#while i feel like the space suit might be a bit clunky and lacking in practicality
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doing a mysterio designn hopefully someone sees my vision. also more peters, the first might be my official? design for him.
#spiderman#mysterio#my art#while i feel like the space suit might be a bit clunky and lacking in practicality#comic mysterio worked in theater so i dont th7nk he would give a shit#plus he developed some teleportation device so i might steal that#i really just couldnt scrap the cosmic fog idea#spidey au
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Very Differently
Summary: This isn’t really new, just something I never got around to posting here. Basically my take on Budapest with an OC added to the mix for fun.
Masterlist

Zdravstvuyte
The shadows cast from the wastefully clad guests in the soft angles and indecipherable masses were notably more elegant than the calculating frowns of their creators. A gloved hand traced along a freshly polished curling oak banister as Sonja made her was to join the babbling benefactors. Leaflets of conversations rustled not long enough to take root but simply flew past on the careful air of disinterest her fellow hosts held about them. With a sharp nod of her head and a demure curve of her lips, she joined the nearest transaction.
Arms dealing can be tricky business when neither party particularly trusted the other.
Jewels painted the necklines of her most generous buyer and in their pristine surfaces, she could make out the warning flash of the smallest red dot. Sonja shifted with a subtle flip of her hair to block the shot and simultaneously tapped her earpiece.
“Ma’am, I do believe my husband is coming down with something fatal.” she said.
Even if she did not have a husband to speak of, the message was abundantly clear—the event was compromised because Black Widow herself was present.
“Take care of it, Chief. I need this night to be spotless.”
“Got it.”
Security hustled onto the floor at Sonja’s signal to escort each of the dozen or so guests back to their armored vehicles.
With the prompting of her boss in her ear, Sonja slipped out the back door to attempt to uncover any tracks the Widow might have left behind.
The wet asphalt did little to help her heels find traction as she scanned the nearest buildings for the optimal vantage point the spy must have taken to train a snipper on people under her protection. With the rest of her security team busy locking down the premises, she was left to the goose chase even though looking for tracks from this particular prey was about as promising as searching for footprints after a storm.
She tensed when something popped right beside her ear and the sharp slap of metal hit her cheek. She scolded her hammering heart and forced a calm gaze to the arrow that kissed her skin and was now imbedded in the wall. Her hand went to the dual blades tucked against her thighs knowing full well that any assassin after her would not be foolish enough to miss twice.
A test of her ear piece told her its signal had been knocked out somehow. A heavy pair of boots splashed down beside her and she whipped into a defensive pose before the archer could cut her mission short.
The man kneeling across from her had his bow pressed to the ground and his black stealth suit clinging to him like any woman in her proper mind would in a scenario a little less lethal than this. Given a situation where she were allowed to use her real name and wash the blonde dye from her hair, she might have done just that because his looks were wasted on the dark, filthy streets of Samara, Russia.
“Hello, easy, Chief. I’m not here for you. Sonic took out your communications, also I was listening in a little bit, Ma’am is a weird name. Is that like the birth one or did she rename herself that? I’m looking for the Widow. You know anything?”
“Does anyone?” she flicked her blades so they would glint in warning beneath the lazy stars.
“They sent one person out to challenge her? Seems a little under kill. Unless you’re just the bait.”
She advanced a step to show just how much of a danger she truly was. His mouth curved up in amusement when he rose from his crouch. “You’re not going to let me leave,” he said.
“I fear my boss will want to speak with anyone chasing her.”
“Knew better,” he sighed. “Alright, let’s do this before I have to check out of my hotel.”
Her first swipe cut only into nothing as he swiveled around to her back. She feigned left, sweeping her right foot back to catch his ankles.
“Woah, who taught you that?” he demanded, dancing over the attack.
While she paused to process his stunned remark his completely unstunned body cracked his bow against her forehead. She grabbed at his forearm, twisting until it clattered free of his grip. “Quiet, American.”
“Was it Hill?” he carried on. “You with S.H.I.E.L.D?”
Now she faltered and he did not take the opportunity to jam any of his color coordinated arrows into her temple.
“I wasn’t told of another operative here,” he babbled.
She slammed her shoulder into his chest and landed him flat on his ass where she could properly threaten him.
“I’m handling it.”
“This is about as under control as a mouse wrestling a snake.”
“You realize I’m pinning you right,” she demanded, dropping her knees to either side of his hips and pressing the flats of her blades against either of his wrists.
“That means nothing. I’m letting you. Just so you know, they asked me to do your job first. Also, the first and last fight I had with the Widow ended with my jaw dislocated. That was back when I cornered her in Milan. That makes me a mouse too.”
“Sadly, I think that just makes more dinner for the snake instead of an overwhelming force.”
He shrugged his eyebrows and glanced down pointedly. With a sigh she crawled to sit beside him as he grunted and rolled onto his stomach. Hands propped under his head as princess worthy blue eyes fluttered up at her. “Feel better? I think you missed bruising one of my ribs if you wanted a clean sweep.”
“I was going to ask why Fury didn’t tell me you were coming, but pretending you don’t exist does seem to be the only way to deal with your bullshit.”
“Supposed to be super top fucking secret but since you kind of outed me, not cool by the way, want to work together to charm a snake?”
“Is she a spider or a snake, man? Make up your damn mind.”
He rocked back, clutching his knees as a laugh barreled through him. “Oh, I like you. You don’t get a say now. We’re working together. Got something more stealthy than that yellow dress?”
***
She did not give one rat’s ass how he got into her apartment only that he could have possibly blown her cover.
“Brought flowers. Told the doorman I wanted to surprise you.”
“Was the surprise that I had a boyfriend?” she deadpanned as she shrugged off her bulky overcoat.
“Fiancé, when he asks but that’s not why I’m here. I need your help bringing her in. She vanished, shook all my tracking abilities. From what I hear, you’re pretty handy with the underworld system.”
“If you hear anything then I’m doing my job wrong. Why would you want her brought in anyway? Isn’t protocol to take out someone that rouge and dangerous?”
He gave his knees a firm pat before pushing off them to match their heights. “I think she could prove an asset. I made this call. If it goes south, it’s on me. I know I’m asking you to compromise yourself but from what I can tell, the Widow is more involved in mafia’s inner working than the little crew you head. We find her, we get you your hot target too.”
“Ma’am is a pretty cold-hearted bitch from ghost chatter I’ve picked up.”
A tug of his grey hoodie secured it around his face for a safety net just in case anyone was spying in from the dirt smeared window to their right. Sonja was afforded no such luxury because her face was always bared to the world. She was buried way too deep in her world of shit to risk disguises. “Funny. We should work well together.”
“What’s your clearance?” She demanded.
The space of her apartment was deemed worthy of her retailer to host grand parties of up to a dozen people but she already felt stuffy with his confident presence entirely too close to her though he remained clear across the green wallpapered room with his feet twisting into her recently purchased, hand woven rug. It was probably worth three times his ratty boots with its intricate depiction of a fanfare of angels descending the heavens; this man was no angel.
“Alpha.”
“That doesn’t exist. Ten is the highest. I would know, I was the reason they created it.”
A tilt of his head told her he was only amused with her declaration and not in awe like all other inferiors she came across. “Welcome to Alpha then. I’ll fill you in on the plane.”
“I thought you didn’t know where she was.”
“I said she shook me. That doesn’t mean I don’t know her well enough to predict where she would go. Pack light, Budapest can be unforgiving this time of year.”
“Got a name?”
“Got a code, Hawkeye. Yours?”
“Zero.”
***
Being nearly run over three time while crossing a single street was a personal record for Sonja. Hawkeye was weighed down beneath a tan backpack filled with waters, old and clunky laptops, maps, granola bars (as if she could live off of those along), and a very distinct lack of weapons. Hawkeye had insisted on leaving them behind because airport security did not make exceptions for undercover agents and using a private jet would raise too many eyebrows. He had extracted her daggers from her and then held his hand out expectantly for the spares he could not have known she kept tucked neatly between her planner and wallet in her purse. She felt slightly less naked when he tossed his bow as well but still would rather not relying on their combined wit and charm since her partner appeared to be painfully lacking in both and making up for it with 100 proof sarcasm.
The wind buckled with the weight of the dry air it carried and tugged at the ends of Sonja’s hastily dyed and chopped off brunette locks. A sunhat kept the loose waves mashed against her face and even bigger sunglasses kept the prying sun at bay along with Hawkeye’s dancing glances back to make sure she was keeping up with his soundless steps.
“Come on,” he called even though the only closer she could have been to him would be to just piggyback it.
“Where is the safe house again?” she called over the roar of traffic.
He pause while a couple bustled between them, their heads bent in deep conversation then nodded politely to a minister though she doubted his devilish grin could even point out a church. “Next block. You wanna take over bag duty? I’ve got this crick in my neck I haven’t been able to shake since the plane.”
“That’s because you were stupid enough to sleep on the plane. On my shoulder no less. There’s a drool stain.”
The bag was tossed at her chest where her hands caught it without the aid of her gaze leaving his. “If your posture was more slumped we wouldn’t have this problem.”
“Excuse me for remaining vigilant.”
“Trust me, your people don’t know you’re missing yet. You’ve probably got until noon.” His eyes skipped between his blank wrist and the sun overhead to judge the time. “And once we get set up with internet, I will clear the airways of anything we might have left behind. Say, do you think you could give me some sort of reaction? The constant dead expression is a bit intimidating.”
“I can see why the Widow dislocated your jaw, you talk too much.”
She spotted the covert insignia for S.H.I.E.L.D. and pushed past him to key in the day’s number sequence for entrance. There was distinct absence of air conditioning when they entered the stale room sitting on the basement level of what appeared to be the back of a tourist ice cream shop. Hawkeye’s bulky jacket hit the floor then his paisley shirt was tossed over the back of a chair that used to be sand colored but appeared to have been recently stained with globs of red. His back hit the ground as he fiddled with the window unit and Sonja set to toeing along the perimeter of their quarters.
She came across the outlet first sitting adjacent to the Ethernet cable in the far right corner. After depositing the backpack for him to fiddle with later on, she peeled off her overcoat and tank top while she stuck her head into the bathroom to check on the water situation. What trickled from the sink was lukewarm at coldest and the pressure in the shower was laughable but at least the toilet flushed and air freshener hung from the doorknob. Its orange tree shape was swinging in the next moment as blessed air filled the cramped space.
Sonja emerged from the bathroom with her sports bra held away from her damp skin. “Guess you are useful.”
“Do me a favor and check the freezer.” He toed off his boots as he walked, adding more of his shit to the mess that made her fingers twitch to clean only slightly.
“Think they left us frozen dinners? Because you’re health nut bars are not going to cut it Hawk.”
“I’ll order pizza for us,” he called with a wink as he tapped away on the booting up monster of a laptop.
She grumbled her response and pried open the rusted closed freezer doors that concealed an inside that somehow felt hotter than the oven of a city. Two metal cases rested inside, one smaller and snugly sitting atop
“You know how to defuse bombs right?” she called, eyes tracing the otherwise empty white cubicle for any wire or trigger.
“That’s a no. They’re presents from Fury.”
She did not move to take his word for it but instead carefully shifted the boxes sideways while sliding her hand where they sat in case it was weight sensitive. When she felt only the sleek, flat bottom, she cautiously picked up the bottom box from either edge with just the tips of her fingers and walked it as far away from Hawkeye as she could manage.
“For Christ’s sake, Z. I special requested those. Look, the code is 1971 on the bigger one and all zeroes on the other because I’m brilliant. If those don’t work then you can pull out your bomb squad suit.” He strode over, task forgotten, and squatted beside her kneeling form. “I’m not sure whether I’m offended you don’t trust me or flattered you’re trying to keep my out of harm's way.”
She flinched when he keyed in the numbers and passed her the first case carelessly before punching in his own and flipping the lid up to reveal and brand-spanking-new carbon fiber and purple streaked bow.
“Stealthy.” Sonja pulled out her own sleek new dagger set. Four blades so sharp just the skimming of her fingers drew their first blood. “Gorgeous.”
“I’m going to assume both of those were for me. Look, since I slept earlier, you take this round and I’ll wake you when night says it's time to move.”
When she made no move to do as such, he groaned and jutted out his hand. “Clint,” he said.
“What,” she snapped.
“That’s my name. Clint Barton. 1971 is the year I was born.”
“Is this supposed to make me trust you?”
“What? You want my social security number? Passport? Birth certificate? To be honest, I have so many of those I probably couldn’t pinpoint the original for you.”
She glanced down to hide the smiled curving up her lips and tucked a single dagger into her calf high sock. After refolding the hem of her khaki shorts, she felt composed enough to meet his impatient blue eyes. His smile was quick and brilliant and caught her so off guard she returned it, still vulnerable from the previous moments.
“There she is. Listen miss bomb technician, that why they call you zero? Because of the countdown? Anyway, if you don’t sleep you risk both our asses tonight and I happen to have a fine ass. As a gentleman I have not checked yours out but I am willing to bet that it’s at least half as good as mine.”
“If I go to sleep will you shut up?”
He touched his scarred knuckles against her cheek and lugged his new toys over to the ancient ones where he set up shop for the next few hours. The flimsy mattress with springs poking out every few inches was tucked away between the window and the front door and Sonja barely got her coat down on it before her head crashed against her arm for her pillow and her eyes tapped out.
***
do svidaniya
Clint’s version of a gentle awakening was a kick to her foot as he passed by. Of course, her leg swept out in defense and he landed face first on the mattress beside her. Her groggy eyes blinked open at him and promptly scowled at the dumbfounded expressions holding even his usual smart ass comment at bay.
“We better be under attack,” she grumbled, failing when she attempted to remove her already asleep arm from beneath his heavy torso.
It took him an alarming number of seconds to compose an answer and she squinted through sleep crust to glare at him. His lips parted then apparently he discovered them too dry to speak because his tongue swept out and at this proximity, so close she would not even have to reach to strangle him, the smell of his lingering bubblegum toothpaste pulled her fully into reality.
The same abrupt force that stilled him froze her from shoving him off the bed. She blamed the dreams still singing to her but the more likely cause was his hand which had by the damnation of some god landed on the dip of her waist, not her ass or her breast, which would be far simpler to explain the skip in her chest.
His recovery was like watching a runner recover from a particularly nasty hurdle “Afraid your mafia is running a little behind schedule, so we have to go out and meet them. Gear up.”
He grunted when her knee sent him rolling to the floor next.
“What time is it, Hawk?”
“2100. Think you bruised my bladder.”
Her change of clothes were swept up and the bathroom door slammed between them and the meager form of water she coaxed from the sink drowned out the breath she heaved from her lungs. The woman staring back at her was faded and spotted where the mirror was tarnished from the years without maintenance.
There was scarcely enough time to worry about saving her own skin let alone playing guess that hormone with an archer she met two days ago. A quick coaching session of her emotions and the addition of a black beanie, matching under armor shirt, and a lightweight bullet proof vest she emerged, undoing the button to her shorts after regretfully noticing the absence of the last bit of her uniform.
Clint lounged in front of the air unit in identical gear, hands folded across his pulled in knees so that the muscles fought against the fabric of his shirt. “Didn’t know pants were optional,” he called as she neatly folded her shorts beside their supply bag and produced the cargo pants that would be hiding her weapons for the evening. “I did appreciate that silky number you wore for me on our first mission,” he continued.
A belt secured the bottoms and after shoving her feet into the boots she stomped one down dangerously close to his most vulnerable bits and offered a sweet smile down at him.
“Think the world has one too many eunuchs as it is. Next time you want me to tie your laces try a nice ‘Clinton, would you be a dear and tie my fucking shoes?’”
“Don’t I feel like Cinderella?”
Deft fingers made quick work of her laces and she was still admiring the knots she could not even begin worrying about how to undo when he stood and shouldered his bow.
“Let’s go catch a spider, Z.”
“Let’s take down the Samarian crew as well while we’re at it.”
The night was their friend, lending its heaviest cloud cover from the stars that dared shine from the moonless sky as they jogged through the still bustling city’s alleys.
They passed a meat truck making a last minute delivery and Clint offered the driver the nod of his head before prodding Sonja’s body to pick up the speed as if they were out for a jog instead of on the tracks of the most dangerous woman on any side of the world. She shifted out of his reach, none too content on having her mind replay its earlier clash with emotions for the rest of the mission.
The building where Clint’s found surveillance footage last picked up her image was tucked between the river and the last wall of structures. A fishing shack where Sonja doubted the lights from the horn riddled bridge now stretching over their heads could penetrate if a paid professional like herself were taking shelter there.
Rounding the last bend on the downward slanting street, Clint caught her belt loop and pulled her against the crumbling brick building that smelled like moss and moldy bread. She bent her knees to keep from slipping down the slope on the loose cobblestones beneath their feet and still managed to subtly maneuver further from him because his aftershave was making repeating the plan like a mantra in her head a thing for the birds.
“Hey, you with me, Zero? You remember what we talked about?”
“Not dying or the not fucking up part?”
“See, I knew you weren’t listening to me.”
“Relax, Hawk. I’ve been doing this since I was toddling.”
“Really? Diapers for me.”
She swatted his arm when his blue eyes danced with humor and closed her own to reel herself back in.
“Seriously, though, you up for this? Because I can go in alone…”
“Like, hell, Hawk. You’re long range, I distract. Stick to it.”
He held out his knuckles wrapped in fingerless gloves that would help his aim. With a laugh disguised as a groan, she knocked hers against his and watched as he began scaling the fire escape to the tops of the connected houses leading to the perfect vantage point.
It took the coaxing of the restless waves to remind her that she too did not have the fortune of sitting still and allowing her already spiraling life to make Budapest its final resting place.
The traps took precious time to pick out--a motion detector from the front porch, a snoring dog with paws running in the air when she slipped around to the side, an electrical ward along the single sealed window, and finally a good old fashioned set of cans on the roof she managed to climb on. Sonja crouched on the narrow ledge of the none-too-secure roofing tiles, still off balance from her misjudged landing.
The cans, a mix of unopened green peas for which Sonja could not blame her and chili whose lids appeared to have been ripped off by bare hands, were stacks to at least twice her height and made a perfect circle around what she had to assume was another vulnerable entrance. From her original distance of spotting from the bridge with Clint, it had appeared merely another level of the shack which she could scale but now was proving to be just a pain in her ass. She circled on feet quieter than death to the side where Clint could see her and held out her hands helplessly.
“No in?” He said over the ear piece.
A shake of her head was the answer she knew his strapped on night goggles could pick up.
“Alright, hold on.”
“Clint!” she hissed out as an idea struck.
“Hell of a time to break out the Christian name.”
“Knock out the electricity on window.”
“I know you remember how these sonic arrows work. Our communication will be cut off and I know you’ll miss this sweet watchful voice, Z.”
“Sonja,” she whispered, hunching down on her knees and throwing a finger down as if he did not know the window she intended.
“No, sonic.”
“That’s my name you moron. You’ve got to trust me. Just shoot it.”
There was that hesitation from him again, she was beginning to understand how his head worked. The job was simple, something he was trained beyond reason for, but she was a variable he had to carefully calculate into the equation.
“Alright. I’m right behind you.”
“I know. Just don’t miss.”
She heard the smile in his response, “I find your lack of faith disturbing.”
“Are we really resorting to quoting Star Wars right now?”
“Fire in the hole, Sonja.”
The arrow struck home with a muted thwack and Sonja slid down onto the windowsill throwing a thumbs up into the now unresponsive night as she jimmied her dagger around to unlock the window. A second blade joined her free hand when she ducked inside.
The first thing she noticed was the complete lack of interior decoration just like their own safe house and the second unfortunately was that the insides were also void of any inhabitants. Why so much security without anything to protect?
There was a knock at the front door and a moment later Sonja remembered the power surge would also have affected the motion detector. She wearily trudged over before sliding into a defensive position when she flung the door back.
She saw the Black Widow first and her arrogant smirk followed by the prompting of an arrow to her skull.
“Plan B then?” Sonja called as Clint jostled their target into the room.
“I thought we agreed this was the more likely alternative,” he said. “Making it plan A.”
Sonja shrugged and pulled the handcuffs from her calf pocket before moving to snap them securely around the Widow’s ankles. The woman grunted as a green glow filled the room and a shift of her hips proved her unable of even lifting her feet.
When Sonja straightened and reached to tuck a stray strand of hair back into her braid, the woman finally spoke. “Props.” she said.
“Thanks, we’ve been practicing that last bit for hours now. I was really worried about the execution.” Clint strolled around to the front of their captive, pockets bulging with confiscated weapons.
“Not you, Barton. I knew you were on my ass for months. Her I wasn’t even looking for.”
Sonja crossed her arms. “Case. Point. What’s your real name?”
“Natasha Romanov.”
The plain reply jarred both her and her partner equally and Clint took her arm, walking her as far back into the room as he could manage before inclining his forehead to make the whisper easier hear. “She’s going to try to play a game with us. Anyone around her is instantly compromised. I need you to stay with me.”
A sharp nod answered him and his grin danced with mischief as he swung back around to stroll over to Natasha with his bow forgotten and swinging in his left hand. Sonja did not even feign relaxation but rubbed her thumbs over the sweating hilts of her daggers.
“This about the Avengers initiative? I read all about it last week,” Natasha said.
“You know it is. That’s why you let us capture you.”
“Let?” Sonja’s arms slipped from their protective frame.
Clint pushed on, feigning deafness when Sonja knew good and well his hearing aids were in. “You’ve got a nasty ledger and S.H.I.E.L.D. only wants to help you rectify it through the Avengers.”
“Avengers?” Sonja questioned.
“I’m fine where I am,” Natasha retorted giving the glowing shackles weighing down her feet a good tug and only ending up on her knees which, despite the powerless position, she somehow conveyed was right where she wanted to be.
Clint sighed and dropped as well. “You’re fine painting every city you go to with blood for people you don’t even know? The Avengers are going to protect the world and we want you to be a part of that.”
“Cute speech. Did Sonja feed it to you? You’re not bright enough to try the emotion ploy.”
Sonja was too busy puzzling how she knew her name to reply. That’s when the first bullet cut through the air and buried itself clean in Clint’s left calf. When he keeled forward in pain, Natasha swiped the gun tucked into the back of his belt and began firing to cover all their asses.
Lurching forward, Sonja kicked the door shut and pried her pistol from her belt as her back smacked against the wall. “Clint!” she called when he finally lifted himself from the ground.
“You led the Samarians here!” Natasha shouted as bullets pelted the door and walls relentlessly.
“Whoops,” Clint managed.
“Damn right you’re gonna need my help with the Avengers if you can’t even manage to stay off their radar. I assume you at least had an escape route in place.”
Clint wiped his bloody hand off on his shirt and primed an arrow for release should their defenses be breached by the crew. “Boat out back.”
“You’re gonna have to uncuff me.” Natasha called, firing precisely through an already fragile portion of the wall to produce a thunk of dead weight only a few yard away.
The deadly accuracy made Clint hesitate as he added in yet another variable, but Sonja just tossed the keys without a word and returned to keeping her gun aimed at the door.
“Barton go first and we’ll cover you,” Natasha called as she dodged a bullet cutting entirely too close to her brain. When she sat up straight again a line of red across her forehead added to her already flaming hair and scarlet pjs look.
Clint’s gaze snapped to Sonja unwavering in its unspoken question: would she be ok alone?
“Get out of here, Hawkeye,” she added the last bit to help him depersonalize, to remind him this was just a mission and all lives involved were expendable. “I’m right behind you,” she continued when he did not move.
His mouth curved up as he heaved himself onto mostly steady feet and sprinted to the backdoor while Sonja and Natasha laid down cover fire until both were down a clip. “Together?” Natasha called.
“Hell, why not?”
Sonja leapt up first, followed shortly by the much faster woman. The night air was thick with humidity that only pooled more sweat on their skin. On the free side of the house, a man screamed as the now awakened guard dog set to work. The other side was occluded by the closely stacks buildings and on the water just ahead, Clint revved the waiting engine of the speed boat.
Natasha waded into the water and slung her leg over the side, hauling herself on board in one fluid motion. Sonja had time to see her eyes go wide before she heard the other female voice cut through the night, “Chief!”
A sword was leveled at her instead of a gun and Sonja had the absolute pleasure of facing her old boss when she turned around. “Ma’am,” she replied without a trace of emotion.
She heard the cock of Natasha’s gun along with the wiry draw of Clint’s bow and briefly wondered if he could even keep his hands steady at the moment due to the blood loss.
“Or is it Agent Zero now?”
“Whatever you prefer, Ma’am.”
“Shall we settle this like the duals of old or has all your honor gone through the window with the american?”
Sonja heard Natasha grumble about being ignored as she tucked her gun into her pocket and produced a dagger. The other hand reached for her back pocket slower all the while keeping her opponent's gaze fixed on her words. Ma’am’s bulky henchmen fanned out behind her patiently waiting to be allowed to have some fun with the traitor and spy.
“What can I say? He brought presents.”
She waited the appropriate ten seconds for the meaning behind her words to smash into Clint before she pulled the pin. The homemade grenade sailed from her hand while her body was flung in the other direction. Her side slammed into the boat and Natasha just managed to get a drip on her belt before Clint slammed the throttle into its highest gear. He was ducked on the floor by the steering console for safety just as Natasha had thrown herself beneath the low walls at Clint’s advisement.
“When did you even have time to make that?” he demanded, driving blindly down the wide river.
“You’re the one who apparently knows everything,” she snapped.
“Christ, I’m sorry, alright. You weren’t cleared to know.” He paused then turned to her while Natasha huffed and took over driving. “Zero failed missions?”
“Guess again.”
“Zero like you were the original?”
“You’re not cleared, asshole.”
***
Natasha made airports her bitch with the new fresh faced S.H.I.E.L.D recruits scurrying behind her toting her luggage and a flight attendant rushing to retrieve her properly iced water. She shot Sonja a lazy wink but the other woman was too busy scowling away any potential disturbances to do anything other than reshoulder her backpack.
Clint took the lead, his reputation sending the herd of freshmen scattering in his wake of glory. Sonja quickened her steps, determined to talk to him now that the paramedics aboard their evac copter were no longer shooting him full of drugs.
“You’re not careless,” she said once she matched long legs to his abrupt stride.
“Think Nat will make them carry her?” he mused, wincing when he stopped focusing on his uneven gait.
Sonja caught under his arm and he glanced over through sleep deprived blue eyes and the tangles his cropped hair had somehow managed to tie itself into. “You gonna make me carry you?” she countered.
“I’ve got it.”
The usual airport crowd of proud mothers, blubbering fathers, and excitable kids ready to go off and make lives for themselves meandered past them. Sonja wondered what life awaited her back at S.H.I.E.L.D headquarters.
“I was born there, you know. S.H.I.E.L.D that is. Born and raised. I don’t exist to our government because S.H.I.E.L.D doesn’t. I’m nothing, I’m just zero.”
“I let the Samarians follow us,” he admitted in the breath after she finished her confession.
“I know. You’re not careless. You needed a common enemy for us to get Romanov on our side.”
“I was going to apologize for ruining your original mission, but I think all of earth takes precedence. We wouldn’t have made it out of there if not for you.”
“Taking out Ma’am was my mission Clint. Yesterday was the first time I saw her in person. I spent years working my way up through the ranks only to figure out I would only ever be important to her when I betrayed her.”
“You’re welcome, then.” He leaned in when he sang it and she gave his face a shove away as they exited the building through sliding glass doors and reached a junction in the sidewalk where she would climb into the car that would carry her home and he would get in his rental and drive out to his next mission.
“How long has it been since you’ve been stateside?”
“Just four years. I haven’t been home since I was a teenager, though when I completed my training.”
“You don’t have to face those bastards, you know. I’ve got something involving lightning and a hammer waiting for me. Could use some backup I trust.”
“Sounds alpha level. I’ll leave you to it.”
He nodded, shifting his weight off his bad leg and closing the humming space between their bodies just enough for her to notice it was deliberate. Her hand shifted under the strap of her bag while she toed at some bits of loose gravel beneath her sneakers.
“Guess this is goodbye, then. Keep an eye on Nat for me, will you? She respects you.”
“Only because she was comparing me to you.”
His mouth pulled up in a smile she had grown all too accustomed to seeing regularly and had truthfully taken for granted now that he was leaving. The civil term of closer inspection crossed her mind as she leaned in further still followed by the embarrassing real word she had been searching for--a kiss.
She could not even recall the last time she had kissed someone without an ulterior motive. She expected him to politely return it or to laugh and tell her to collect herself, not for him to bite her lip and slide his lips between hers like the whole damn earth might spin off course if he did not. His hands were soft in her hair and his hand slid down tracing over her cheek so that his fingers replaced his lips when he reluctantly pulled away.
“Put a pin in that, Sonja?”
“You mean like when I pinned you? Or what I pulled the pin on the grenade?”
“No explosions and no more beating me up.” He punctuated his sentence with a rushed kiss to her forehead. “Unless we can twist those into kinky things.”
“Oh, it’s possible,” Natasha called as she strolled past and climbed into the waiting black SUV.
Sonja gave his chest a push and took two controlled steps backwards simply because if she didn’t there was no guarantee either of them would be setting out on their respective journeys today.
“Goodbye,” Sonja said.
With a wink that sent her spiraling higher than the pyres of Moscow’s finest cathedrals Clint Barton was gone.
#clint barton#clint barton fanfiction#clint barton smut#clint barton x reader#clint x reader#hawkeye#Avengers#avengers headcanon#avengers smut#avengers imagine#avengers drabble
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SPN 14x15 Peace of Mind -- Review (Spoilers)
Well, it looks like I can cross something off of my Season 14 Wishlist. We got ourselves a Cas POV episode. Granted, it wasn't quite how I envisioned the episode being but beggars can't be choosers and this episode was certainly enjoyable and charming and overall, I’m happy with it. Of course, I'll be getting into spoilers here so here's your spoiler warning. Don't read this until you've seen the episode.
First of all, I love that Sam and Cas finally get some time together. Sastiel is finally gettin' some love. It's something I've wanted since the cliffhanger we were left with at the end of season 13. More Sam and Cas time. I've always loved the Sam and Cas dynamic. Misha and Jared have a really fun sort of chemistry about them so whenever we get scenes of them together, it's like I'm on happy pills. The unending support and faith they give each other is wonderful and I love it. And it especially shined through in this episode. Like, holy crap was it wonderful. The level of support and understanding Cas gave Sam in this episode was so great, like I'm having trouble articulating it, I loved it so much. This is something that really only Cas could've helped Sam with. If Dean was here instead of Cas, while I'm sure Dean would've eventually been able to get Sam to break through, it wouldn't have been through any effect of actually being able to help Sam in the long run. Dean could've gotten Sam to break through but he wouldn't have been able to give Sam what Cas gave Sam. Understanding and through that understanding, the strength to keep fighting on and not give up. Cas understands what it's like to lose what Sam lost. Cas understands what that failure feels like and he understands the guilt that comes with it.
But something I really particularly enjoyed in this episode was Cas's sense of self within the family unit. I fee like Cas is finally starting to get to the point where he is more assured of his place in the world and this episode really hammers that in. Cas really took charge here. He noticed where different family members would've been better suited for. He noticed that he's not able to help Jack but Dean might be able to based on the sort of role model relationship Dean and Jack have and he also understood Sam and what Sam needed so he delegated all of this accordingly. And he does this because he finally feels like he has a place in this world. He has this self-assurance of "this is where I belong, this is my family and this is how I can help them". In previous seasons, this is something that would never have happened with Cas. Cas has always felt like he was out of place, so unsure of his position in the world and lacked the confidence to truly act as if he belonged there. He's always been a support function of just standing on the sideline waiting to be needed but now he knows and understands his position and worth and finally has a sense of belonging and feels like he has a voice in this family and isn't just an interloper. I'm so happy for him. And of course, I was loving seeing bad-ass Cas again. It's so wonderful to see Cas not get subdued within the first couple of punches. The show has been quite lazy these past few seasons in its Cas fight choreography. I'm certainly not one of those who's all "Cas is a wimp now". I've always believed that while Cas was put in a warrior angel class, I do feel he was mis-classed and should've been placed in more of a healer-type class and that mis-classing can play into his feelings of displacement. But it's still always a joy to see the warrior in Cas come out.
A primary theme going on in this episode and really just in general, the entire season is happiness. We have our Motw basically enforcing his happiness onto others without regard to their own personal feelings on the matter and we also saw much of the same thing with Jack in his treatment of poor Felix the Snake. Jack keeps on trying to inflict what he feels is happiness on this snake without any regard to what the snake wants or how its feeling. I really feel for this snake. This snake has gone through a whole lot of stress in a very short time period. Snakes when introduced to a new environment do need time to acclimate and that can account for its desire to not want to eat. Its previous owner died and then it was taken by three people who have no idea how to take care of a snake and travelled into a very different climate and put into a tubaware container that certainly doesn't look very homey for a snake. And let's not also forget that this snake was in the bunker when all that Michael shit went down. Animals are very attuned to possible threats around them and snakes particularly have an affinity for sensing danger through vibrations. It's just a head canon but I'd be willing to bet that snake was feeling a lot of vibrations through all that magic Michael was using to murder the hunters. Just in the space of a couple of days, it witnessed the death of its owner and brutal mass murder. Poor Felix. But anyway, I digress. Jack ultimately trying to inflict happiness on this snake comes to the conclusion that death is what's going to make this snake happy when really, the snake is just a little stressed and probably in about a week of stable care, it would've been fine. But Jack killing the snake out of a belief to make it happy is actually really interesting when you think about that Jack died earlier this season and the Winchesters brought him back, enforcing their own brand of happiness onto him with very little regard to his feelings on the matter. This episode actually paints a really interesting picture on happiness and the difficulties freewill and happiness play against each other. And particularly how individuals through their own desire for happiness and freewill, we can lose both based on the actions of others that we can’t control.
And beyond all of the fun meta themes going around in this episode, this episode was so fun and so wacky. Jared and Misha are such funny people in real life and with the nature of their characters, we rarely get to see that aspect of them come out. So seeing them get to engage in some of the more wacky parts of the show is always a real treat and they play off of each other so well. Please, more of this in Season 15, writers.
I enjoyed this episode quite a bit. Is it an episode that I can call "good" and that it was the best episode of the season as so many of the folks in the fandom seem to be accolading it as? It looks like I'm going to be the odd one out here and say, "no, I can't call it that". Just generally and structurally speaking, this episode was perfectly fine but it doesn't break into my Tier Level A for Awesome. This episode was still facing a lot of the issues I've been noticing all this season with just having a really clunky structure to it. It's certainly not a bad episode, I enjoy it quite a bit but its enjoyment comes from individual moments as opposed to an overall end product. I'd give this episode a solid B. It's plenty fun and I did enjoy it but there was room for improvement within the structure of it.
As always, I’m tagging my friends @metafest in case they want to weigh in on anything.
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Notes on SPN 14.02
So! I saw 14.01 yesterday, which was for the most part, surprisingly, a blast, and since I have a bit of free time today I thought I’d keep a hold of the momentum and watch and liveblog 14.02 as well. I’ve heard it’s one of those Buckleming plot-a-paloozas, but I’ll try my best to provide semi-reasonable commentary instead of incoherent ranting.
Right. As always, typing this post up as I watch. SPOILERS for the episode ahead.
1. We start with a recap of last season’s finale, and Show, do you really want to remind us this many times about that wire-fight?
1.25. Show’s lore regarding possession has been dizzyingly inconsistent, but the more I think about it, the less sense it makes to me that Nick is alive? Because Nick couldn’t actually house Lucifer for very long in s5—he was deteriorating, which was why Lucifer needed Sam so urgently. The last we saw of Nick, he was dead/dying in a dingy room in Detroit, when Lucifer jumped ship to Sam. Even if Lucifer assumed Nick’s visage in the Cage and afterwards when he was brought back, Nick-the-person with Nick-memories and Nick-feelings isn’t there anymore.
1.255. So what does this mean? Like, if this was explained away sometime over the last two seasons--I’m very sorry, I really wasn’t paying a lot of attention to large chunks of them—please let me know. If there’s no explanation, then has Lucifer disappeared inside a Nick-construct? Did he use a loophole to escape the worst of the Archangel Blade right at the moment Dean plunged it into his side? Lucifer was “human” for a while in s13, iirc. Did he have enough “human” to hide behind and recover? And has he filled that human with the memories/personality of one of the humans he knew best? Is it because he spent centuries assuming Nick’s body in the Cage that he’s most comfortable being him here?
… I don’t know. Maybe I’m missing something obvious, but, hey, it’s fun to speculate.
2. We start off with people artfully tied up in an artfully derelict church illuminated artfully by artful lightning.
… *groans* I hope we aren’t getting a torture scene already.
2.25. Well, Michael’s certainly chirpier than he was last episode.
2.5. Is he trying to make new angel minions, is that it, by feeding them blood and his grace? Leaving aside the lack of creativity in the mechanism, the whole thing kind of makes a weird sense. Michael is looking for those with purity of purpose—among religious leaders (and refugees, apparently), angels, and then finally monsters—and rejecting those ‘poisoned’ by nuance and experience and supposed sin. After all, no being whose wants are even slightly more complex than ‘food’ is going to be a perfect follower.
It also plays into his assholey, self-righteous personality and, well, god-complex.
(Dean would’ve appreciated this quest for pure purpose.)
3. There’s a kind of sitcom-y vibe to this little expository scene: Bobby talks shit about angels only for Castiel to walk in with a quirked eyebrow; the group talks about Jack and Lucifer only for Jack to walk in and go, “hey, you talkin bout my father again?”
(these are the tiny ways I feel SPN is at cross-purposes with its own theme of ‘found family’. Everybody’s obsessed with blood relations, to the point that Lucifer and Jack are constantly referred to as ‘father and son’ when there is no need to bring that relationship up. Last year, even Castiel referred to Jack while talking to Lucifer as ‘your son’ without any prompting from Satan. Words are so powerful, and so revealing.)
3.45. Castiel “as you know, Bob”-ing is hilarious. Oh, Buckleming.
3.5. Um, not to dismiss or compare Castiel’s considerable trauma at the hands of Lucifer, but is anybody going to acknowledge even once that Sam, who appears to have taken the brunt of caring for Nick so far, is also going to have trouble looking into his abuser’s face??
4. Nick continues to make no sense to me.
(I like little touches like Castiel telling him that he needs to remind himself to eat.)
4.5. I kinda like this scene, sue me. It makes sense to me that Nick would obsess over and over again about how he could’ve let himself say yes to Lucifer, although Lucifer is as old as time and had all the power in that situation. The ‘monster’ bit is a little too on-the-nose for me, but I like it. Really drives home what an intimate, horrifying violation possession is and how scarred and twisted it can leave the survivor who spirals down a well of undeserved guilt and self-loathing.
I wish Sam was the one talking to him now, or was at least present. He’d talked in the previous scene about how Nick was only ‘housing’ and deserved a chance to rebuild his life, and that hard-earned generosity of spirit would’ve been a balm to all three of them, I think.
5. ETA on the TOD, Bobby? *sporfle* Seriously though, I love this role-reversal: usually it’s Bobby who’s rolling his eyes at SamnDean’s eff-bee-eye shenanigans.
5.25. Ah, but where this Bobby has become an expert now is in telling the difference between smiting patterns!
5.5. I wonder if trying to appear non-threatening is just Sam’s default whenever he meets with, uh, ‘civilians’.
6. I really, honestly hate that the Bunker just happens to have ‘lore books’ on whatever the hell random question they’re having that day. I just kinda hate the Bunker in general, now that I think about it.
6.25. But doesn’t that ‘human component’ (lol) make a Nephilim strong enough to take down even archangels?
6.5. As pep talks go, that wasn’t bad. A few notes:
a) there’s an earnestness to the words that I’m sure that Castiel learned from Sam.
b) I think this is the first time that Castiel—or anybody—has referred to the events of 8.23 as “The Great Fall”. It’s interesting that it’s already gotten a name among angelkind and that Castiel would call it that, given how close he was to the events that led to it.
c) I want to both laugh and cry at Castiel’s assertion that Sam and Dean were there for him after he lost his grace. He was mostly left to fend for himself, obviously, but there’s no space for that in a pep talk.
d) Sometimes it’s easy to forget that Jack is actually just only a year old. Asking him not to dwell on something so… immediate is a tall ask.
7. Ok, so that was a nice snappy little counterpart to Lucifer-talking-to-Sam-in-the-mirror from the s5 finale. I like how Michael is blunt and matter-of-fact while Lucifer relished in the moment, bragged about how he’d had Sam’s number all his life, and seduced him with violent revenge. This is nice.
I don’t know, guys, I’m really enjoying this episode so far!
8. Sooooo Lucifer is residing in some subconscious layer of Nick’s mind? Is this PTSD shaped by his possession? Is Lucifer bleeding through his own construct? Are we going to find that it was actually Nick who killed his own family? (I think we are.)
8.2. Castiel looking for residual Lucifer in Nick reminds me of when he was doing the same for Sam re: Gadreel, and that reminds me of Dean’s ‘teen mom’ joke from that episode and now I’m pissed off.
8.5. Nick is fascinating, but is he fascinating enough that I care about his little revenge sub-plot? Eh. Jury’s out. Plus I just can’t stand the actor anymore
9. Sam’s just kinda there to move the plot along. Give him some more character moments, episode!
10. Michael reminded me of Dean in the scene with the werewolf. I’m really not getting a capital P personality from Michael, though that may be due to a personal choice. Or maybe because Michael was never a distinct character to begin with, and this is far more noticeable when Ackles plays it and ‘Dean’ threatens to take over any minute.
Or going meta for a second—maybe Michael’s deliberately infusing some Dean into his persona. Possession isn’t simply putting a thing inside a box: both entities are influenced and informed by the other, but only one has all the power.
11. … ok, so my interest in this Nick subplot is rapidly decaying. Nick did it. He killed his family. It’s not a mystery.
11.5. The emotional dynamics of this scene… checks out, actually. Of course Nick is projecting all his rage on Castiel. And of course Castiel regrets destroying Jimmy Novak’s life the most. More than toeing the party line and being instrumental in almost bringing the Apocalypse about in s4; more than releasing the Leviathan; more than trusting Metatron in s8; more than killing his brethren, who’ve tortured him back and tried to kill him on more than one occasion. But Castiel has been both angel and human—both possessing and being possessed—long enough that he’s intimately aware of the devastation it leaves both within and without. And there are no excuses for the way he and other angels have done that damage—so carelessly, so casually. Even the most well-intentioned angels are deceptive and manipulative and give not a second thought about their hapless vessels. It’s a sign of Castiel’s growth and compassion that he recognises his responsibility in this and that he invokes Jimmy’s name with both reverence and regret. In all this shouting and crying that Show doesn’t acknowledge the deep-seated trauma of possession survivors, this is actually a great moment.
12. That werewolf leader looks familiar. Has the actor been on SPN before? He kinda reminds me of one of the leads on Suits.
12.5. That’s a lot of clunky dialogue, but Michael is basically confirming what I speculated in point 2. Cool.
13. How Jack managed to get away and find his grandparents is never explained, but that’s a familiar Buckleming trope—characters are put together in a scene without any regard to how it might connect to other scenes or how/why those characters might’ve gotten there.
13.2. That said, it’s kinda poignant that Jack, having lost his angelic powers, is now trying to understand the human side of his heritage. He’s trying his best to adapt to his situation; this one year old kid is more well-adjusted than most of the adults on this show.
13.5. Well, holy shit, Jack talking about Kelly to his grandparents is just… making me feel emotional in a way this show hasn’t made me feel in a long, long time. This Calvert kid is good.
13.6. It is bizarre that Kelly’s parents are mostly ok with not knowing Kelly’s whereabouts for over a year—I don’t think we ever found out what position exactly Kelly held in the President’s office, and I can picture them in a bit of denial by telling themselves the reason they haven’t heard from Kelly is because she is in the middle of super-secret government work. I don’t know! But it’s just about handwave-able though, and their scene with Jack is worth it.
14. Honestly, Castiel, how did he travel so far and for so long without you noticing? So much for “Don’t worry, Sam, I will babysit this defenceless creature.”
(Speaking of Sam, wheeeerrreee’s Saaaaammmm)
“I suppose there are worse ways to be human than to be kind.”
“Have you heard from Sam?”
I LOVE YOU, JACK.
14.5. No, actually, Dean wouldn’t want it any other way. He said as much when Gadreel took over Sam completely back in s9.
15. Shoo, Nick.
16. FINALLY MORE SAM. With only like 4 minutes of episode left. What, Show, did you think you spoiled us too much last episode with all that glorious, glorious Sam content?
16.25. And finally a bit of action! The rapid-fire editing is making my head hurt, though.
16.5. Soooooooooooooo Dean’s back? Obviously Michael is playing a long game here, but it says something about the show that they can’t keep Dean away for more than two episodes without getting the shakes. I honestly miss Sera Gamble and her desire to rattle the status quo: in s6, she kept the so-called ‘real’ Sam away for half the season, which gave us imo some of the best storytelling, characterisation and acting from both Padalecki and Ackles in the entire show. In s7 she took away all the Winchester markers: the Impala, weird motel rooms, Bobby’s house. Of course, after she left the show settled back into a familiar rut (substituting Bobby’s house with that thrice-damned Bunker). I wish the show would take risks with these two again. s9 and the beginning of s10 were so very promising but there was no follow-through.
I guess they want to MotW fillers for a few episodes and that would be weird without SamnDean SamnDeaning it in the Impala, but Show, why don’t you just say ‘fuck it’ and try weird on for size? What do you have to lose? I mean, seriously?
17. Nick’s the murderer—called it!
18. This wasn’t terrible, you guys. 95% of the episode was just people sitting around having conversations, the dialogue was clunky, ideas derivative, scenes progressed without any rational links between them, the pacing was wonky, and there was too much exposition. But the emotional beats were solid and the set up is reasonably intriguing. I’ve seen far, far worse BuckLeming episodes.
Pacing is a real issue in this season, though. And Michael is not remotely intimidating as a threat.
#supernatural#season 14#spn spoilers#sam winchester#castiel#michael#jack kline#meta#unpopular opinion: this ep was... pretty ok
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2021 Lexus RX 450h is a comfy crossover with troublesome tech
New Post has been published on https://appradab.com/2021-lexus-rx-450h-is-a-comfy-crossover-with-troublesome-tech/
2021 Lexus RX 450h is a comfy crossover with troublesome tech


The expressively styled Lexus RX is smooth and coddling.
Craig Cole/Roadshow
The 2021 Lexus RX 450h F Sport hybrid crossover is sinuous, frugal and impressively quiet — exactly what I want in a luxury vehicle. There is, however, one aspect of this Lexus that’s unforgivable, a mortal sin that drags down an otherwise pleasant vehicle: the infotainment system.
Like
Stellar Mark Levinson sound system
Spacious and comfortable backseat
Exemplary refinement
Don’t Like
Loathsome infotainment system
Too-aggressive exterior styling
Meh real-world fuel economy
Hybrid versions of the RX come standard with all-wheel drive, but this example is also fitted with the F Sport package, which includes dress-up items like a unique grille, aluminum pedal covers, 20-inch wheels and even performance dampers. For extra sportiness, a $970 handling package is also offered, bringing an adaptive suspension system, retuned power steering and more goodies to the table. Beyond those F Sport upgrades, my tester features the Black Line Special Edition package. The good news is this upgrade costs just $685 and includes special body-side graphics, a black grille surround and a Halliburton Edge lightweight two-piece luggage set. The bad news is the Black Line Special Edition package is limited to just 750 gas-powered RXs and 250 hybrid models.
The Lexus RX’s styling is certainly aggressive, with its comically large grille, angular headlamps and chiseled surfacing, but its interior is much more restrained and pleasant. The cabin’s quality is stellar and its materials are generally very good. The headliner and roof pillars are wrapped in a flannel-like fabric, soft plastics are used liberally throughout and nearly all the switches and knobs feel slickly lubricated. Sure, you’ll find a smattering of Toyota-sourced buttons here and there; stuff you get in, say, a Camry, but these carryover controls are well hidden and hardly objectionable.
Just behind this Lexus’ unusually deep dashboard, the front bucket chairs are all-day comfortable and attractive, rendered in black and white with contrasting blue stitching, a combo that’s also part of the Black Line Special Edition package. Storage space up front is good, consisting of a decently sized bin under the center armrest, a few other small cubbies on the console and generously proportioned front door pockets that pop outward when you pull on them. Moving rearward, the RX’s backseat is nearly sprawl-out spacious, with plenty of legroom and a decent amount of noggin space. Comfortable cushions provide great support, with the lower one being a nice distance above the floor for a chair-like seating position. Providing easy access, this Lexus’ rear doors open nice and wide.
But now for some bad news. If there’s a worse infotainment system than what’s offered in this Lexus, I’m not aware of it. With a bewildering user interface as well as a clunky and difficult-to-use control pad on the console, this multimedia system is half laptop, half low-end Android tablet and all kinds of terrible. Not only is the menu structure confusing, the track pad you use to navigate through it is kludgy, making even simple tasks a distracting chore. Rubbing salt in the wound, this RX 450h is also fitted with the top-shelf 12.3-inch screen (an 8-incher is standard), which is bundled in a $3,365 options package, so you’re paying thousands more for an awful experience. At least that outlay also gets you embedded navigation and a superb Mark Levinson sound system that makes even highly compressed MP3s and muddy satellite radio come alive. While a bit of a reach, the RX’s infotainment screen is touch-enabled, so you can skip the trackpad, but only if your arms are lanky enough. Thankfully, this system also supports Apple CarPlay and Android Auto (as well as Amazon Alexa), so you don’t have to use the infotainment system any longer than it takes to plug your phone in. The vehicle’s six USB ports ensure everyone’s mobile devices are fully juiced; a wireless charging pad is also available.


The RX’s interior is extremely well built and refined, though its infotainment tech leaves much to be desired.
Craig Cole/Roadshow
The Lexus RX was updated in 2020, gaining a stiffened structure and revised suspension for better handling. This year, the vehicle gains some new technology, including blind-spot monitoring and rear cross-traffic alert, both of which are now standard across the range. Auto-dimming, power-folding mirrors are included at no extra charge, too, as is Lexus Safety System Plus 2.0, a suite of driver aids that includes daytime cyclist detection, low-light pedestrian detection, road sign recognition and lane-keeping assist. Thankfully, I have not had an opportunity to test the pedestrian-detecting systems, but the lane-keeping aid is gentle yet quite effective.
Underway, the RX 450h is one smooth operator. Whether you’re traversing frost-heaved highways, tiptoeing along a cratered dirt road or just cruising around your subdivision, this Lexus’ ride is always sinuous. Even rolling on 20-inch wheels, small expansion joints barely register and larger impacts are easily deflected, all with no harshness or gritty vibration percolating through to the passenger compartment. Despite its smooth ride, the RX 450h’s body is decently controlled. Sure, it could feel a bit tighter in corners and it might be nice if the steering were quicker and heftier, but the whole chassis feels so well balanced that these changes aren’t necessary, plus they might ruin the fluffy ride, which would be a shame.


Refined, punchy and economical, there’s little to complain about regarding the RX 450h’s powertrain.
Craig Cole/Roadshow
Matching its over-the-road refinement, the RX’s cabin remains incredibly silent, quieter than naptime in a nursing home, with almost no wind, tire or engine noise being heard. The RX 450h’s hybrid powertrain is built around a 3.5-liter V6, one augmented by two electric motor-generators up front that form a continuously variable transmission, and a separate motor at the rear, which provides all-wheel drive. Whispering while it works, this arrangement provides a net 308 horsepower, though a torque figure is not listed because the math with hybrids is weird. On its own, however, the V6 engine whips up 247 pound-feet of twist. The RX 450h’s easy handling and all-wheel drive add immensely to my confidence one day as the weather goes from drab to dangerous, with a winter storm dumping sleet on the roadways.
Stand on the accelerator and this Lexus scoots. Performance, while not awe-inspiring, is still very good, the engine sounding like it’s operating far off in the distance rather than a few inches ahead of your toes. The hybrid parts of this drivetrain are similarly polished, barely drawing any attention to themselves. The brake pedal is also friendly, with a seamless transition between regenerative and friction braking. For added versatility, the RX 450h offers an EV mode, which allows you to run it solely on electrons. The onboard battery pack has enough juice for you to sneak down a cul-du-sac or into the garage without running the engine, but as soon as you go too fast or prod the throttle too aggressively the engine fires up. Remember, this is not a plug-in hybrid, so electric-only range is not the primary focus.
Cutting fuel consumption, however, is one of this Lexus’ main objectives. Expect 31 miles per gallon in the city and 28 mpg on highway drives. In mixed use, the RX 450h should return 30 mpg, however, in the real world I only average around 25.1, a disappointing score. It’s typically a breeze to meet or even exceed advertised fuel-economy scores in Toyota hybrids, which makes this performance (or lack thereof) a bit of a surprise.


The Lexus RX is something of a mixed bag.
Craig Cole/Roadshow
With its upscale interior, refined manners and, yes, unfortunate infotainment tech, a base 2021 Lexus RX 450h starts at just shy of $49,000, including $1,025 in destination fees. That’s about $2,650 more than an entry-level, front-wheel-drive, non-hybrid RX 350. As it sits, this F Sport example checks out for $59,380, a figure goosed by a few add-ons like a $200 wireless charger, $640 heated and ventilated front seats, $1,365 for parking assist and a 360-degree camera system, plus a few additional goodies. Still, that outlay gets you a family-friendly vehicle that’s more docile and refined than the sportier Acura MDX and, thanks to its aggressive styling (which you may or may not love), more visually interesting than a Lincoln Nautilus or Mercedes-Benz GLC.
There’s an abundance of luxury crossovers available today, great examples from German, American and Asian automakers. Plenty of them offer upscale interiors and loads of fancy features, but few are as refined, fuel efficient — and in one particular way — frustrating as this mostly likable Lexus.
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King Kong vs Godzilla (1964) [US Version]
There’s a fundamental problem with this film from the outset: the two studios involved are making it for entirely different reasons. Universal International was cashing in on the ‘Big Monster’ / kaijiu craze (The Blob, The Thing, The Creature from the Black Lagoon) by combining RKO’s character ‘King Kong’ with something exciting and foreign in Toho Studios’ property ‘Godzilla.’ Meanwhile, Toho Studios was using its big anniversary as a studio as an excuse to cram all of its popular actors and intellectual properties into one film, scattering logic to the four winds to accomplish it (it’s a wonder we don’t have Toshiro Mifune come strutting through brandishing a katana at some point). While those two driving forces don’t have to be at odds with each other, the US version takes the original, Japanese version and attempts to frame it in some sense of rational predictability, an approach which is inherently flawed. I’m going to try to ignore that part as much as I can here, but a subsequent viewing found me unable to stick with this version past the ½-hour mark, as the ‘framing device’ is so incredibly wooden and clunky.
Be that as it may; on with the show!!

COLOUR! WIDE SCREEN!! Questionable use of colour for lettering of credits!!!
We begin with a plate shot of Earth that looks a lot like the Universal International title card background did. While we slowly zoom in, we get… a Hamlet quote…? This seems a bit too much, but, okaaaaay…
Then we get a grainy UN building plate shot which we’ll see a couple of times, because this is also part of the ‘Americanization’ of the film. The UN has a News Service, and it’s telling us all about the various things happening in all the nations which are presumably united now. They beaming their broadcasts to us via the Universe Space Station in orbit around the planet. Shots of the USS are lifted from The Mysterians (1957), so we can also see alien flying saucers arriving at the station, but it’s never explained, so maybe this transfer is better than the film makers expected and we weren’t supposed to see them at all.
Hey, the Chilean reporter is Victor Millan, the young husband / boyfriend from A Touch of Evil!
There are earthquakes in Chile, plus melting ice floes in the Bearing Straight, so the world is having a rough time of it.
The last time we saw Godzilla, he was buried in an avalanche, so clearly that’s where the big lizard will emerge from here. A recent increase in water temperature in the Bering Straight causes a US submarine with some researchers to be sent to take a look, and they debate their course of action in a large control room on the sub, which comes complete with an “undersea periscope.” I doubt that is an Actual Thing.

Buddy, you can call it any sort of exotic fruit from the Faroe Islands you feel like claiming it is, but it will still be a strawberry. — — — —
Meanwhile: King Kong is on Farou Island, where a berry is being grown which has non-addictive and narcotic properties that a Japanese pharmaceutical company wishes to incorporate into its product line (don’t ask, just accept it [we actually learned about this fruit during Mothra, but this is a different island near the Marshall Island H-Bomb testing range (I think)]). A team of Tokyo TeleVision people are sent to the island to get the berries plus the mighty Kong as a marketing stunt (ibid).
“Hokkaido” is not pronounced like that. At. All.
Repeatedly, the English dubbing has Japanese characters pronounce it as “hawk-eh-EYE-doh,” not only mangling the name but adding an extra syllable into the bargain. The Japanese UNTV reporter, played by James Yagi, pronounces it properly as “ho-KAI-doh.” You would think someone might think to themselves ‘hey, maybe the Asian guy’s pronunciation is the right one…?’

The depiction of the natives of Faroe Island [above] are creations of racism. Not only are they in blackface, they carry African-style shields with similar markings, yet are South Sea Islanders located just off the Marshall Islands. Plus there is liberal use of feathers in headdresses which look remarkably similar to the people of the North American plains regions. Wow. There may have even been a bone through someone’s nose, I didn’t look that closely. Even allowing for early-60s comedy sensibilities, this is really bad; nearly “Andy Rooney in Breakfast at Tiffany’s” territory. It’s important to view this as a stereotype of the time, as well as a depiction of a non-existent people (perhaps with the defence ‘so how could anyone be offended?’ well… uh…).
I’m stunned that Japanese trains not only do not have radios to receive a warning about Godzilla, they also lack a reverse gear to back away from him. Also, where did these buses to save all the rail passengers suddenly come from? If they were able to corral all of these motor coaches, couldn’t they have somehow got word to… never mind.
Must so many O-scale model trains be made to suffer?
I want many of these cars. Most of the suits, also.
There are massive leaps of ‘logic’ here that I’m positive make more sense in the original Japanese version. Then again, it may be like the material above and we should stop looking for that. This is the problem with the American sections: they keep trying to root the story in half-real science and logic, but that should be avoided with every effort! ‘When will the fools learn…‽’ etc.

Kong looks more like an extremely badly made Sasquatch than King of the Apes. For one thing, his arms are (occasionally) much too long and the person inside clearly has their wrists at Kong’s elbows (but this detail oddly comes and goes). Also, he’s covered in some sort of steel wool or matted shag carpeting. His face is an awful excuse for any sort of simian form. It’s an embarrassment.

Godzilla, on the other hand, is a happy, fun-filled dinosaur who is extra-mobile compared to his earlier appearances. He jumps up and down and claps his… paws? …claws? …hands? …front feet? He’s like a young child! Okay, a 300 foot tall child capable of throwing boulders bigger than houses, but he’s got that playful energy.
The model work is really uneven: the ships, trucks, earth movers, and so on look ‘good’ to ‘great,’ but the human figures look uniformly like little plastic objects which can only described as ‘human adjacent.’ It’s like you described human form to a blind and stupid person, and they carved a figure out of Jell-O using a spatula. On a warm day.
Why does the army try catching Godzilla in a pit and exploding dynamite around him when he survived an H-Bomb? They tried that with electricity-conductive nets in Mothra and he worked clear of them. Even with here adding an acid bath and burning gasoline, it seems…
Why does Godzilla now avoid encountering electrical lines when he basically conquered it before? Has he learned that it’s more hassle than it’s worth? Can Godzilla be considered this sentient?
Also, what’s that white guy doing in the Japanese army?
Sorry, I forgot that logic isn’t a part of these things… [:: heavy sigh ::]
When Kong grabs a girl and people shine lights at him, he does what he knows best: climbs to the top of the nearest building. In this case, it’s the Diet (Japan’s Parliament), and the top of the dome is about level with his shoulder, so it doesn’t really count as a huge visual statement or accomplishment. It would be like you standing on a chair: yes, you’re higher up, but it’s not exactly a K-2 level of accomplishment, is it?
Additionally, Godzilla actually destroyed that building in the first film, but they’ve had awhile to rebuild, I guess.
Where’d they get this awful quality of film showing people evacuating Tokyo (Chiba in the Japanese version) via the docks? Answer: Chikyû Bôeigun (1957), and there are a few other bits of footage that film supplies.
I swear the rocky area that’s supposed to be at the base of Mt Fujiyama was modelled on the big rock thing Star Trek TOS used all the time.
Am I supposed to be rooting for Kong? I’m rooting for Kong here. Godzilla just seems like a real dick, frankly.
Special effects director Eiji Tsuburaya deliberately gave King Kong a semi-comical personality, because he did not want Kong to frighten young children, and wanted the general audience to root for Kong over the more frightening Godzilla.
Ah. Good to know.
The film features the Davy Crockett, a portable missile-launched nuclear weapon developed by the United States. At the time, this weapon was still classified.
Who would have expected this film to be a source of military secrets?
Late on, we see Kong practicing gavage using a tree! It’s actually a call back to a bit in an early production still from King Kong (1933) showing him doing that to a Tyrannosaurus Rex.
Between Godzilla and King Kong, no historical monument will ever be left standing.
Thanks to the English dubbing laying it on with a shovel, dialogue provides a fair few repeated statements about ‘electricity makes Kong stronger’ near the end. Thank goodness they do, as I certainly didn’t remember that from a few scenes ago and missed it the first five times time here.
Godzilla disappears, presumed drowned…? Kong survives and we see him wading away from Japan, so the people of the Island Kingdom are safe once more!
The best thing about this version is it leaves one with a strong desire to see the original version.
★★★☆☆
#Gojira#Godzilla#Kiing Kong#Criterion Collection#Dear God What Have I Done to Myself?#Complete lack of katana
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Mass Effect Andromeda - Review
Despite being a huge fan of the original games, I wasn't expecting too much from this. I felt they had concluded nicely and the universe didn't really seem suited for new stories. How could anything compare to Commander Shepard and crew's fight against the Reapers? On top of that Bioware's last game Dragon Age Inquisition, whilst enjoyable, was mired in the tedium of open world fetch quests and busy work. So when Andromeda marketed its massive worlds and seemed to emphasise combat over the kind of storytelling that had made the originals so successful, I was very cautious.
But against all the odds I really enjoyed Mass Effect Andromeda. A lot. It has numerous flaws, it's a bit of a mess but in reaching for new heights it manages to breathe life into a setting I had convinced myself was finished. Make no mistake though, compared with modern RPG heavy weights like The Witcher 3, Mass Effect Andromeda is a rougher, less elegant game. However it is a lot more accomplished than it may seem.
Its relation to the original games is pretty irrelevant, Andromeda wisely adopts a clean break from that trilogy by removing its story completely from that setting and time. We play as Ryder, part of an initiative to establish colonies in the distant Andromeda galaxy. Cryogenically frozen we awake over six hundred years after leaving the milky way.
Andromeda doesn't put its best foot forward. Instead of introducing us to a thrilling new galaxy, it spends the opening hours introducing a host of characters, many of whom won't reappear after this introductory mission. Those who will are your human companions, also the game's flattest or most irritating characters. The mission itself is a closed, linear affair that deprives you of many of the interesting features that define the majority of the game. It is also where we're introduced to the game's antagonists, the Kett. This initial counter devolves too quickly into gunfire and violence. No mysterious first contact, just a perfunctory introduction to the games cannon fodder. Whilst they're fleshed out later, they never really rise to be more than “the baddies”, fanatics with an inherent hostility. Filling the need for foes in an action driven RPG is fine but something more inspired would have gone a long way.
Once this dull setup is complete you're handed a ship, the sleek Tempest and set loose. It takes a while to unlock all the game's expansive worlds but even on the first, there's lots of sights to see and discoveries to make. Whilst there's also a lot of busy work, the stream lined quest structure means few feel like a chore. Most important of all, the mechanics that make up your time are so enjoyable.
Combat is something you'll be doing quite a bit of, though it felt like it made up a lot less of the experience than the action heavy Mass Effect 2/3. Where their combat was fairly bog standard third person shooting with a sprinkling of interesting powers, Andromeda's combat is a genuinely brilliant affair. The large environments have encouraged Bioware to move away from tight linear corridors and instead emphasise movement to go toe to toe with enemies. Using Ryder's jet pack we can leap not just into the air but also horizontally, combining both movements, till you're zipping between cover and enemies with a pace that almost feels like Bloodborne in the form of a third person shooter. It's remarkably inspired for a series where the combat always felt functional rather than exemplary.
A lot of time will be spent behind the wheel of the Nomad, a space rover and slick re-imagining of the original game's clumsy Mako. This coupled with the jet-pack platforming makes navigation simple but very enjoyable. It helps too that the planets you visit, whilst not spectacularly alien, are pretty stunning with some cracking vistas. Views from your ship as you travel between worlds are also frequently spectacular, reflecting your chosen location on the Galaxy Map. There's variety too, not just visually but in the types of terrain and hazards. I was happy to seek out more quests in spite of some so-so design because I like spending time in this world. One memorable moment came about on a planet with a dangerous, scorching heat where I couldn't find a way to get the rover through a canyon. So I crossed a huge desert flat on foot, dashing between boulders and the shade to recover life support. It was a small moment but gave a thrill to exploration that many similar games lack.
The purpose of all this exploring is to establish outposts on worlds. First you have to make each world viable for colonists, by activating ancient alien structures belonging to an absent civilization the “Remnant” and terraforming the world. These ruins are still cared for by automated machines and they were my favourite among the foes, with distinct classes and behaviours in their ranks. Once you've established a colony and raised the viability of the world, new areas open up for you to explore so that this act of terraforming feels like more than just ticking off a box. It helps too that all this busy work is, unlike Inquisition, entirely optional and the player is free to pursue the main quest as they wish. Though doing so will change how the game's finale plays out, with decisions from various side-quests coming to play in the conclusion.
Of course it's here that Andromeda stumbles, drawing as it does on unsavoury colonialism. Whilst there's some acknowledgement throughout of the issues of colonising alien worlds, including an optional rebuttal against colonialist interests near the end, the game never goes far enough in confronting the implications there-in. It's far more interested in being a thrilling space adventure and to that end it succeeds but as a piece of thoughtful science fiction, it's muddled at best.
But what of the things Mass Effect is renowned for? Well the main story isn't up to much. It's mostly fine, enjoyable and kept me engaged to the end but there's nothing remarkable about it. You go up against some baddies, you give them a thrashing, the end. There's some nice conflicts between the cast and various factions as well as some big exciting set-pieces at key points but the narrative's main thrust is fairly tried and tested. It works well but it isn't great.
The companions that make up your ship's crew on the other hand manage to measure up to the iconic members of the Normandy team. Whilst I doubt they'll go on to become as beloved as the cast of the originals, they're nonetheless mostly well written and developed with a care that's much richer than the previous titles. Rather than merely prompting them for exposition until reaching the requisite loyalty missions, you end up much more involved with a series of missions leading to something more substantial .There's also a great implied life to them, you get the feeling the crew exists when Ryder's not around. They chat between themselves on board the Tempest and when on missions, giving hints of their relationships with each other. Peebee and Drack were the stand outs for me and the chatter between them on missions regularly put a smile on my face.
Even most of the core supporting cast are engaging, with some good performances from Natalie Dormer and Kumail Nanjiani, imbuing their roles with welcome nuance. The minor NPCs that litter the world are far less compelling and the further you go from the main cast, the worse and more tiresome the writing becomes. The biggest flaw with the writing is consistency, with plenty of moving scenes and memorable moments but also plenty of clunky exposition, awkward emoting, especially in the game's opening hours. Hindered too by the already much discussed facial animations which are it must be said mostly a step-up for Bioware but are sadly quite behind most of the competition. Though there's nothing quite as lifeless as the likes of Deus Ex Mankind Divided either.
Perhaps the most surprising member of the cast is Ryder. Playing as either sibling, Scott or Sara (as a nice touch you get to customise both and the other plays a part in the story), Ryder comes across as a younger, more flawed and ultimately more human lead than Commander Shepard. Shepard was always an icon, a hero the galaxy could rally behind. People doubt Ryder throughout and they too seem to doubt themselves, able to show vulnerability. Fryda Wolff and Tom Taylorson voice Ryder in a way that more than lives up to the legacy of Jennifer Hale and Mark Meer.
Thankfully the binary paragon and renegade split in dialogue choices is gone so instead we can much more freely move between various tones and options. This allows you to give Ryder a dynamism that wasn't available with Shepard, where instead consistency was much more greatly rewarded. Neither is Ryder swinging between “good” and “evil”. You feel like you can be rude, cheeky and smug yet still able to make the smart, noble call when the moment calls for it. I had a lot of fun as Ryder, I made her brash, cocky but also deeply uncomfortable with her responsibility. In the end I'm much more attached to her than I was Shepard.
In her boots I got to have fun and an optimistic tone is refreshing after Mass Effect 3. The trilogy's final part is still a standout game but I never quite appreciated how wearying the tone of it was till I got to Andromeda. Here your journey isn't a burden, it is an adventure. It lacks the stakes of Shepard's story but it's also freeing. I felt invigorated when the story came to a close and I'm surprised to find myself keen to spend more time with Ryder and company.
Minor complaints that I found myself able to easily overlook might prove more irritating for others. The user interface for instance often feels needlessly convoluted, with important options buried in menus separate to where they could be more readily relevant. Having to run around the ship to check different menus at different locations, all to see how much of one resource a new blueprint requires is bothersome. There's a also still at this point a lot of bugs in the game though none I experienced were game breaking.
My biggest complaint might seem inconsequential to some but for me the lacklustre score is a real sore point given the memorable themes of the original trilogy. The game's main theme is pleasant enough but so much of the score fails to make an impression. It's effective in creating a suitable atmosphere but it's telling that my favourite piece of music in the game is the reworked galaxy map music from the original trilogy. If Bioware intend to follow this up with sequels, they might want to find stronger music to define this new galaxy and give its cast a stronger identity.
Compared against the titans of the last few years Andromeda feels as much an unwelcome underdog as Ryder does, struggling to find a place in a new galaxy. How much fans of the series will enjoy this new entry will largely depend on just what it was about the previous games that they liked best. There is still compelling characters and an enjoyable plot but there's no Virmire or Curing the Genophage to propel it skyward. Yet there is a consistent thrill of exploration, of small scale drama and neat discoveries. If you want to feel like the hero in a battle against godlike machines, then there's nothing so compelling here. But if you want to feel like a scrappy space adventurer, getting lost in a expansive galaxy with some baddies at your heels, Andromeda is frequently thrilling.
I loved it far more than I ever expected to and though any recommendation comes with a warning of its numerous flaws, I nonetheless endorse it wholeheartedly. Andromeda's too much fun not to.
#Mass Effect#mass effect trilogy#mass effect andromeda#scifi#science fiction#video games#videogames#review#pc#bioware#ea#Ryder#Shepard#Tempest#Peebee#Adventure#colonialism
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Microsoft Held You Softly At E3 2017
Microsoft’s Press Conference was arguably a lot more eagerly awaited than EA’s, which kicked off proceedings of E3 yesterday with their rather lack luster show, and it turned out to be a fairly strong showing from Microsoft. Phil Spencer proudly announced that they’d be showing 42 games at their show while constantly maintaining the smug grin that I now think might just be his normal face. However, the games weren’t exactly the big actor on the stage in this show.
Project Scorpio was finally going to be revealed with all the juicy details one might expect. Big numbers like 1172MHz and even bigger words like teraflops. All in all, Microsoft could have made up the numbers and figures as 90% of people will end up turning to the nearest person who actually knows what any of it means and look for a thumbs up or a thumbs down. Apparently with Project Scorpio it’s a thumbs up. But wait, do I mean Project Scorpio or do I mean Xbox One X, I think the X is for Xtreme. I hope the X is for Xtreme. I’m already calling an issue that only I will have to deal with, Xbox One X sounds a lot like Xbox One S, as someone who works in game retail this will confuse about 90% of mums and dads. Pray for me.

It’s odd to think that the big “reveal” of the Xbox One X can be glossed over so easily, but we’ve known all the information about it already, outside of the X, which is definitely for Xtreme. It’s just that everyone outside of the name and what it looked like was mostly known already. It looks like a grey Xbox One S. Now the question on everyone’s teraflopped lips was how does it make games look? What better way to show how a game can look good than with a car game, things which traditionally always look unnaturally good.
It also wouldn’t be a car game reveal without an actual car. Hidden away in the weird space church that was the Microsoft Stage was an actual car. Someone somewhere looked on with more than a spooky building from an actual car being in the room. Phwoar. Kiss your dad for me, there’s an actual car in the room. Outside of that Forza Motorsport 7 is a game that exists with fake actual cars now with more weather effects than ever before, still, it’s not exactly Mario Kart.
In a more impressive display of the Xbox One X’s graphics we saw what could possibly be gameplay for Metro Exodus. It looked really quite nice, in a million shades of brown kind of way, although the lack of UI of any form begins to raise questions about whether or not it’s representative or not. I’ve never played a Metro game but the big mutant bear looked cool, so that’s always a plus.
This was when Phil Spencer strutted out to proudly announce they were taking the wind out of Ubisoft as the big space god voice made one of its many announcements. Assassin’s Creed Origins flew onto our screens and its set in Egypt! This was a massive reveal because no one knew it was set in Egypt, and haven’t known about it for literally months. By the way it’s been known for literally months. Gameplay to be shown, and sadly revealing that it still looks a lot like every other Assassin’s Creed game, except that it’s gone back to Black Flag, which is at least a step in the right direction. Where would we also be with a Ubisoft game without it including every game mechanic from every game they’ve ever released, now with eagle/drone. Also the gameplay showed a lot of aspects that really began to turn me off. The combat still looks clunky and awkward and now there’s an equipment loot system and RPG leveling elements, because damage numbers were always a big part of Assassin’s Creed games.
One of the biggest announcements, while possibly reactionary, was that Player Unknown: Battleground will be coming to Xbox One, although let’s be honest, that bubble will have burst by the time it hits Xbox One in September or November, whichever one it was. Microsoft began to pick the pace up a little bit as they started showing a plethora of games. The quickest turn off to a game was with Black Desert, a game that looked interesting and cool at first, and hints of a Japanese/Korean Dragon’s Dogma, only to have it ruined by turning out to be an MMORPG. There were some really interesting indie games like The Last Night which had one of the best art directions of the entire show (EDIT: but is also made by GamerGate supporting developers who continue to say awful and outlandish things, I’ll give it a miss). There was CodeVein as well which looked like a Dark Souls-esque JRPG that could be silly fun as well as many MANY others that had my interest piqued, the main issue with a lot of them is that they will all be released on PC or even released on PS4 as well.
Cut to Sea of Thieves. Still looking oddly interesting but we’re still not entirely sure how the multiplayer actually works. Would I need to get the same 10 friends together each time I wanted to go to the seas like some complex D&D group or will it end up being more of an MMO experience in which who decides who is captain, are we all the captain. I’m the captain now?

Following on from pirates with their raping and pillaging, except not that, was an odd insert with Super Lucky Tales. It’s a cute platformer taken straight from the 90s, which parents won’t buy their kids because they look at the design and think “Well, my child can play 18 rated games really well, so this is probably too easy”, you think it outrageous, it’s an actual statement I’ve had said to me by a parent about Shovel Knight while I was at work. Either way, a pleasant surprise in the sea of 18 rated murder sprees. However this did then lead straight into Terry Crews shouting at you and confirming that Crackdown 3 does still exist, hooray. Also Cuphead finally has a release date, after several years of existing only in the ether.
The barrage of fun looking indie games continued as Microsoft burst into a full sprint to reveal their 42 games in a montage that gave enough time to each game that you might have read the title or even comprehended what was going on. Some notable games in the barrage of titles included Ooblets, which looks incredibly adorable and is some weird Harvest Moon Pokemon game, from what I can tell, as well as Tacoma which just looks kinda cool.
If it seems like I’m rushing through things here, blame Microsoft, they had 42 games in their show and sped through them with little time to spare. Phil Spencer finally revealed the secrets behind his trip to Japan, other than to get all the figurines he ever wanted, Dragonball FighterZ, because Zs are cool. It’s a fighting game by Arc System Works, so it looks astonishingly good and visually impressive, but you know, Dragonball was all Spencer could walk away with? Maybe he really likes Bulma, understandable really.
In an odd tripling for a paragraph, we also saw some more information about Shadow of War, or Shadow of Wardor as it should be called, which revealed that it is in fact a sequel to the last game, so expect more of that. Not something I’m really into, except the accents were 10/10 and there was a decent level of humour to be had with some characters, although this is countered by a man calling himself “The Machine” and shouting about revenge. Life is Strange, not just a follow up to my prior line, has a sequel coming out. Again, something that I’m fairly sure everyone knew about already, but you know, cool! Also Ori and the Blind Forest is going to have a sequel with Ori and the Will of the Wisp which looks set to continue having really depressing images of dead animals and parental figures that tragically die in front of your eyes like it’s Bambi.
Some of the final things in the show included a price for the Xbox One X, which will set you back $499 or £449, as well as backwards compatibility for Original Xbox games which is great, if your mum probably hasn’t sold them all in a car boot sale. Why release new games when people can just replay the ones they already own and feel like they’re getting a service. Xbox One X, it’s still a dumb name, I just hope the X is for Xtreme.
The show essentially wrapped up with more information on Bioware’s Anthem. This time they revealed more of the setting, the graphics and vague gameplay with a definitely scripted segment of gameplay that somehow made me less interested in the game, EA taking a page out of Ubisoft’s book. Giant creatures that look like they were ripped straight out of Horizon Zero Dawn, the setting of Anthem is still not entirely clear other than you jump down from the city and fly threw tubes and tunnels like you’re The Thunderbirds. It also turns out that it is probably just Destiny by Bioware, bit of a disappointment really on that one. Shotgunning aliens in the face can be fun and all, but a shotgun is also a little unimaginative.
Showing off a rather stunning design, however, the game did look visually impressive, filled with little bits and pieces with the suits of armour the play uses to kill the local wild life, such as multiple rockets launching from one’s shoulder. It’s a game to keep an eye on, for sure, but even with a “gameplay” trailer, I still feel like I know very little about the game or even how online it is, just like the pirate game I’ve already forgotten the name of. The awfully scripted conversations that didn’t at least once involve one friend saying to another “alright fuck face” suggests drop in and out multiplayer, but is it more like everyone’s just running around fucking pigs and sometimes you’ll meet up to do a quest? Who knows?

Overall the Microsoft press conference was alright, I am forgetting more and more of it as time passes though, which doesn’t exactly speak for any of the big announcements that were in the conference. In terms of games there was nothing ground breaking and new in announcement when it comes to AAA releases, a lot of it has already been leaked or spoken of before leaving the show feeling more like the show of follow ups than the show of industry breaking announcements. For the most part the 30 or more indie games that Microsoft blitzed through held my interest a lot more than most of the other titles shown and that’s because I’d not seen a lot, or anything, on most of them.
Microsoft may have put a lot of its eggs in one basket, that basket having a giant X on it for Xtreme, which appeals to a VERY small percentage of the market. There wasn’t a lot driving anyone to go out and buy an Xbox One X in November, or an Xbox One for that matter, it was a lot of assurances for those who already own one, but little attempts to win anyone over with new IPs or long missed titles, like Fable, making a return. Also, what the fuck is Mixer and why was it mentioned so often?
#Microsoft#Press Conference#E3 2017#Phil Spencer#Anthem#Forza Motorsport 7#Assassin's Creed Origins#Xbox One X#Project Scorpio#The Last Night#Sea of Thieves#Super Lucky's Tale#Bioware#Metro Exodus#Crackdown 3
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Why are classic role playing games falling out of the niche and into the mainstream?
I had to include “Mainstream” because there are so many new independent RPG’s being released everyday. It’s astounding when you think about the people who claim gaming is dying, but all these new games are popping up that just rejuvenate it. The thing is these aren’t mainstream titles. These are extremely niche titles that aren’t known nearly as well in the household as say Skyrim and World of Warcraft. These are two of the giants that come to my mind since they have now moved into the mainstream. In WoW’s case, it’s been mainstream since it’s second expansion while Skyrim is far more recent, but they all went mainstream for the same reasons. They’re no longer RPG’s.
WoW is a good place to start. So, what happened to WoW? Simple. It dumbed itself down. It became far more focussed on getting the player through the grind faster than keeping the player there. An RPG’s whole point of existing is to grind and grind until the player become a Demi God. They have to build themselves up and earn their equipment on the way. They also have to take their time to customize their character into its particular role that suits their play style the best.
WoW no longer does this. It now streamlines a certain amount of play styles and allows the players to pick between them. It gets rid of the freedom of complete choice for limited choice. It was possible to customize the type of class they were and not just get a little bit of everything. For instance, what if as a Hunter there was a particular stat that I had no use for and I could bypass it for something else that’s far more useful, such as say boosting my traps. Now, I have to pick one of three set versions which gives me 1/3rd of what I want. This isn’t what an RPG is. This is far more streamlined in order to remove the thinking part of the game along with the freedom of choice and the grind needed to get there.
Some will argue that the old style of the game ended up being streamlined in the end since everyone used the same builds that were optimized to death. The thing is that wasn’t for the whole game's population. If you were a player vs player or a hardcore raider type you’d want to optimize your build for your set role to maximize your abilities. No one forced anyone to do this. It just became a forgone conclusion that it had to be done. I never optimized my characters. I picked what I wanted and I did as I pleased. If someone had a problem with it I played with people who were in it to have fun. RPG’s are always going to be like that. There’s always going to be that optimized choice that outdoes all the rest. That’s a flaw that comes with freedom of choice. It’s a worthy flaw since the games so open that you’ll end up running into more people like you than those who want to just optimize from the get go.
Interestingly enough, Blizzard could have gone the same rout as Rift and allowed the game to optimize itself for the player and then allow everyone else to do it themselves if they pleased. This would have been a good compromise that allowed everyone to be happy without inhibiting creativity and freedom of choice. Sadly, compromises die when the mainstream comes a knocking.
The last thing WoW did was get rid of the grind. It used to be that the player would slowly improve their character and themselves by working their way up in money, skills, stats and player skill. With the lack of choice when it comes to class stats they can’t improve themselves the way they’d want to anymore. Money is now handed to the them. Anytime I’ve played a free account character I’ve hit max money easily. That's with a capped profession level and no access to the auction house. Skills have been gone for a long time. There was a time where you had to improve your ability with different weapons. The lower it was the harder it was to hit. Even armor and weapons are easy to come by. It used to be that the player had to save and buy some, luckily find it after fighting something or make it themselves. All three are gone because quests simply provide them with equipment. It’s an okay idea to get people off and running, but as the game goes on the rewards get ridiculous. It’s possible to get a blue item for delivering a message? Come on! It was far more enjoyable when the first time a helmet or shoulder armor was found. Some of us literally jumped for joy. The other thing that suffers is the player's skill. If they can just roll through every enemy without a second thought no one's ever going to improve their player style. It’s not about all that anyone. It’s all a fast forward button.
Moving on to Skyrim which went into the complete opposite direction to WoW. An example of where it used to stand is the Elder Scrolls IV: Oblivion. Oblivion is a classic RPG. Some will argue Morrowind is superior, but I have to use Oblivion since I haven’t played Morrowind. So do forgive me Morrowind fans, I’m not forsaking you. In Oblivion, there are stats such as strength, intelligence, endurance and so on that could be increased with each level. The way leveling worked was similar to Skyrim. The player would have specific talents that would improve just by using them. Once they improved enough times it was possible to level up. With Skyrim, it turned into being able to increase health, magicka, and stamina. With stamina, the player also gained a weight carry bonus. A point that was just gained could then be used on any talent that they’re currently leveling up to get a bonus.
It sounds so much easier doesn’t it? The randomness of the stats bonus is now gone in favor of something much simpler. This allows for more freedom with the creation of a character and allows for unlimited possibilites. Unlimited possibilities that end up doing the game in.
I just spent a lot of time on how closed off WoW became with it’s freedom, so this is going to feel odd at first, but Skyrim allows the player too much freedom. RPG’s have so much freedom of choice to them, but players always had to stick to their roles. They couldn’t be a mage in heavy armor without suffering some sort of penalty to other skills that would benefit their spell casting. They couldn’t be a sneak thief with heavy armor. Heavy armor is far more clunky and noisy compared to lighter and tighter leather armor. Mages and thieves need to be light on their feet to create space against their enemy. Wearing lighter armor or no armor helps that problem, but it comes at a cost of protection. This is called balancing. A person who can steal like a pro has to have the threat of angering the warrior he’s stealing from. Without the balance of the threat the player might as well just kill the guy and take his stuff. The player is a near god from the beginning without proper balancing. There is set roles with strengths and weaknesses that create a challenge throughout the game. If everyone could do everything then what's the point in playing a role?
World of Warcraft had the freedom of customizing a specific class. The class still had disadvantages compared to the rest of the classes, but there were ways to help offset it. If a hunter could wear plate armor and have extremely powerful ranged and melee weapons and a pet on top of it why wouldn’t this be the dominant class? Why wouldn’t one be a warlock or mage in heavy armor that can summon demons or atronachs? Everyone would pick those. They’re incredibly powerful. They don’t fit a specific role. For every warrior a healer is needed and for everyone of each people who can do damage is needed, but they’re in danger of dying easily without the warrior holding the line. The player also needs to learn their roles strengths and weaknesses. That's the challenge to the game.
Skyrim gives the player no reason to play again. They can be everything. Not like a jack of all trades type whose only good, not great at everything. The player is a god of all trades as long as they level themselves up. It completely defeats the purpose of roles in an RPG.
Being a god of everything is the honest reason that RPG’s are falling into the mainstream. No one seems to want to play a role anymore. They just want to do whatever they please. Allowing anyone to do anything opens up the market to new people who just want to run around and kill dragons or in WoW’s case, do dungeons. The whole build oneself up and overcome their weaknesses aspect is gone in favor of do as you please. These aren’t RPGs anymore. There is only one role to play now. That's the every-man role of do all that you please with no restrictions. For the niche it’s a let down, but for those who want to jump right in thoughtlessly, that’s perfect until it goes so far that it alienates everyone.
The Call of Duty crowd of today does not want to think. They want to jump in and play. RPG’s have never been about mindlessly doing quests and dungeons. It was about building oneself up. Whether it took the player a year or five the player still made headway. Even in Everquest, the biggest grind-fest of grind fests, this was true. I’m more attached to WoW for its lore and world, but that doesn’t mean it can’t be used here. Killing ten plus enemies a day gets the player somewhere. It builds them up to a point where things start to get easy. They’ll be at that point where they’ll be getting great equipment from dungeons, they’ll hit max level at some point and even if they don’t their skills will be higher and that’s when they’ll really start rolling. Mainstream RPG’s are forgoing this for an easier early game. It’s sad since the early game just set the player up for the easy ride. Not anymore. No one wants anything to be challenging anymore.
Thank you for reading!
I’m going to go play Oblivion.
#Role Playing Games#RPG#RPG's#world of warcraft#WoW#Elder Scrolls Series#Elder Scrolls V: Skyrim#Elder Scrolls IV: Oblivion#Skyrim#Oblivion#Blizzard#Mainstream#Bethesda#Video Games
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Warframe Review (2019) - Re-Frame
New Post has been published on https://gamerszone.tn/warframe-review-2019-re-frame/
Warframe Review (2019) - Re-Frame
Editor’s note: GameSpot originally reviewed Warframe in 2013 and gave it a 6. Due to substantial revisions and new content since its debut, we have re-examined Warframe as it is in 2019 and produced a new review to reflect its current state.
To play Warframe is to reconcile yourself with the sensation that you’re always a bit in over your head. Even six years after its debut, it’s still something of an oddity within the realm of online action-RPGs. With an expanding universe housing a wealth of content, the free-to-play game offers a stellar amount of freedom to explore, uncover loot, and take on missions with its cast of stylish space ninjas. It takes a decidedly unorthodox approach with its non-linear adventure–sometimes frustratingly so–yet journeying across Warframe’s massive universe is as satisfying as it is endearing.
In GameSpot’s original 2013 review, we praised the game’s agile and hard-hitting combat but criticized the lack of meaningful features that effectively took advantage of those strengths. In the broader sense, the Warframe of old was a promising sketch of an idea that lacked reasons for investment. The Warframe of today, however, has filled out the bigger picture. Its vision is clearer, and it’s now so much more than just space ninjas brawling in corridors. Some of Warframe’s best moments involve venturing into the realms of deep space, exploring open worlds and, yes, engaging in combat to power up and take on greater challenges.
When it comes to its gameplay and narrative, Warframe always seems to chuck you into the deep end. The larger story focuses on an interstellar clan of warriors known as the Tenno as they reacquaint themselves with a grander universe in perpetual conflict. You take control of a reawakened Frame–revitalized Tenno fighters from the distant past–to engage in missions against a myriad of enemy factions. This conceit of spacefaring ninjas slashing and shooting across the universe holds the loose narrative together while also giving you an impressive amount of freedom. Several cinematic quests shed light on the history of the Tenno, leading up to some profound moments that reveal a surprising depth for your character and their place in the galaxy.
Warframe is a massive game with numerous, complex systems to dive into–but therein lies the rub. It’s a challenging game to crack; even with hundreds of hours under my belt, I can still feel overwhelmed by how much game there is to unpack. However, the trick to understanding this game lies within finding your own focus in the nebulous grind–whether that’s taking on a variety of side-activities and missions on a series of planets or investing time to customize, experiment, and tweak your favorite Frames.
It can often feel like playing catch-up, considering there is six years’ worth of content in the package, but it’s a game that rewards taking the time to soak it all in, instead of rushing through. How you get accustomed to this surprisingly sink-or-swim structure will determine the mileage you get out of it. Most missions are singular, discrete encounters across the solar system. This piecemeal structure ultimately makes the massive game more digestible. There’s a staggering amount of activities to dive into, and with over 40 hyper-stylized Frames to utilize, there’s a constant sense of fun and surprise when discovering how deep it all runs. However, while the opening missions do well to get you into the basic swing of things when it comes to its core gameplay, the more in-depth systems are left for you to decipher on your own.
The overall speed and flexibility in its action is something that it continually excels at, and there’s a constant sense of grace and finesse that can make even the ordinary missions thrilling.
This mostly hands-off approach in getting you acclimated can sometimes manifest feelings of aimlessness. And it’s magnified when it becomes apparent that there isn’t a traditional endgame to work up to. There are higher-end missions and stories designed for more experienced players, some focusing on endless fights against waves of enemies, but there isn’t anything like raids to unlock later on. In many ways, you’re introduced to that familiar endgame grind from the onset, and that often entails fine-tuning your suite of Frames to tackle many of the game’s tougher challenges.
The true star of Warframe are the various Frames, with each possessing their own unique designs and abilities. The pursuit of new characters to play as is one of the many constants in your journey, often dictating where you should invest your time. It always feels rewarding when you find a new Frame, especially when it’s one that stands apart from the others. Some are highly specialized, such as the stealth-oriented Ash or the aquatic, alien-tentacle-summoning Hydroid. Another standout is Octavia, a Bard-like Frame that lets you craft custom music to amplify your abilities and attack enemies. One time, a squadmate of mine used Octavia’s skills to effortlessly clear a hallway full of enemies–all to the tune of Salt-N-Pepa’s “Push It.”
There is a ridiculous amount of room to experiment, and it can be especially fun strengthening one of the beginner Frames with powerful mods and armaments that can melt through enemies. It’s also impressive how in-depth customization and personalization is in Warframe–you can apply different shaders, accessories, and even alter their particular animation set, and it’s rare to find another player who has the same style and loadout.
It’s a necessity to get your Frame to reach its potential for them to be viable for more advanced activities. If you don’t apply the correct mods and buffs to your character, it can often stop you in your tracks at some inconvenient moments in your progression. If you’re committed to figuring out the intricacies of the game, then using online guides to understand these advanced mechanics, much like with other aspects of the game, is a must. These resources are a big help, but it’s disappointing how often you have to use them, as opposed to the game teaching you the same information. Without them, learning these systems on your own can be a significant test of patience.
You’ll quickly find yourself in a rhythm of cutting down mobs of enemies and boosting your Frame’s strength by collecting mods and earning experience as new gameplay systems and events open up. While the core gameplay is often satisfying, it’s still common to see a streak of highly repetitive missions, most of which re-use tile-sets for procedurally-generated levels and objective types. This repetition can create a recurring feeling of déjà vu throughout, and there were times when this left me feeling exhausted after an extended play session with the game.
To help ease this sense of repetition, Warframe does inject a number of variations on standard missions, as well as adding in new activities. Along with Nightmare challenges, harder versions of previously completed levels, several missions even remix past stages by including multiple enemy factions within one level, making some standard objectives far more hectic. Some objectives feature totally different gameplay modes, in particular incorporating the Archwing, which switches up the familiar action sequences with Wing Commander-style shooter levels. There’s even a set of PvP game types, such as the Conclave and Duel modes, with the latter letting you invite another player to a player-made clan dojo to engage in a solo fight. Unfortunately, the PvP activities come across as exceedingly basic and clunky compared to the core PvE experience.
Despite how much the game has grown over the years by adding in game-changing features, Waframe’s roots are still planted firmly in its fast-paced and satisfying core combat. The overall speed and flexibility in its action is something that it continually excels at, and there’s a constant sense of grace and finesse that can make even the ordinary missions thrilling. It often shows similar shades to a fast-paced corridor shooter by way of a stunning character-action game, with your squad tearing through enemies using myriad skills and armaments.
The core combat and general traversal of Warframe can move at a blistering pace. Despite how complex they can get, they’re still intuitive enough to dive into, and you can pull off Warframe’s advanced acrobatics like gliding, wall-runs, and the appropriately named “Bullet Jump”–which darts your character in any direction–reasonably quickly. Melee combat also features its own complexities, allowing you to use an assortment of combos and aerial abilities to cut through legions of foes in flashy display. Over time, chaining together slick parkour leaps into fast strikes with your weapons can become second nature, resulting in Warframe’s most gratifying and stylish encounters.
Warframe can be daunting for newcomers, yet it can also prove a challenge for players–like myself–who take an extended break and have to learn the basics of new features while simultaneously unlearning outdated ones. Such is the case for online games, and fortunately, Warframe does have an active and open community to trade with and seek assistance from, and you can directly interact with others at various social spaces across different planets. It’s common that you might have to consult outside resources in order to figure out what to do next, or else your progress might come to a halt abruptly.
Stick with the game long enough, and you’ll unlock access to the more involved cinematic story missions and open-world settings that best show the game’s considerable growth. Unlike the fragmented storytelling in most of the game, these two pillars present a more guided plot that offers memorable narrative and character moments. Some of these missions even include the surprising addition of a dialogue system, which can result in some slightly different events in questlines.
In the open-world settings of the Plains of Eidolon and the Orb Vallis, which open after you reach the planets they’re located on, you can take in the sights of the large-scale worlds, take on dynamic bounties and events with squads, and even learn more about the brewing conflict within each setting. The Vallis’ story is especially engaging, dealing with workers’ rights and the perils of late-stage capitalism in the interstellar age. Though these main stories set in the open worlds tend to end far too quickly, the amount of nuance and narrative packed in was impressive, which left me wanting to spend more time in the settings to continue interacting with its characters.
I’m continually pleased with the flexibility of Warframe’s many systems, and how it allows for you to attain a variety of rewards and unlocks at your own pace. Of course, there is an assortment of items, weapons, and even Frames to purchase with real money or with Platinum, Warframe’s premium currency. Fortunately, most items in the game are attainable through gameplay, allowing you to get into the nitty-gritty of the game’s content mostly unabated. The in-game economy of Warframe is very active, and if you’re resourceful enough, you can even trade some of your own gear and blueprints with other players for Platinum as well.
When new content is introduced, the pathway to experiencing the quests or acquiring the next Frame is available to all players. This relaxed approach is reassuring, especially for a game of this magnitude. I generally find acquiring gear and new classes to be quite manageable. However, there are still some time-sinks that feel mostly arbitrary, resulting in the expected and sometimes lengthy grind that’s commonplace in free-to-play games. To that end, the primary intent of Platinum is to circumvent both investments of time and resources.
Thinking back to GameSpot’s original review, it’s interesting how much the game has improved, yet also how much has stayed the same. The game still has issues with repetition and lack of explanations for its more complex systems, but it’s managed to overcome their severity by introducing so many events and revisions that continue to elevate it. While there are inevitable bouts of frustration here and there, I always manage to center myself once I move on to other opportunities. In a lot of ways, that’s what Warframe manages to do best. One moment you’re taking part in a random spy mission on Saturn, and the next, you’re partnered up with a powerful squad of players that help you through several void fissures. Just when you feel like you’ve hit a lull, a better, and more fulfilling opportunity will likely present itself. Perhaps most importantly, Warframe makes sure that the time spent in its world is almost always well rewarded.
Source : Gamesport
0 notes
Text
Warframe Review (2019) - Free To Frame
New Post has been published on https://gamerszone.tn/warframe-review-2019-free-to-frame/
Warframe Review (2019) - Free To Frame
Editor’s note: GameSpot originally reviewed Warframe in 2013 and gave it a 6. Due to substantial revisions and new content since its debut, we have re-examined Warframe as it is in 2019 and produced a new review to reflect its current state.
To play Warframe is to reconcile yourself with the sensation that you’re always a bit in over your head. Even six years after its debut, it’s still something of an oddity within the realm of online action-RPGs. With an expanding universe housing a wealth of content, the free-to-play game offers a stellar amount of freedom to explore, uncover loot, and take on missions with its cast of stylish space ninjas. It takes a decidedly unorthodox approach with its non-linear adventure–sometimes frustratingly so–yet journeying across Warframe’s massive universe is as satisfying as it is endearing.
In GameSpot’s original 2013 review, we praised the game’s agile and hard-hitting combat but criticized the lack of meaningful features that effectively took advantage of those strengths. In the broader sense, the Warframe of old was a promising sketch of an idea that lacked reasons for investment. The Warframe of today, however, has filled out the bigger picture. Its vision is clearer, and it’s now so much more than just space ninjas brawling in corridors. Some of Warframe’s best moments involve venturing into the realms of deep space, exploring open worlds and, yes, engaging in combat to power up and take on greater challenges.
When it comes to its gameplay and narrative, Warframe always seems to chuck you into the deep end. The larger story focuses on an interstellar clan of warriors known as the Tenno as they reacquaint themselves with a grander universe in perpetual conflict. You take control of a reawakened Frame–revitalized Tenno fighters from the distant past–to engage in missions against a myriad of enemy factions. This conceit of spacefaring ninjas slashing and shooting across the universe holds the loose narrative together while also giving you an impressive amount of freedom. Several cinematic quests shed light on the history of the Tenno, leading up to some profound moments that reveal a surprising depth for your character and their place in the galaxy.
Warframe is a massive game with numerous, complex systems to dive into–but therein lies the rub. It’s a challenging game to crack; even with hundreds of hours under my belt, I can still feel overwhelmed by how much game there is to unpack. However, the trick to understanding this game lies within finding your own focus in the nebulous grind–whether that’s taking on a variety of side-activities and missions on a series of planets or investing time to customize, experiment, and tweak your favorite Frames.
It can often feel like playing catch-up, considering there is six years’ worth of content in the package, but it’s a game that rewards taking the time to soak it all in, instead of rushing through. How you get accustomed to this surprisingly sink-or-swim structure will determine the mileage you get out of it. Most missions are singular, discrete encounters across the solar system. This piecemeal structure ultimately makes the massive game more digestible. There’s a staggering amount of activities to dive into, and with over 40 hyper-stylized Frames to utilize, there’s a constant sense of fun and surprise when discovering how deep it all runs. However, while the opening missions do well to get you into the basic swing of things when it comes to its core gameplay, the more in-depth systems are left for you to decipher on your own.
The overall speed and flexibility in its action is something that it continually excels at, and there’s a constant sense of grace and finesse that can make even the ordinary missions thrilling.
This mostly hands-off approach in getting you acclimated can sometimes manifest feelings of aimlessness. And it’s magnified when it becomes apparent that there isn’t a traditional endgame to work up to. There are higher-end missions and stories designed for more experienced players, some focusing on endless fights against waves of enemies, but there isn’t anything like raids to unlock later on. In many ways, you’re introduced to that familiar endgame grind from the onset, and that often entails fine-tuning your suite of Frames to tackle many of the game’s tougher challenges.
The true star of Warframe are the various Frames, with each possessing their own unique designs and abilities. The pursuit of new characters to play as is one of the many constants in your journey, often dictating where you should invest your time. It always feels rewarding when you find a new Frame, especially when it’s one that stands apart from the others. Some are highly specialized, such as the stealth-oriented Ash or the aquatic, alien-tentacle-summoning Hydroid. Another standout is Octavia, a Bard-like Frame that lets you craft custom music to amplify your abilities and attack enemies. One time, a squadmate of mine used Octavia’s skills to effortlessly clear a hallway full of enemies–all to the tune of Salt-N-Pepa’s “Push It.”
There is a ridiculous amount of room to experiment, and it can be especially fun strengthening one of the beginner Frames with powerful mods and armaments that can melt through enemies. It’s also impressive how in-depth customization and personalization is in Warframe–you can apply different shaders, accessories, and even alter their particular animation set, and it’s rare to find another player who has the same style and loadout.
It’s a necessity to get your Frame to reach its potential for them to be viable for more advanced activities. If you don’t apply the correct mods and buffs to your character, it can often stop you in your tracks at some inconvenient moments in your progression. If you’re committed to figuring out the intricacies of the game, then using online guides to understand these advanced mechanics, much like with other aspects of the game, is a must. These resources are a big help, but it’s disappointing how often you have to use them, as opposed to the game teaching you the same information. Without them, learning these systems on your own can be a significant test of patience.
You’ll quickly find yourself in a rhythm of cutting down mobs of enemies and boosting your Frame’s strength by collecting mods and earning experience as new gameplay systems and events open up. While the core gameplay is often satisfying, it’s still common to see a streak of highly repetitive missions, most of which re-use tile-sets for procedurally-generated levels and objective types. This repetition can create a recurring feeling of déjà vu throughout, and there were times when this left me feeling exhausted after an extended play session with the game.
To help ease this sense of repetition, Warframe does inject a number of variations on standard missions, as well as adding in new activities. Along with Nightmare challenges, harder versions of previously completed levels, several missions even remix past stages by including multiple enemy factions within one level, making some standard objectives far more hectic. Some objectives feature totally different gameplay modes, in particular incorporating the Archwing, which switches up the familiar action sequences with Wing Commander-style shooter levels. There’s even a set of PvP game types, such as the Conclave and Duel modes, with the latter letting you invite another player to a player-made clan dojo to engage in a solo fight. Unfortunately, the PvP activities come across as exceedingly basic and clunky compared to the core PvE experience.
Despite how much the game has grown over the years by adding in game-changing features, Waframe’s roots are still planted firmly in its fast-paced and satisfying core combat. The overall speed and flexibility in its action is something that it continually excels at, and there’s a constant sense of grace and finesse that can make even the ordinary missions thrilling. It often shows similar shades to a fast-paced corridor shooter by way of a stunning character-action game, with your squad tearing through enemies using myriad skills and armaments.
The core combat and general traversal of Warframe can move at a blistering pace. Despite how complex they can get, they’re still intuitive enough to dive into, and you can pull off Warframe’s advanced acrobatics like gliding, wall-runs, and the appropriately named “Bullet Jump”–which darts your character in any direction–reasonably quickly. Melee combat also features its own complexities, allowing you to use an assortment of combos and aerial abilities to cut through legions of foes in flashy display. Over time, chaining together slick parkour leaps into fast strikes with your weapons can become second nature, resulting in Warframe’s most gratifying and stylish encounters.
Warframe can be daunting for newcomers, yet it can also prove a challenge for players–like myself–who take an extended break and have to learn the basics of new features while simultaneously unlearning outdated ones. Such is the case for online games, and fortunately, Warframe does have an active and open community to trade with and seek assistance from, and you can directly interact with others at various social spaces across different planets. It’s common that you might have to consult outside resources in order to figure out what to do next, or else your progress might come to a halt abruptly.
Stick with the game long enough, and you’ll unlock access to the more involved cinematic story missions and open-world settings that best show the game’s considerable growth. Unlike the fragmented storytelling in most of the game, these two pillars present a more guided plot that offers memorable narrative and character moments. Some of these missions even include the surprising addition of a dialogue system, which can result in some slightly different events in questlines.
In the open-world settings of the Plains of Eidolon and the Orb Vallis, which open after you reach the planets they’re located on, you can take in the sights of the large-scale worlds, take on dynamic bounties and events with squads, and even learn more about the brewing conflict within each setting. The Vallis’ story is especially engaging, dealing with workers’ rights and the perils of late-stage capitalism in the interstellar age. Though these main stories set in the open worlds tend to end far too quickly, the amount of nuance and narrative packed in was impressive, which left me wanting to spend more time in the settings to continue interacting with its characters.
I’m continually pleased with the flexibility of Warframe’s many systems, and how it allows for you to attain a variety of rewards and unlocks at your own pace. Of course, there is an assortment of items, weapons, and even Frames to purchase with real money or with Platinum, Warframe’s premium currency. Fortunately, most items in the game are attainable through gameplay, allowing you to get into the nitty-gritty of the game’s content mostly unabated. The in-game economy of Warframe is very active, and if you’re resourceful enough, you can even trade some of your own gear and blueprints with other players for Platinum as well.
When new content is introduced, the pathway to experiencing the quests or acquiring the next Frame is available to all players. This relaxed approach is reassuring, especially for a game of this magnitude. I generally find acquiring gear and new classes to be quite manageable. However, there are still some time-sinks that feel mostly arbitrary, resulting in the expected and sometimes lengthy grind that’s commonplace in free-to-play games. To that end, the primary intent of Platinum is to circumvent both investments of time and resources.
Thinking back to GameSpot’s original review, it’s interesting how much the game has improved, yet also how much has stayed the same. The game still has issues with repetition and lack of explanations for its more complex systems, but it’s managed to overcome their severity by introducing so many events and revisions that continue to elevate it. While there are inevitable bouts of frustration here and there, I always manage to center myself once I move on to other opportunities. In a lot of ways, that’s what Warframe manages to do best. One moment you’re taking part in a random spy mission on Saturn, and the next, you’re partnered up with a powerful squad of players that help you through several void fissures. Just when you feel like you’ve hit a lull, a better, and more fulfilling opportunity will likely present itself. Perhaps most importantly, Warframe makes sure that the time spent in its world is almost always well rewarded.
Source : Gamesport
0 notes
Text
Warframe Review (2019) - Space Oddity
New Post has been published on https://gamerszone.tn/warframe-review-2019-space-oddity/
Warframe Review (2019) - Space Oddity
Editor’s note: GameSpot originally reviewed Warframe in 2013 and gave it a 6. Due to substantial revisions and new content since its debut, we have re-examined Warframe as it is in 2019 and produced a new review to reflect its current state.
To play Warframe is to reconcile yourself with the sensation that you’re always a bit in over your head. Even six years after its debut, it’s still something of an oddity within the realm of online action-RPGs. With an expanding universe housing a wealth of content, the free-to-play game offers a stellar amount of freedom to explore, uncover loot, and take on missions with its cast of stylish space ninjas. It takes a decidedly unorthodox approach with its non-linear adventure–sometimes frustratingly so–yet journeying across Warframe’s massive universe is as satisfying as it is endearing.
In GameSpot’s original 2013 review, we praised the game’s agile and hard-hitting combat but criticized the lack of meaningful features that effectively took advantage of those strengths. In the broader sense, the Warframe of old was a promising sketch of an idea that lacked reasons for investment. The Warframe of today, however, has filled out the bigger picture. Its vision is clearer, and it’s now so much more than just space ninjas brawling in corridors. Some of Warframe’s best moments involve venturing into the realms of deep space, exploring open worlds and, yes, engaging in combat to power up and take on greater challenges.
When it comes to its gameplay and narrative, Warframe always seems to chuck you into the deep end. The larger story focuses on an interstellar clan of warriors known as the Tenno as they reacquaint themselves with a grander universe in perpetual conflict. You take control of a reawakened Frame–revitalized Tenno fighters from the distant past–to engage in missions against a myriad of enemy factions. This conceit of spacefaring ninjas slashing and shooting across the universe holds the loose narrative together while also giving you an impressive amount of freedom. Several cinematic quests shed light on the history of the Tenno, leading up to some profound moments that reveal a surprising depth for your character and their place in the galaxy.
Warframe is a massive game with numerous, complex systems to dive into–but therein lies the rub. It’s a challenging game to crack; even with hundreds of hours under my belt, I can still feel overwhelmed by how much game there is to unpack. However, the trick to understanding this game lies within finding your own focus in the nebulous grind–whether that’s taking on a variety of side-activities and missions on a series of planets or investing time to customize, experiment, and tweak your favorite Frames.
It can often feel like playing catch-up, considering there is six years’ worth of content in the package, but it’s a game that rewards taking the time to soak it all in, instead of rushing through. How you get accustomed to this surprisingly sink-or-swim structure will determine the mileage you get out of it. Most missions are singular, discrete encounters across the solar system. This piecemeal structure ultimately makes the massive game more digestible. There’s a staggering amount of activities to dive into, and with over 40 hyper-stylized Frames to utilize, there’s a constant sense of fun and surprise when discovering how deep it all runs. However, while the opening missions do well to get you into the basic swing of things when it comes to its core gameplay, the more in-depth systems are left for you to decipher on your own.
The overall speed and flexibility in its action is something that it continually excels at, and there’s a constant sense of grace and finesse that can make even the ordinary missions thrilling.
This mostly hands-off approach in getting you acclimated can sometimes manifest feelings of aimlessness. And it’s magnified when it becomes apparent that there isn’t a traditional endgame to work up to. There are higher-end missions and stories designed for more experienced players, some focusing on endless fights against waves of enemies, but there isn’t anything like raids to unlock later on. In many ways, you’re introduced to that familiar endgame grind from the onset, and that often entails fine-tuning your suite of Frames to tackle many of the game’s tougher challenges.
The true star of Warframe are the various Frames, with each possessing their own unique designs and abilities. The pursuit of new characters to play as is one of the many constants in your journey, often dictating where you should invest your time. It always feels rewarding when you find a new Frame, especially when it’s one that stands apart from the others. Some are highly specialized, such as the stealth-oriented Ash or the aquatic, alien-tentacle-summoning Hydroid. Another standout is Octavia, a Bard-like Frame that lets you craft custom music to amplify your abilities and attack enemies. One time, a squadmate of mine used Octavia’s skills to effortlessly clear a hallway full of enemies–all to the tune of Salt-N-Pepa’s “Push It.”
There is a ridiculous amount of room to experiment, and it can be especially fun strengthening one of the beginner Frames with powerful mods and armaments that can melt through enemies. It’s also impressive how in-depth customization and personalization is in Warframe–you can apply different shaders, accessories, and even alter their particular animation set, and it’s rare to find another player who has the same style and loadout.
It’s a necessity to get your Frame to reach its potential for them to be viable for more advanced activities. If you don’t apply the correct mods and buffs to your character, it can often stop you in your tracks at some inconvenient moments in your progression. If you’re committed to figuring out the intricacies of the game, then using online guides to understand these advanced mechanics, much like with other aspects of the game, is a must. These resources are a big help, but it’s disappointing how often you have to use them, as opposed to the game teaching you the same information. Without them, learning these systems on your own can be a significant test of patience.
You’ll quickly find yourself in a rhythm of cutting down mobs of enemies and boosting your Frame’s strength by collecting mods and earning experience as new gameplay systems and events open up. While the core gameplay is often satisfying, it’s still common to see a streak of highly repetitive missions, most of which re-use tile-sets for procedurally-generated levels and objective types. This repetition can create a recurring feeling of déjà vu throughout, and there were times when this left me feeling exhausted after an extended play session with the game.
To help ease this sense of repetition, Warframe does inject a number of variations on standard missions, as well as adding in new activities. Along with Nightmare challenges, harder versions of previously completed levels, several missions even remix past stages by including multiple enemy factions within one level, making some standard objectives far more hectic. Some objectives feature totally different gameplay modes, in particular incorporating the Archwing, which switches up the familiar action sequences with Wing Commander-style shooter levels. There’s even a set of PvP game types, such as the Conclave and Duel modes, with the latter letting you invite another player to a player-made clan dojo to engage in a solo fight. Unfortunately, the PvP activities come across as exceedingly basic and clunky compared to the core PvE experience.
Despite how much the game has grown over the years by adding in game-changing features, Waframe’s roots are still planted firmly in its fast-paced and satisfying core combat. The overall speed and flexibility in its action is something that it continually excels at, and there’s a constant sense of grace and finesse that can make even the ordinary missions thrilling. It often shows similar shades to a fast-paced corridor shooter by way of a stunning character-action game, with your squad tearing through enemies using myriad skills and armaments.
The core combat and general traversal of Warframe can move at a blistering pace. Despite how complex they can get, they’re still intuitive enough to dive into, and you can pull off Warframe’s advanced acrobatics like gliding, wall-runs, and the appropriately named “Bullet Jump”–which darts your character in any direction–reasonably quickly. Melee combat also features its own complexities, allowing you to use an assortment of combos and aerial abilities to cut through legions of foes in flashy display. Over time, chaining together slick parkour leaps into fast strikes with your weapons can become second nature, resulting in Warframe’s most gratifying and stylish encounters.
Warframe can be daunting for newcomers, yet it can also prove a challenge for players–like myself–who take an extended break and have to learn the basics of new features while simultaneously unlearning outdated ones. Such is the case for online games, and fortunately, Warframe does have an active and open community to trade with and seek assistance from, and you can directly interact with others at various social spaces across different planets. It’s common that you might have to consult outside resources in order to figure out what to do next, or else your progress might come to a halt abruptly.
Stick with the game long enough, and you’ll unlock access to the more involved cinematic story missions and open-world settings that best show the game’s considerable growth. Unlike the fragmented storytelling in most of the game, these two pillars present a more guided plot that offers memorable narrative and character moments. Some of these missions even include the surprising addition of a dialogue system, which can result in some slightly different events in questlines.
In the open-world settings of the Plains of Eidolon and the Orb Vallis, which open after you reach the planets they’re located on, you can take in the sights of the large-scale worlds, take on dynamic bounties and events with squads, and even learn more about the brewing conflict within each setting. The Vallis’ story is especially engaging, dealing with workers’ rights and the perils of late-stage capitalism in the interstellar age. Though these main stories set in the open worlds tend to end far too quickly, the amount of nuance and narrative packed in was impressive, which left me wanting to spend more time in the settings to continue interacting with its characters.
I’m continually pleased with the flexibility of Warframe’s many systems, and how it allows for you to attain a variety of rewards and unlocks at your own pace. Of course, there is an assortment of items, weapons, and even Frames to purchase with real money or with Platinum, Warframe’s premium currency. Fortunately, most items in the game are attainable through gameplay, allowing you to get into the nitty-gritty of the game’s content mostly unabated. The in-game economy of Warframe is very active, and if you’re resourceful enough, you can even trade some of your own gear and blueprints with other players for Platinum as well.
When new content is introduced, the pathway to experiencing the quests or acquiring the next Frame is available to all players. This relaxed approach is reassuring, especially for a game of this magnitude. I generally find acquiring gear and new classes to be quite manageable. However, there are still some time-sinks that feel mostly arbitrary, resulting in the expected and sometimes lengthy grind that’s commonplace in free-to-play games. To that end, the primary intent of Platinum is to circumvent both investments of time and resources.
Thinking back to GameSpot’s original review, it’s interesting how much the game has improved, yet also how much has stayed the same. The game still has issues with repetition and lack of explanations for its more complex systems, but it’s managed to overcome their severity by introducing so many events and revisions that continue to elevate it. While there are inevitable bouts of frustration here and there, I always manage to center myself once I move on to other opportunities. In a lot of ways, that’s what Warframe manages to do best. One moment you’re taking part in a random spy mission on Saturn, and the next, you’re partnered up with a powerful squad of players that help you through several void fissures. Just when you feel like you’ve hit a lull, a better, and more fulfilling opportunity will likely present itself. Perhaps most importantly, Warframe makes sure that the time spent in its world is almost always well rewarded.
Source : Gamesport
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