. It’s easier to think of the skyhook as a one-handed, one-legged, sideways jump shot released at 11 feet, where nobody could block it.
Getting to that point was the key. As Abdul-Jabbar told Adande: “When you shoot it, you force people to wait for you to go up. And if they wait until I started to shoot it then they’d have to judge the distance and time it, and it’s gone before they can catch up to it.”
That all happens because of two other key elements of the move. The first is that wide lefty step across the lane, which creates that barrier between Abdul-Jabbar’s body and the defender. The best way to disrupt the hook is to force him to take that step backward and at an angle, throwing him off-balance. If you made that leg look like this, you had a chance.

Photo by Rich Pilling/NBAE via Getty Images
But that rarely happened. Because Abdul-Jabbar made it a point to step through defenders instead of around them, his left leg stood straight up like an oak tree. They were stuck yielding him space, like so.

Or falling back when the full force of his weight ricocheted off their sides.

That leads us to the final hidden key of the skyhook’s effectiveness: that off arm. Say you do everything perfectly as a defender. You pushed Abdul-Jabbar out on the block. You didn’t let him easily use his left leg to power through you. You’re in his space as much as you possibly can be. Your arm is extended outward to alter the shot. Even if you do all that, you still have no chance to block the shot because Abdul-Jabbar’s other arm is sweeping downward to swipe you away.

Photo by Andrew D. Bernstein/NBAE via Getty Images


Photo by Focus on Sport/Getty Images
Abdul-Jabbar’s success in hiding that off-arm is the most underrated reason why the skyhook has faded into obscurity. Imagine Abdul-Jabbar replicating that very motion over and over in a world where any fan can slow down high-definition video and point out uncalled offensive fouls. Consider the uproar James Harden gets for his own foul hunting, especially on drives to the basket. That noise would be 10 times louder for Abdul-Jabbar’s skyhook. The league would legislate that motion out of the game with a snap of the finger.
That’s at least a more plausible explanation for the shot’s demise than the OK Boomer-style ones Abdul-Jabbar himself offers. At first, he blamed kids emulating high-flyers like Michael Jordan and Julius Erving. From a 1988 New York Times profile:
‘’One main reason is the kids growing up today all want to be like Michael Jordan and Dr. J and Dominique,’’ he said, referring to Julius Erving and Dominique Wilkins. ‘’They want to show great and obvious athletic ability and jump high and shoot jumpers and throw the ball down.’’
Nowadays, he redirects the same argument to different kinds of players.
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“Everyone is so enamored with the three-point shot. So the kids, they don’t want two points. They don’t want to work with their back to the basket. That’s not cool. They want to go out there in the stratosphere and shoot three-pointers.”
Has Abdul-Jabbar ever considered that the reason people don’t shoot hook shots anymore isn’t because it’s not cool, but because it’s impossible for anyone else to put together all the elements necessary to make it a great shot? Speaking of ...
STYLE: 8.9
I’ve never understood the argument that the skyhook isn’t cool. Are these people out of their minds?
Interviews with a half-dozen coaches revealed many of the same answers. The game has changed. It’s a tough shot to learn. It’s not cool. “Teams just don’t walk it up and drop it in the post anymore,” said Pelicans coach Alvin Gentry. Added Thunder assistant coach Mark Bryant: “You aren’t going to get any commercials shooting the skyhook. Only [Kareem] got commercials shooting the skyhook.”
[...]
“The kids don’t like doing it,” Bryant said, laughing. “It kind of boils down to that.”
Lest you think it’s just a few grumpy coaches, even Shaquille O’Neal admitted his generation “likes to be a lot cooler.”
Which hook shot do you think looks cooler? This ...
Or this?
Which shot do you try more when shooting around? It sure as hell ain’t O’Neal’s.
Abdul-Jabbar’s even has an incredible name: skyhook. That’s the term Bucks broadcaster Eddie Doucette used to describe the iconic shot Abdul-Jabbar made to win Game 6 of the 1974 NBA Finals.
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It’s a bit misleading to say that moment was the first usage of the term, as is legend. There’s audio of Doucette using it all the way back in 1970, and you can also hear Pat Summerall (yes, that Pat Summerall), saying “The sky hook is good!” on the TV call. Regardless, read Doucette’s explanation for how he coined the term and tell me this doesn’t sound dope as hell. (Emphasis mine):
“When he went to that baseline and went up for that shot, it was kind of almost eye level with me,” Doucette said. “It felt that way. Everything became slow-motion when he went up for that shot on the baseline. Took it in stride. Went up off his left leg. Perfect balance. Right hand fully extended. Ball on the fingertips. Launched that shot. And as he launched it, it just hit me. ‘That ball is coming out of the sky. That’s a skyhook.’ That’s how it happened. I never gave it any thought. But I had to be in a position where I was located that would inspire me to think that it would be coming out of the sky.”
The idea that the skyhook isn’t cool, then, never sat with me. The real issue is Abdul-Jabbar wasn’t considered cool, not the shot itself. The shot itself is a thing of beauty. As Oscar Robertson once said, ‘’It’s almost a ballet-type shot. There’s so much rhythm and balance in it. It’s almost like a pirouette.”
I’m more sympathetic to the idea that the skyhook isn’t as “macho,” to use Abdul-Jabbar’s words, as a slam dunk or a power move. The idea that one can perfect the skyhook if they just devoted enough attention to it cuts two ways. The shot may look beautiful, but a supremely athletic and strong dude might feel that he doesn’t need to resort to such tricks to do his thing.
This is the same phenomenon that explains why several all-time greats and peers were slow to accept Stephen Curry’s brilliance even as the masses quickly embraced him. His technique was impeccable, but his physical stature seemed ordinary. He didn’t look the part of a superhero. He was no giant.
Like Curry, Abdul-Jabbar’s signature move was to shoot over defenders, not shove them out of the way. But unlike Curry, Abdul-Jabbar did seem like a giant compared to everyone else. Perhaps it would have been more “macho” if he used that physical advantage to plow through his opponents rather than use finesse to succeed. Maybe that’s what O’Neal and others mean when they suggest the skyhook isn’t “cool.”
But if that’s how NBA players really define “cool,” consider me the opposite of Miles Davis. If NBA players could look this iconic shooting a hook shot, I think they’d all do it.
OVERALL: 9.3
Basketball is a technical sport, not a physical one. The best players look like artists and dancers, not boulders. Even Zion Williamson defies our imaginations because of his agility at his size, not because of his body type.
So let this be a call to give the skyhook more love. Instead of grumbling that nobody uses it anymore, let’s appreciate how lucky we were that Abdul-Jabbar made it look so flawless.
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3DS: Time for Playtime
It's been fun getting a Wii U lately, but I wanted to look back on all the use I've gotten out of my 3DS in the last year by running down my most played games.
Super Smash Bros. - 154 Hours
This is still my most played game after recently getting back into the 3DS, despite playing zero Smash in that time. I played a lot of this game when it came out and then leading up to the release of Ultimate. This game was a godsend for someone like me who didn't own a Wii U but wanted to stay involved with the series.
Pokemon X - 56 Hours
Again, this is from when I first got my 3DS. I played this one over a whole summer vacation off and on! I still can't decide how I feel about XP Share.
Pokemon Ultra Moon - 51 Hours
Okay, this one is this high because after beating the game, my girlfriend tried to catch all the Pokemon and collect all the totem stickers. I really enjoyed this one, but the Ultra Necrozma fight kicked my butt.
Link Between Worlds - 49 Hours
I actually own the special edition Triforce 3DS which came bundled with this game! As my first game on the system, it is no surprise to see it so high, even though I got stuck on the final boss. I consider this to be one of the best Zelda games.
Professor Layton and the Miracle Mask - 41 Hours
This one makes a lot of sense. When I played all that Smash Bros before the release of Ultimate, this was the one other game I played during that time, to the point of actually beating it and a good chunk of the daily puzzles! I even missed a college lecture because I was so wrapped up in the climax.
Pokemon Alpha Sapphire - 27 Hours
Finally, a game I played recently with no shenanigans or excuses. This was an interesting "book ends" with Omega Ruby, as OR was the first Pokemon game I played in my recent endeavor to play them all, while AS was towards the end. Backwards of their names, huh?
Pokemon Omega Ruby - 26 Hours
Fitting that this game should be so close to Alpha Sapphire. I would think that one of these two games would've been left running overnight or somehow had the playtimes differ more, but it somehow makes me hapy to see them side by side. I appreciated Wally's Theme much more the second time through.
Pokemon Y - 23 Hours
Considerably less than the time I spent in X all those years ago. This was one of the last Pokemon games I played in my recent playing of all the games, since I had already technically beaten X. It was a lot of fun to revisit though, and I love Sylveon!
Ocarina of Time 3D - 21 Hours
This one also makes sense, since I owned it during my original teenage years of owning the 3DS. I can't believe I paid 40 bucks for this just to get stuck on the Forest Temple for years! OoT doesn't resonate with me the same way as everyone else seemingly.
Pokemon Red - 19 Hours
Again, this makes sense. I think this was the third game of my recent Pokemon marathon, right after Alpha Sapphire and Ultra Moon. It was a short run thanks to an overlevelled Venasaur and the three legendary birds. I enjoyed crushing this game.
Professor Layton and the Azran Legacy - 16 Hours
This is the game I just finished. I love the series and it was nice to finish it out. I think the ending was silly but the presentation value was nice to see.
Pushmo - 14 Hours
This was my go-to breakfast game for weeks, but phone-scrolling has replaced it as my morning activity while eating.
Shovel Knight - 14 Hours
This used to be the premiere downloadable title on 3DS. I think this game still holds up, but it has lost the sheer novelty of being a Kickstarter retro success over time.
Shin Megami Tensei IV - 13 Hours
I liked Persona 4 so I thought I would like this. It was too difficult for me back then, but now I don't have the patience. This was one of the games I actually paid 15 bucks to download back in highschool.
Monster Hunter 3 Ultimate - 13 Hours
The first of my several attempts to get into Monster Hunter. I bought, played, quit, and sold this game all back in high school. I would later go on to buy, try, and sell Monster Hunter World as well. It just isn't for me.
Metroid: Samus Returns - 12 Hours
I tried and hated this game on PC emulator, but it has a lot more charm on the actual system. I still generally dislike the melee mechanic but I generally enjoyed this game. It helps that I even beat the original first! Hopefully Dread fixes the few things wrong with this game.
Kid Icarus: Uprising - 12 Hours
I don't know if I ever fell in love with the "unique" control scheme of this game, but I definitely fell in love with all of the characters! This was a great one to play with my girlfriend watching. It's also great to have more of a context for Pit, Palutena, and Dark Pit in Smash now!
Pokemon Sun - 11 Hours
I haven't beaten it yet, whoops.
Rhyhm Heaven Megamix - 11 Hours
One of the last purchases I made before the Switch came out and killed my 3DS playing nearly permanently. I paid 30 bucks! As much as I love this game, I don't know if it was worth that.
Super Mario 3D Land - 10 Hours
A rare game that I played before AND after the rift of me playing 3DS. It's...fine. Definitely Mario.
Picross 3D: Round 2 - 9 Hours
I have always loved Picross and this is no exception. I really should dive back in sometime!
Animal Crossing: New Leaf - 8 Hours
I just can't get into it, I've tried but I can't.
Professor Layton vs Phoenix Wright - 8 Hours
This was actually a birthday gift! I was very excited for the concept but hugely turned off by the time travel and setting. I need to give it another shake, perhaps after replaying some of the Ace Attorney games.
Resident Evil The Mercenaries 3D - 7 Hours
One of my few highschool digital purchases. I played a lot of Mercenaries in 6 and 5 (which this is based on, seemingly). It's...fine. But I should have just replayed Revelations on 3DS instead.
Theatrhythm Final Fantasy - 6 Hours
It was 7 bucks at GameStop used, so I guess I almost got a 1:1 ratio of hours to dollars. I would've enjoyed this game more now, after playing FF7 Remake.
Pokemon Picross - 6 Hours
Free AND Picross? Yes, but also grindy and scummy. I wish you could just buy a physical copy of this game with everything unlocked.
Paper Mario Sticker Star - 5 Hours
Ten dollars on clearance was too much for this game. Maybe I will try it again sometime knowing ahead of time that it is a joke of a video game. I spit on this game's grave.
Mario Tennis Open - 5 Hours
A lot of the games I acquired within the last year have much lower playtimes, so I was not expecting to see this game this high. I guess I played a few tournaments. I feel like I quit because Waluigi cheated, then played just the tutorial of Mario Golf before quitting that too.
Elite Beat Agents - 4.5 Hours
This game rules.
Tetris Axis - 4.5 Hours
This game drools.
Kirby Planet Robobot - 4.5 Hours
Cute game, but I only play it with my girlfriend.
New Super Mario Brothers 2 - 4.5 Hours
I am surprised it is this low considering I got stuck on the final boss in single player and beat around 2 worlds in coop.
Zero Escape: Virtue's Last Reward - 4 Hours
I need to play more!
Super Smash Brothers Demo - 4 Hours
Hell yeah this was such an exciting time to be a Nintendo fan! Trying to get ahold of this demo was like getting a Willy Wonk golden ticket. I was so excited to play as Mega Man, Villager, Mario, Link, and Pikachu even if just on Battlefield.
Kingdom Hearts 3D - 3.5 Hours
A surprisingly competent action RPG. This game kind of reeks as part of the PS4 collection, but it really shines on the original version.
Layton's Mystery Journey - 3 Hours
I like the idea of playing as Layton's daughter, but I don't like having a talking dog and an insufferable simp as sidekicks. I hope the next game just returns to the original crew.
Mario Kart 7 - 3 Hours
It's...Mario Kart. Not a ton more to say.
Mario Party Island Tour - 3 Hours
I have trouble keeping the different 3DS Mario Party games separate in my mind, but anything that's not Top 100 is fun with friends. Top 100 only has one, miserable board! Why???
Ultimate NES Remix - 3 Hours
A great game for pick up and play, but not for long sessions.
Art of Balance Touch - 3 Hours
Recently got into this. Tons of fun until the difficulty gets a little too high!
Warioware Gold - 2.5 Hours
I completely beat this game and it is still this low. Fun, but hard to recommend at any price but free.
Luigi's Mansion 2 - 2.5 Hours
Cute game....but feels hard to play for more than 20 minutes at a time.
Dead or Alive Dimensions - 2.5 Hours
Again, all I did was beat the game and then quit. Surprsingly competent for a 3DS fighting game, but too barebones with content compared to Smash.
Boxboy - 2.5 Hours
I feel like I played this game way more. It's cute and fun, but now I have a hard time picking up the puzzles where I left them.
Monster Hunter 3 Ultimate Demo - 2.5 Hours
This tricked me into buying the game! Dangit
Mario Party Star Rush - 2.5 Hours
Oh god, I can't keep this one and Island Tour straight.
Pokemon Shuffle - 2 Hours
I feel like I played this one way more, but that is probably because the phone version also exists.
VVVVVV - 2 Hours
Beat the whole game! Not a bad way to spend time, but this makes it worth only 2 dollars according to my 1:1 ratio of dollars to hours.
Final Fantasy Explorers - 2 Hours
I like some things about this game but I just cannot play anything related to Monster Hunter.
Tri Force Heroes - 2 Hours
This suffers from "Overcooked syndrome" where you have to rely on your teammates so much that it becomes a total chore.
Theatrythm Final Fantasy Curtain Call - 1.5 Hours
I played that much just to unlocked multiplayer.
Super Street Fighter IV - 1.5 Hours
I think I paid for this game full price back in high school and then barely played it. I've always tried to delude myself into thinking that I can play real fighting games that are not Smash.
Hatsune Miku Project Mirai DX - 1.5 Hours
Again, I feel like I played this game for days and days. I suppose rhythm games feel like time slows down when you play them. Thumbs up for including Puyo Puyo! I am surprised this game released in the West at all.
Rune Factory 4 - 1.5 Hours
I got this far as a favor to a friend. I just can't play any game where there is an optimal way to act that sounds exhausting but possible to me. I know I could easily talk to all the NPC's every day... but I do not want to.
Monster Hunter 4 Ultimate - 1.5 Hours
This was exclusively played with friends. Not a fan.
Pokemon Rumble World - 1.5 Hours
Free games. Novelty as a kid. No time for them as an adult. Nothing about this game is appealing beyond the price point.
Attack of the Friday Monster - 1.5 Hours
My biggest memory of this game is playing it on the schoolbus when a little kid asked if he could play/watch and I told him I was playing a boring game that he wouldn't like. As cute as this game is, yes, it is boring and not very fun.
Sonic Generations - 1.5 Hours
I somewhat enjoyed this game until the Shadow boss fight. Can't figure it out. Not fun.
Kirby's Extra Epic Yarn - 1.5 Hours
Cute, played it with girlfriend.
Super Mario Land 2 - 1 Hour
I think I got this with Club Nintendo points?
Rage of the Gladiator - 1 Hour
Medieval offbrand Punch-Out.
Mario Party: The Top 100 - 1 Hour
ONE BOARD?!? At least it has the storybook minifame from gamecube Mario Party.
Trace Memory - 1 Hour
Bought used from GameStop. I was told it was a hidden gem, but I didn't have the patience.
Mario and Sonic Rio 2016 - 1 Hour
Cute game to play with friends but some of the minigames suck. Thumbs up for less common Sonic characters.
Azure Striker Gunvolt - 1 Hour
Not bad, just helped me realize that I don't really like Mega Man style games all that much. The genre of "Mega Man" just feels like a Metroid with no exploration or meaningful progression.
Pokemon Mystery Dungeon - 1 Hour
I tried to get into this franchise but it is so booooorring and slow and unappealing to me.
I've been rounding to the half hour, so the next game is Zelda Oracle of Season at 44 minutes, which would round down to half an hour. I will take that as my cue to finish here.
In conclusion: games I owned longer tended to be played longer. Shocker. This was all just an excuse to ramble about Nintendo games anyways.
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It’s not as though much in Wes Park’s current state makes endless sense to him. He isn’t always sure who he’s supposed to be, what he’s supposed to do or where he’s supposed to go. Yet, through it all, he has found the constant guiding force of creativity. No matter the day, no matter the insecurities, his art is his greatest friend.
He makes art not for glory, opting instead to do so for the health of his heart, for happiness to constantly be within his existence. Every sunrise can be a misguided mess, a day without a pathway for Wes, but, he knows his music will overturn that. He knows his creations will bring him peace. He knows, through all the confusion, that his creativity will guide him to a new plateau, one previously desired, yet never grasped as of the present.
Our first question as always, how’s your day going and how have you been?
Today was tough. I have midterms this week and I’m starting to get really busy with school, but otherwise, I’m doing pretty well. Could be a lot worse.
Have you been enjoying school and all it entails? Have you found the new city to be enjoyable?
It was really odd adjusting to school away from home at first. I think i got the hang of things and the general rhythm of campus life pretty quickly, but the midwest is way different from so-cal, so it’s a big change. Definitely enjoyable though. It’s nice to see snow in the winter.
To start, how did you find your original location to be influential to your introduction into music and becoming a musician as a whole?
My friends back at home were the biggest influences to me doing music in the first place. I think as early as like 8th grade we’d share cool bands we found. My bud Rohit, he goes by the moniker Dark Tape right now, really got me into a lot of the music I listen to today, so I can only thank him for that. In high school, I met Harrison (Harry Teardrop) and we started a band together called Sundive. He was a huge inspiration and that’s about when I really got serious into writing and producing music. It was kind of like back and forth, sharing each other’s demos and figuring out cool riffs, and from then it was almost like a persistent goal to just get my stuff out there for people to listen to. Also, my childhood friend Tony always backed me up on guitar, so I could always count on him. I haven’t found anyone like these awesome people back in Irvine.
But when was it that you realized music was a legitimate path and calling for you? Was there a moment or spark that you realized you had to pursue this as more than a hobby?
Just watching my favorite musicians travel and get paid to do what they love was always an attractive idea for a future in music. Even still hearing feedback from people about how they can connect to my music is a really motivating and rewarding aspect that keeps me going. I definitely had an aha moment when I met Harry in high school since he really stepped up the production quality game and kind of externally motivated me to get my music online. I think since then when I was 16, I always wanted to be like a rockstar or pop star or something sweet like that. Music is still technically a hobby to me, but I probably spend more time working on music than on studying and doing homework.
As a whole with your music, what is the largest goal and vision? What is it you’re working towards and hoping to build?
My biggest goal is probably to get a large enough following to travel to interesting places and play music for people. Honestly, the dream is to tour with my old bandmates as our own separate projects. Right now I’m just trying to get better at writing/producing cause I want to put out songs that I’m really proud of. The goal is still in the back of my mind always, but I’m just trying to get into a chill habit of working when I feel like working or when I’m inspired to. Not burn me out and get discouraged or tired of making music.
To shift gears a little, where do you find your current artistic inspirations stemming from? What artists, events or ideas have inspired your new pathways?
Currently, I’ve been REALLY into that new Kero Kero Bonito album ‘Time n’ Place’. It really opened my eyes to experimental noise and power pop sounds that I’m trying to incorporate into some of my new tracks. My roommate also got me really into Japanese City Pop. I love how catchy the synth melodies are and I started playing around more with synths. And generally, I have a playlist of current jams that I listen to for inspiration (Mitski, Beach Fossils, Homeshake, etc.) Oh yeah and also my friend Deaton Chris Anthony’s live performances are super inspiring. Like HELLA inspiring.

Those are amazing people to pull from. What would you say of all time is your favourite album and artists and how did they truly affect you?
My all-time favorite album is probably Ella Fitzgerald sings the Cole Porter Songbook. I used to spin it every night in high school before going to bed, and I learned a lot about cool chord progressions and variations from the instrumentation. I also always loved how genuinely sweet and romantic the lyrics are in vocal jazz, which kind of inspired me to experiment with that. I think also Beach Fossils was really influential when it came to guitar music, especially their album Clash the Truth. Their entire discography is great, but the drum parts, driving basslines, and perfect guitar tones are especially dope on that album. I think for like 2 years I was trying to emulate the sound of Clash the Truth in some way.
It seems like you have great care and love for instrumentation, is that something you focus and put special effort within your sound? Or are you more in the base of caring for lyricism and aesthetic.
Definitely. I think I prioritize instrumentation and how well different parts play with each other a lot more than just going for an aesthetic since it’s really satisfying hearing very singular parts come together into something totally new and full. And I think the aesthetic aspect really comes naturally once its all orchestrated, so it was never something I had a primary aim for when writing. I do focus on lyricism a lot, but I still think I'm really lousy at poetry and writing lyrics. I’m trying to practice more and be more honest with myself, so we’ll see where that takes me. But for the instrumentation, do you ever hear like one small part of a song and it makes you shiver? Like all you want to do is repeat that one section over and over and over because it’s so perfect? That’s what I’m trying to do.
Absolutely, those moments are so beautiful, is there one you think of a lot when you talk about those moments?
YES. In one of Deaton’s old songs, Nylon Heart, the ending is awesome. It's just like FM piano and sparkly chimes and cymbal swells while he's saying “I’ve fallen in love, I can't get up” and then it ends on this very pretty chord on the keys.
That song is so good. With specifics to lyricism, where do you draw inspiration for that side of your music and how do you approach lyricism as a whole?
Believe or not, I used to never write lyrics down. I used to freestyle and just use the 3rd or 4th take, like on Washington Square Park and Midnight Low, I literally made those lyrics on the spot. Now I tend to just write about what's on my mind in a journal, then organize them into coherent lyrics for songs. A lot of the time I feel like it's essentially me venting. But again, I gather most of my lyrical inspiration from vocal jazz since it's so romantic and kind of gooey. Like there’s this one Ella Fitzgerald line on the Errol Garner song Misty that always stuck with me, “walk my way and a thousand violins begin to play.” stuff like that where it's very real but also dreamy, imaginative, almost like watching an old movie.

Would you say that’s what you’re trying to do with your new music? Create a film style quality? Or is there a different motive and purpose to the new sounds and avenues?
Yeah, I guess. My music is pretty much a soundtrack to my life at this point, but I’m still very much willing and open to experiment with new sounds. I don’t know, it’s kind of up in the air where I could go next. I don’t really have a definite motive, but I guess subconsciously I’ve been slowly shaping a narrative of my life and the people around me through the songs I’ve been putting out.
Do you have any work set in stone to come out though? And if so, how does it differ from past works?
I have nothing set in stone, but I’m trying to conjure up enough good work for an EP soon. I have a couple tracks finished and I’m pretty happy with the direction I’ve been taking, I just don’t feel like I have enough just yet. For the new stuff, expect a lot of noise and distortion and a lot more synth. It’ll be a big departure from my slower repertoire from past years, but I think it still sounds very much like me.
What fears or anxieties have you found existent while in this next stage of your work and career? What is it you’re unsure or nervous or questioning still?
I’ve always feared that my work wouldn't amount to anything big, and the potential of kind of flopping and falling out has always been a HUGE anxiety of mine. Like watching my friends around me blow up and get noticed is super inspiring, but I kinda feel like I’m missing out, you know? That’s kind of on me since I’ve been severely slacking though. But I think that I shouldn’t really worry about things and just let whatever happens play out. I’m really unsure about how people will react to my new music, but I’m definitely not afraid to do new things since I’m having so much fun and satisfaction on my own just music as it is.
Is there, through this new mindset and ignited creativity, a message or ideal that above all you hope resonates with listeners of your work?
Yeah, I really want everyone to express themselves! To find something, anything, they can use to express themselves and share it with the world. Don’t be afraid to put yourself out there, there are a ton of people out there who share your anxieties and fears. That’s what I’ve learned myself and it's been amazing. If there's anything you could take from my music, it's probably that.
If money were no object, where would be one location you would play a live show at?
I would kill to go to New York and play a show with a bunch of friends. If money and logistics were completely out of question, then I would want to go to Korea and play a show so my parents can come watch!
That’s so sick, do you find your Korean heritage to be something you draw from? Or is it something you hope to pull closer to with time?
I really want to create a really strong tie between my music and Korean heritage. I think the connection is really lacking currently, which is a bit disappointing since I identify myself so closely with that cultural background. I was raised in a pretty ‘korean’ household, so I’m really familiar with like all the foods, slang, cultural norms and stereotypes. The catch is I’m god awful at speaking Korean, and it’s kind of embarrassing being a phony. But I’m working on it! I definitely want to experiment with Korean lyrics in future songs once I overcome my embarrassment.
Honestly as longs you're trying to get closer to it, it matters. To go back to live shows, what are some of the performances you’ve seen in your life that have had a significant impact on you and your work?
Saw Wavves in 2015 with Rohit. From then on always aimed to have a super fun and hype shows. I also think I said before that Deaton’s live sets are really inspiring. I can’t really say much about his live set, it’s hard to explain and it wouldn’t do justice to how good it is. I saw Homeshake too I think last year around May or something. They play very tight live and Peter uses his sampler creatively live. I’m trying to find a sweet spot somewhere in between really outrageous and really tight and clean.
If you could recommend one film to everyone reading this currently, what would you tell them to watch and for what reason?
I guess not a movie per se, but I’ve been watching Cowboy Bebop lately. you should watch it, it’s really fun and has great aesthetics.
Always meant to get into it, always been a Dragon Ball guy at heart. To wrap up, do you have anyone or anything to shoutout or promote? The floor is yours!
Shout out to my band Sundive, the boys Harry Teardrop, Tony, Dark Tape. Shoutout to my buddy Deaton! New album dropping soon. And listen to my song Holding flowers it came out in February, but it’s the latest single as of this interview. Hopefully, I get around to finishing up an EP. Thanks so much for the interview, oh and let's give a quick shoutout to Christina Applegate.
Follow Wes on Twitter and Instagram
Listen on Soundcloud and Spotify
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COVID-19: How the female national teams are coping
The outbreak of COVID-19 has taken a toll on football and Ghana’s female national teams were not spared at all. With the exclusion of the Under-15, Black Damsels, who were yet to start camping, the senior sides, Black Queens, Black Princesses (U-20s) and Black Maidens (U-17s) were all scheduled for various international assignments ranging from WAFU Zone B tournament to FIFA Women’s World Cup Qualifiers among others. Here, the GFA Communications team finds out from the head coaches about training players from home and their readiness for future competitions: MERCY TAGOE QUARCOO – HEAD COACH, BLACK QUEENS COVID-19 has distracted the plans I had for the team, by now we should have been in a competition playing WAFU and AFCON qualifiers. The pandemic has brought everything to a standstill but as a Coach, you always need to be prepared at all times On coaching staff and training program My assistants and I have formed an informative platform where we discuss how we can build the team and make it successful. We have training schedules for the players on Mondays, Wednesdays and Fridays although some of the players might want to train on Saturdays with the main training focus is on endurance and conditioning whiles guiding against injuries. On Injury and recovery The only benefit derived from this pandemic period is that those that are injured will have ample time to recover while I also keep in touch with the Doctor to see to their health. Currently, all the ladies who travelled to Turkey are aware of how competitive the team has become and want to retain their position by trying hard to keep up. I make them take videos while training, the technical team accumulates all the programme so that we make corrections. Challenges Some challenges the girls are facing currently is that most of them don’t have side jobs and are also the breadwinners of their family so, they live off these allowances they get when they play or travel with the national side. Now that football is at a halt, these allowances do not come in anymore and this has made things difficult for them so I usually advise them on how to manage. Although we are in a pandemic period, I also see it a preparatory period and I believe when CAF/FIFA announces new dates for pending tournaments, I know my players won’t disappoint. I am confident my fellow coaches with the other national sides are doing same but I don’t know how intense their training schedules look like for now. YUSIF BASIGI – HEAD COACH, BLACK PRINCESSES (U-20) There is no doubt this global pandemic has hit us hard; we were almost peaking ahead of the U20 World Cup qualifier after returning from an international friendly game in Morocco. Since we left camp, I have been monitoring the players by giving them a series of training schedules to emulate. They perform the exercises in the schedule, video and upload them on their WhatsApp statuses for me to monitor and give feedback. Training Monitoring I usually do the monitoring together with my technical team. Then also after every three days of the session, we organize question time with the goalkeepers, defenders, midfielders and attackers where players are allowed to give their own point of view on questions asked. Motivation of players I also give video clip exercise for them to emulate as a form of competition for we the coaches to judge the best amongst all. Our Management Committee is also fully aware of all these activities we are pursuing to keep the girls active. I’m confident my players are well motivated due to these engagements with the aim of keeping their shape and physical strength intact. Again, I strongly believe that, they are poised for action anytime we are called back to duty because of the enormous self-motivation. BABA NUHU – HEAD COACH, BLACK MAIDENS (U-17) COVID-19 has affected women's football, especially the U-17 team which I'm handling. My technical team and I were able to prepare the team to a certain level. The preparation is in stages and we got to the competition stage where we eliminated Liberia by beating them home and away. We were preparing for the game against Nigeria which was the last hurdle to clear before qualifying for the World Cup and this pandemic came in. Everything has its positive and negative effect. The negative effect is that now the players are on break. Female players are not like their male counterparts where you can use a few days to prepare for a competition. For example, if you take a day to prepare a male player for a competition, it will take a week to prepare a female player for the same competition and so now that we are home when asked to come together today, the preparation will be different. On team rhythm and player engagement We cannot find the rhythm as we got previously unless given more time than we had from the beginning; then we can bring the girls up to the same level or even more. Even though they are home, I have given them a special schedule where they train individually with the technical team while I do the monitoring. We have held meetings via zoom with the technical team and another with the players and they were happy about it. On dieting and monitoring I was able to put programs across and monitoring together with the medical team. We are concerned with their dieting because what the players eat during this period is very important and must be monitored closely. Once we are asked to resume, we can’t quantify their weight and so we have rolled out programs, ranging from technical to physical and medical aspects and also exercises that are good for the players. They do them and give feedbacks via videos and we watch and do corrections. These are some of the negative effects of the pandemic. Either than that, we should have been in camp, cleared Nigeria and start preparing for the World Cup. As we speak, we don’t know when CAF/FIFA would give us the go-ahead to resume the competition but we are ready for anything that comes up, JOYCE BOATEY AGYEI – HEAD COACH, BLACK DAMSELS The national U-15 is a newly created side and the technical team planned nationwide scouting which was approved by the management committee. As we were waiting for the final approval from the GFA to take off with the scouting, the second phase of the U-I5 girls aside football program was also been held in Prampram. Player selection and justify Quickly the technical team discussed with the management team and sought permission to be there for monitoring and also to enable us to begin our scouting process since the players were selected from across the country and their ages fell without our category. We selected 38 players to form the nucleus of the team and the plan was that camping begins during the April vacation. Then after, the technical team will travel across the country to organize justifying competitions to select more players. Unfortunately, the COVID-19 outbreak and lockdown did not allow us to start our program. Currently, the technical staff and management team have kept our fingers crossed waiting for when conditions will be safe for us to get our girls ready for camping. We, however, still need to embark on a scouting tour for selection of more players from across the nation after which they will be put in groups for effective grooming in Prampram or an appropriate venue earmarked by the authorities. On Training Tour Negotiations were ongoing for the technical team to travel to at least one advanced country which has practised grassroots football and has succeeded and I believe this plan still holds. The purpose is to enable us to grasp the concept and philosophy of grassroots football and also how it could be developed and promoted successfully. But in all, I strongly believe the U-15 team, being the foundation of all national teams, is enough motivation for us the handlers to work hard. Once things get favourable and the green light is given, we shall put in more work to get more quality players for the senior teams. credit: Ghanafa.org source: https://ghanasoccernet.com/
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Effect of Covid-19 on Women’s national teams; Coaches give update
The outbreak of COVID-19 has taken a toll on football and Ghana’s female national teams were not spared at all.
With the exclusion of the Under-15, Black Damsels, who were yet to start camping, the senior sides, Black Queens, Black Princesses (U-20s) and Black Maidens (U-17s) were all scheduled for various international assignments ranging from WAFU Zone B tournament to FIFA Women’s World Cup Qualifiers among others.
Here, the GFA Communications team finds out from the head coaches about training players from home and their readiness for future competitions:
MERCY TAGOE QUARCOO – HEAD COACH, BLACK QUEENS
COVID-19 has distracted the plans I had for the team, by now we should have been in a competition playing WAFU and AFCON qualifiers. The pandemic has brought everything to a standstill but as a Coach, you always need to be prepared at all times
On coaching staff and training program
My assistants and I have formed an informative platform where we discuss how we can build the team and make it successful. We have training schedules for the players on Mondays, Wednesdays and Fridays although some of the players might want to train on Saturdays with the main training focus is on endurance and conditioning whiles guiding against injuries.
On Injury and recovery
The only benefit derived from this pandemic period is that those that are injured will have ample time to recover while I also keep in touch with the Doctor to see to their health. Currently, all the ladies who travelled to Turkey are aware of how competitive the team has become and want to retain their position by trying hard to keep up. I make them take videos while training, the technical team accumulates all the programme so that we make corrections.
Challenges
Some challenges the girls are facing currently is that most of them don’t have side jobs and are also the breadwinners of their family so, they live off these allowances they get when they play or travel with the national side. Now that football is at a halt, these allowances do not come in anymore and this has made things difficult for them so I usually advise them on how to manage. Although we are in a pandemic period, I also see it a preparatory period and I believe when CAF/FIFA announces new dates for pending tournaments, I know my players won’t disappoint. I am confident my fellow coaches with the other national sides are doing same but I don’t know how intense their training schedules look like for now.
YUSIF BASIGI – HEAD COACH, BLACK PRINCESSES (U-20)
There is no doubt this global pandemic has hit us hard; we were almost peaking ahead of the U20 World Cup qualifier after returning from an international friendly game in Morocco. Since we left camp, I have been monitoring the players by giving them a series of training schedules to emulate. They perform the exercises in the schedule, video and upload them on their WhatsApp statuses for me to monitor and give feedback.
Training Monitoring
I usually do the monitoring together with my technical team. Then also after every three days of the session, we organize question time with the goalkeepers, defenders, midfielders and attackers where players are allowed to give their own point of view on questions asked.
Motivation of players
I also give video clip exercise for them to emulate as a form of competition for we the coaches to judge the best amongst all. Our Management Committee is also fully aware of all these activities we are pursuing to keep the girls active. I’m confident my players are well motivated due to these engagements with the aim of keeping their shape and physical strength intact. Again, I strongly believe that, they are poised for action anytime we are called back to duty because of the enormous self-motivation.
BABA NUHU – HEAD COACH, BLACK MAIDENS (U-17)
COVID-19 has affected women's football, especially the U-17 team which I'm handling. My technical team and I were able to prepare the team to a certain level. The preparation is in stages and we got to the competition stage where we eliminated Liberia by beating them home and away. We were preparing for the game against Nigeria which was the last hurdle to clear before qualifying for the World Cup and this pandemic came in. Everything has its positive and negative effect. The negative effect is that now the players are on break. Female players are not like their male counterparts where you can use a few days to prepare for a competition. For example, if you take a day to prepare a male player for a competition, it will take a week to prepare a female player for the same competition and so now that we are home when asked to come together today, the preparation will be different.
On team rhythm and player engagement
We cannot find the rhythm as we got previously unless given more time than we had from the beginning; then we can bring the girls up to the same level or even more. Even though they are home, I have given them a special schedule where they train individually with the technical team while I do the monitoring. We have held meetings via zoom with the technical team and another with the players and they were happy about it.
On dieting and monitoring
I was able to put programs across and monitoring together with the medical team. We are concerned with their dieting because what the players eat during this period is very important and must be monitored closely. Once we are asked to resume, we can’t quantify their weight and so we have rolled out programs, ranging from technical to physical and medical aspects and also exercises that are good for the players. They do them and give feedbacks via videos and we watch and do corrections. These are some of the negative effects of the pandemic. Either than that, we should have been in camp, cleared Nigeria and start preparing for the World Cup. As we speak, we don’t know when CAF/FIFA would give us the go-ahead to resume the competition but we are ready for anything that comes up,
JOYCE BOATEY AGYEI – HEAD COACH, BLACK DAMSELS
The national U-15 is a newly created side and the technical team planned nationwide scouting which was approved by the management committee. As we were waiting for the final approval from the GFA to take off with the scouting, the second phase of the U-I5 girls aside football program was also been held in Prampram.
Player selection and justify
Quickly the technical team discussed with the management team and sought permission to be there for monitoring and also to enable us to begin our scouting process since the players were selected from across the country and their ages fell without our category. We selected 38 players to form the nucleus of the team and the plan was that camping begins during the April vacation. Then after, the technical team will travel across the country to organize justifying competitions to select more players. Unfortunately, the COVID-19 outbreak and lockdown did not allow us to start our program.
Currently, the technical staff and management team have kept our fingers crossed waiting for when conditions will be safe for us to get our girls ready for camping. We, however, still need to embark on a scouting tour for selection of more players from across the nation after which they will be put in groups for effective grooming in Prampram or an appropriate venue earmarked by the authorities.
On Training Tour
Negotiations were ongoing for the technical team to travel to at least one advanced country which has practised grassroots football and has succeeded and I believe this plan still holds. The purpose is to enable us to grasp the concept and philosophy of grassroots football and also how it could be developed and promoted successfully. But in all, I strongly believe the U-15 team, being the foundation of all national teams, is enough motivation for us the handlers to work hard. Once things get favourable and the green light is given, we shall put in more work to get more quality players for the senior teams.
Credit: ghanafa.org
source: https://footballghana.com/
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Title Timespinner Developer Lunar Ray Games Publisher Chucklefish Release Date September 25th, 2018 Genre Metroidvania Platform PC, PS4, Vita Age Rating E for Everyone – Fantasy Violence, Sexual Themes, Mild Language Official Website
Editor’s Note: The author backed this project for $20
Ever since Symphony of the Night lit a fire under my ass, I’ve been a huge fan of the Metroidvania genre. For years I could sate my craving with several of the portable Castlevania games, but then those dried up. Since then, I have devoted a lot of time to searching for any up and coming Metroidvanias that reared their heads. So when I saw a Kickstarter inspired by such games called Timespinner, which featured a time travel hook, I had to back it. Since then I’ve patiently awaited a release date after it was successfully funded in 2014, and as of this September a release date was finally announced. Which always brings fans to a critical juncture – was the end result worth the wait for the project? I aim to answer that question today for Timespinner.
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The story starts as Lunais is undergoing a ritual to become the Messenger for her clan. It’s a very special group of people who use an ancient artifact called the Timespinner to travel through time, with the primary purpose of protecting their clan from harm. As you might expect, the outside world covets the power to control time itself, so Lunais’ clan is constantly altering time via their Messengers to stay safe. The twist is that whenever someone becomes a Messenger, they are essentially erased from history, so they can never truly return to their families. They are still welcomed back by their community at large, however. Things start to go wrong when soldiers arrive to take the Timespinner, and Lunais and her mother move to activate the Timespinner. Events escalate, and Lunais’ mother is murdered trying to protect her daughter from the cruel Emperor. Vowing vengeance, Lunais jumps back in time, violently shattering the ancient artifact in the process.
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One of the most unusual and pleasantly surprising elements of the plot is that Lunais is not your average hero. In fact, I would question whether she’s technically a hero at all. If anything, she’s a time travelling vigilante, dead set on murdering the man who killed her mother, and to hell with the consequences to the continuity of the timeline. That might sound bad, but it’s very easy to sympathize with her. After all, not only did she lose her mother, she also was erased from history, and thus is a wandering traveler bereft of friends or family. At least, that’s how she is at first. But as the story progresses, Lunais finds ways to travel between the past and the present, and in so doing comes across allies whose trust she can earn. You’re given the option to help these people by doing a variety of side quests, ranging from item fetch quests to escort missions to much more exotic tasks.
Back at your home base in the past, you can take on quests to help a band of soldiers.
Another unique aspect of Timespinner’s plot, and one that was well implemented, was the topic of gender. While Lunais’ gender is not really explored in her quest, the gender of those you help are put directly into the spotlight. There’s a pattern that many who you help are homosexual in the game, but rather than forcing the issue in a way that’s offensive and divisive, it’s done rather tactfully here. You don’t have to care about their gender, but it’s there in such a way that it won’t distract you, only inform their personalities. Hell, there’s even a duo of a dastardly succubus and incubus in the game, and they are ready for loving no matter who their caller is. Outside of this, there’s also a lot to like about the plot. While aspects of the story can be hard to follow at times, the lore of the planet Corandar is thoroughly explored, from the mysterious Bleakness which afflicts non-magical people to the divisive War of the Sisters to the tyrannical rule of Emperor Nuvius. Some of the recurring themes are the dangers of magic and technology, and how those intermingle in the game itself. There’s a lot to enjoy in the various journal entries, downloadable tablets and memories you find in the game, and it all does a great job of painting the world of Timespinner in a way that makes it stand out from other Metroidvanias.
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None of this would matter if the gameplay wasn’t fun, but thankfully Timespinner delivers on that front as well. You can tell early on that this was developed by a fan who knows what it takes to make a worthy Metroidvania. It’s very streamlined and easy to get into, but a bit trickier to master. Though the world of the game isn’t enormous, it’s large enough to get lost in, especially when you alternate between different environments in the past and present. I generally didn’t get too lost as I played, though there were a couple of times I was at wits end about how to progress. Both times involved somewhat obvious yet well hidden clues. Once I was trapped by stone-like tree roots in the present, and didn’t realize I had to travel to the same area in the past in order to burn them. Another time, I needed a keycard to proceed past locked gates, and totally missed the glimmering blink on a skeleton that held the item to it’s chest. Other than these, I mostly got through the game at a reasonable clip, managing to beat it in 7 hours.
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Besides the exploration, I need to spend some time talking about the combat in Timespinner. Though I’m sure you can play the game with mouse and keyboard, the best way to play on PC is with an XBox controller. The way Lunais fights is with various Orbs she can equip to either hand. There’s a wide variety, from up close and personal attacks to long distance and slower, more powerful Orb attacks. Once equipped, you can attack using the X button. Pressing it once fires your first Orb, and pressing it again fires your second. I generally equipped the same Orb on both hands, since that let me attack twice in a row in quick succession, or as I like to call it, machine-gunning attacks. You do have the option to equip two different Orbs at once, but I found this negatively impacted the rhythm of attacking, besides finding that there are apparently no benefits to mixing and matching. Besides her Orb attacks, Lunais can also utilize equipped necklaces to unleash powerful spell attacks. These require a bit of charging, and once charged, can be unleashed. The spells range a wide gamut, from field clearing colossal blades to raging infernos and much more. The only catch is each spell uses a bit of your magic meter, and once depleted you have to wait, as it refills pretty slowly. Jumping is handled with the A (and yes, you eventually get a double jump), and the LB is used to backdash, while RB is eventually used to dash forwards. Especially cool is that Lunais can use a fragment of the Timespinner itself, the Wheel, to temporarily freeze time! While time is stopped, you can jump on enemies like platforms, which is actually used many times to progress through the game. To keep this mechanic from being overpowered, you can’t harm enemies at all while they’re frozen. Additionally, the longer you have time frozen, the more grains of sand fall from your hourglass, and once it’s empty, you have to destroy enemies to refill it once more. It’s a smart system, and much like the rest of the game, feels well balanced. Finally, you will eventually find a relic that allows you to switch between up to 3 sets of Orbs using the LT and RT buttons, which makes combat even more dynamic.
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Further adding to the variety of combat, you can also equip a variety of stat changing armors, as well as spell necklaces. You can even craft enchanted rings that can truly change things up, providing benefits such as increased damage for consecutive hits or blades which rotate around your equipped Orbs. On top of all this, you can also gather food to heal yourself, as well as removing dangerous status ailments. By far the worst in the game is the Chaos ailment, which makes your time controlling sand drain at a precipitous rate. And finally, you will find many relics that will provide new abilities, as well as items that increase your maximum health and sand. All of these elements provide a lot of reason to keep exploring the world of Timespinner, as well as allowing the player to progress at their own speed.
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All that’s good and well, but it wouldn’t much matter if the combat wasn’t fun. Thankfully, as you may have surmised, the combat in Timespinner is great. It’s fluid and challenging, and the variety of monsters keeps you on your toes. That goes double for the massive boss fights, which are all very entertaining as well as being distinct from each other. Best of all, Timespinner avoids the trap many Metroidvanias fall into, which is emulating SOTN so much that many of the bosses and foes come across as rehash. Not so here. The bosses all have a lot of flair, and my favorites were those which verged on the truly demonic side, such as the powerful Golden Idol, the unholy Maw of Asmodeus, or perhaps best of all, the hideous avian corpse, Xarion. While it’s true I got through most of the fights without dying once, there’s still enough challenge to keep you from getting complacent, and there are at least a handful of truly challenging boss fights that I died against multiple times.
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It wouldn’t be fair not to touch on the visual style of the game, which would be right at home on the SNES or the PS1 or PS2. The sprites in the game are all bursting with life, especially the 2D portraits used for conversations. I especially found myself admiring the art for the various creatures in the game, which start out comical and get more and more creepy as it progresses. The crawling Flesh Arachnids are a standout, though I also enjoyed the wide array of avian Cheveur species. On the musical front, there’s a strong somber note that pervades the game, which is fitting considering the backstory for our heroine, Lunais. Each area in the game is given life by a beautiful soundtrack, and they range the gamut from energetic to eerie. Put together, the visual elements of the game do a great job of giving nuance to a beautiful yet bleak world.
You’ll also find a variety of familiars in your quest, but few as cute as Meyef the dragon.
While it’s true so far I’ve only had glowing praise for Timespinner, I do need to mention some small complaints. While it’s true this is a well made Metroidvania by someone who knows how to do them justice, there are some issues. One is that, despite traveling back and forth between maps in two different timelines, the game is relatively short. I only took 7 hours because I got lost for a couple of them. You could easily beat Timespinner on Normal in around 4-5 hours. That’s short, even for this genre, where most of them take 8-12 hours. Another issue is that, while you have a ton of customization options for combat, many of them feel irrelevant. Leveling up your Orbs doesn’t seem to increase their attack power very much, and leveling up Lunais herself only really seems to boost her health and sand meters. Furthermore, many of the slower Orbs just feel irrelevant when you can equip rapid fire ones for attacking. While it’s true you can reference the bestiary for the weaknesses of enemies, it’s easier just to go with speed and power and not worry overmuch about specific foes. Other than these, though, I had no major complaints.
One of the things Lunais struggles with is whether or not to alter history to serve her own ends.
Though I only spent 7 hours with Timespinner, there are features to keep players coming back for more. One is that there are 4 different endings in the game. Towards the climax you can make a choice, and depending on it, you will unlock different paths towards the final battle. The catch is that doing so locks you out of the other choices in the same save file, which provides good incentive to try out the New Game+. Another reason to keep playing is that there’s a super dungeon called the Temporal Gyre. It’s totally optional to tackle, but after beating the game once, I am very tempted to play again. If you truly want to challenge yourself, there’s also the unlockable Nightmare Mode, which is sure to make those less difficult boss fights much more of a struggle. This is one of those Metroidvanias that does many things right, and it inspired me enough that I’ll keep on playing til I get 100%. I really want to get all those achievements as well, since after beating it I only had about half of them. Overall, I was quite pleased with Timespinner. It’s hard to go wrong for $19.99, especially if you’re a fan of the genre. It wasn’t perfect, but it satisfied this longtime Metroidvania fan. I find myself eagerly looking forward to what else Lunar Ray Games has up their sleeves with future projects.
No matter what Metroidvania, there’s a cardinal rule – don’t trust sexy demons.
[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”4″]
Author Received Review Copy for Backing the Project
REVIEW: Timespinner Title Timespinner
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