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#I feel like a majority of these sequels will play out exactly like Sonic 2. Autogenerated for the optimal watching expierence.
nosferatufaggot · 2 years
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Most of the sequels that are coming out just for capitalism's sake are pissing me off, however, I am excited for Disenchanted.
#ALL OF THEM SEEM LIKE DUMB CASH GRABS...save for Disenchanted. That looks cool.#But my discontent for the others outweighs my feelings for Disenchanted.#I feel like they'll be Sonic 2. But only worse.#Have you seen Sonic 2? That felt autogenerated. Like they were trying to hit every milestone and trope to make the best movie.#They did everything 'right' but there was nothing behind it. Sonic 2 was souless. Minus Dr. Eggman‚ of course.#But the first Sonic movie SUCKED! It was awful! I was able to forget how bad it was cuz I loved Dr. Eggman.#The same cannot be said Sonic 2.#I feel like a majority of these sequels will play out exactly like Sonic 2. Autogenerated for the optimal watching expierence.#But instead of it being the Sonic sequel‚ it's your favourite movies.#The only one I am hopeful for is Disenchanted. That's promising. You can't make an Enchanted sequel without heart and soul.#Enchanted is so beloved because the entire movie is an outpour of love.#And I saw the trailer. I firmly believe it'll be good.#But I do not feel that way for any other sequel. It's the newest upcoming Sonic 2 but with a tragic twist! You LOVE the movie's predecessor!#It's going to sting when you watch a damp lump of autogenerated. But that lump was strung out into a damp 90 minute string of yuck.#And with that‚ I filled my requirement of one rant per day.#If you give me fifty dollars‚ I'll show you found family‚ enemies to friends‚ and gay people all in one movie!#It's called Sonic 2 and let me tell you what. You'll be disapointed.#Sentiments of a vampire.
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omegangrins · 3 years
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Universal took Tremors from its creators after 30 years of work.
TL;DR After 25-30 years making the series, Brent Maddock, Michael Gross, Nancy Roberts, Ron Underwood and S.S. Wilson were kicked out so Universal Studios could make more money off the merchandising before the Tremors copyright expires in 2025.
*****MAJOR SPOILERS**** This will make you sad, angry and frustrated. But there is hope. #StampedeTremors
Soooooo, ever since I blew up and sidetracked a post about David Fincher's Queen Biopic with Sacha Baron Cohen as Freddie Mercury discussing the Tremors 7 ending, I've done some more research on the whole thing. The Graboid hole for this goes deep.
Michael Gross didn't want it.
“There’s a part of me that feels that Universal Home Entertainment might’ve had enough of Tremors. The suggestions that were made in the course of this [movie] made me think maybe they’ve had enough. They came to me and said, ‘What if we ended it at 7?’ and I said, ‘Whatever you choose to do, I’m good with that.'” “That being said, The door is still open for an eighth Tremors. It may seem unlikely by what people see on the screen, but it is possible. There could be an eighth. And if there were, and if it were an interesting story, I would be up for it because Burt is always a great deal of fun. It would depend on his physicality. How much they want me to do. If it’s in another two years, I’ll be 75 years old. So I will continue to hope and pray that I stay in shape, to do what is asked of me – if it is asked of me.”
AND Universal even killed off any ambiguity that he fought for.
"We shot it both ways, where everybody's mourning Burt, and he climbs up over the cliff and looks at all of them in mourning and goes, 'Jesus, God, I'm not dead. And he's really pissed off at them. It's like, 'How would you possibly think...?' But he's bloodied, just he's a mess. He looks like he's been through an earthquake, crushed by a house, but he's alive. And he says, 'You idiots. Of course, I'm alive.'" "They decided it just had this punch. Frankly, I thought to myself -- I didn't express it to them, but I thought to myself -- 'Maybe Universal's getting a little tired of this franchise.' Because this wasn't my idea." "I said, 'I can live with this. Because they came to me. They said, 'Look, you've been doing this so long. What do you think?' And I said, 'Well, as long as we kind of leave the door open.' I mean, I can kind of see an eighth film where it opens with Burt in a hospital bed, in a full body cast and saying, 'I survived.' He could hardly move a muscle. And maybe eight is...if I had a concept for eight, it would be Burt horribly injured, but in a motorized, weaponized wheelchair that has rocket mounts on the side and can leave an oil slick behind like James Bond's car. So nobody can chase him." "I always said, if Kevin Bacon or Fred [Ward] or Reba [McIntire] or anybody [wanted to return], I'd be there in a minute. Just because one, I love Burt, but I always thought of him as this guy kind of on the fringes, and I just came to the fore because everybody else walked away."
https://bloody-disgusting.com/movie/3637682/michael-gross-says-door-still-open-potential-eighth-tremors-movie/
https://comicbook.com/movies/news/tremors-shrieker-island-michael-gross-on-burt-gummer-death/
While Universal ignored how Michael Gross was setting up his son Travis Welker to pick up his torch (Which I'm give or take on Jamie Kennedy yet he brought a Grady-like optimism to the shittier of the series.)
"My reaction was disappointment, as I had planned an entire storyline around his participation."
Even Jamie Kennedy tried to but they wouldn't let him.
"Lot of people have been asking me, so I might as well spill it. I will NOT be in the upcoming TREMORS 7. I had a great time making the last two. But no TRAVIS this time around. But hey you neva’ know what can happen in the future.... have a great time boys! Tdawg out!!!"
https://mobile.twitter.com/JamieKennedy/status/1188981479973347329
After 7 movies and a TV show, nothing more than a spit in the face for the man who carried a franchise. Then when they do the montage at the end, we get clips of Hiram Gummer but NOTHING of Burt Gummer from the TV show. It's 13 episodes of Burt in Tremors that's longer than all the movies combined but yet they don't even include it in the ending montage while including his dead grandpa.
Same with the original creators. Did you know Stampede Entertainment (Brent Maddock, Nancy Roberts, Ron Underwood, and S.S. Wilson) were working on Tremors for 25 years and even had the 5th one written, "Thunder/Gummer Down Under".
Then were told to sit on it for 10 years before Universal eventually told them to eat dirt? That's gotta hurt. It hurts me and I'm not even connected to these movies. All that work down the drain just because of someone's say so. And for no reason. Well not exactly....
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Universal knows fans want Tremors merch. I mean, look at how they took #BurtGummerDay from @BabyFarkMcGeeZax. And they want ALLLLLL of that merchandising money. With none of it going to Stampede because it would give them leverage. Not to mention they don't want anyone else getting the idea to make cute monster toys before they can roll out their own line.
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Don't believe me? See Universal pull some Hollywood Accounting with Tremors already.
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http://imgur.com/gallery/mFNIHV3
Half a billion dollars... completely untraceable. I've tried. Emailed the numbers people and they can't tell me anything unless you pay $50 a film to see the numbers. Which makes me ask, who paid for the numbers on 1,5, 6, & 7? And why only what they made? Not their cost. Same for the numbers on 2, 3, & 4. Why numbers on the cost, but nothing on what it made? It seems weirdly targeted to make it look like the Stampede Entertainment ones only cost money but made nothing.
Then when you find out that the copyright to Tremors will revert to its creators after the 35 year mark, which makes that date 2024-2025 since Tremors was filmed in '88-'89 but released in '90.....
Wellllllll some things start to add up. Especially when you consider it's Universal. They already know about owning copyrights for things long out of due. Ask Dracula, Frankenstein and the Wolfman. Or Nintendo when Universal tried to sue them because Donkey Kong was too similar to King Kong.
Ask Stampede (S.S. Wilson) yourself. They have a Question and Answer page right on their site.
Like did you know you can't find ANY official Tremors merch? But you CAN find tons of fan-made creations. Give it a Google. They don't even list Tremors on the Universal website. Go ahead. Ask them. I try weekly. No responses ever.
https://www.universalpictures.com/about
Even with a longer history, more money made, and amount of sequel potential in comparison to their other films?
http://imgur.com/gallery/ZnXEsI3
Fans are clamoring for more but Universal says no?
Hell, you can watch the TV show for free on the NBC site.
But before my investigating, the episodes were so jumbled and missing it would ruin people's enjoyment.
https://www.reddit.com/r/Tremors/comments/m0wvwu/tremors_episode_9_graboid_rights_is_back_on_nbc/
What about how they made a Tremors series pilot with Kevin Bacon? The only bad thing about it is that they need to pull a Sonic redo on the Graboid at the end but who knows, I suspect it's like that for plot reasons after reading the unaired script.
https://youtu.be/hWU3GpKmIvw
That Universal/NBC/SyFy has proceeded to hide deeper than a Graboid burrows. https://wegotthiscovered.com/movies/tremors-star-kevin-bacon-confused-sequel-series-picked/
Despite no one knowing why. http://imgur.com/gallery/w7rbUvZ
Read the script for yourself if you don't believe me. They've already hidden it for two years. Andrew Miller worked too hard for it to be hidden. And it plays. It works and plays with what's already there while being new and old. Quite good.
Have you seen the Kevin Bacon/Michael Gross commercial featuring them in Perfection Valley? The whole commercial is a sly way to use Tremors WITHOUT actually saying anything Universal would have claim to call copyright on. "Sandworms" "My old co-star" "Trevors". It's a great big middle finger to Universal.
https://m.youtube.com/watch?v=E_O0K9hmlrw
How about the original script for Tremors 2: Aftershocks. The creators have wanted it seen for 20 years but it took a crazy Larry like me to get it out there. It's got Val, Earl, Burt and Heather in it too. Pretty good too. So good they reused the ending in the TV show episode "Shriek and Destroy".
All these things swirl together and make me wonder more and more. For the plethora of Tremors fandom goes deeper than even me... Like Imgur user @BabyFarkMcGeeZax. They created Burt Gummer Day five years ago through sweat and love alone.
https://www.reddit.com/r/Tremors/comments/mb2rtz/babyfarkmcgeezax_created_burt_gummer_day_and/
Yet what does Universal do? Take the day, plaster it over the end of their hero's death, and not even give a line credit or thank you to @BabyFarkMcGeeZax or a mention on Twitter as they blurb it everywhere.
Ever seen the gif battles about Tremors at r/HighQualityGifs?
https://www.reddit.com/r/GifTournament/comments/luvt39/giftournament_battle_13_round_3/
https://www.reddit.com/r/HighQualityGifs/comments/dtz11k/battle_178_tremors/
How about The Everything Sequel podcast where they discuss how amazing all of The Tremors Saga is after discovering it for the first time. Even going so far as to pitch their own sequels.
https://share.transistor.fm/s/e24901de https://share.transistor.fm/s/bdea7b5e https://share.transistor.fm/s/cf79bbc1 https://share.transistor.fm/s/fac66438 https://share.transistor.fm/s/a90415cd https://share.transistor.fm/s/c0e8153e https://share.transistor.fm/s/6b6572f9
There's so much fan content and people screaming for more Tremors! Like "Perfection, NV", a fan film.
youtube
Or this collection of alt Tremors posters.
http://imgur.com/gallery/MgkhnfE
Including the thousands of pieces of fanart.
http://imgur.com/gallery/6f7Txh0
http://imgur.com/gallery/nXG1ph1
The story behind Tremors comics. http://www.enemyofpeanuts.com/2013/03/09/the-short-story-behind-tremors-comics/
Even the new Tremors game. OR games.
https://youtu.be/G6PX1QY2oIc
https://stefanocagnani90.itch.io/tremors-thegame
https://en.m.wikipedia.org/wiki/Tremors:_The_Game
https://www.playfg.com/dirt-dragons-game.html
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Look at all this love.
And this isn't even an officially licensed game.
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"A fortune", you say? Interesting....
So let's make Tremors 8 Ouroboros with the OG creators back on board.
https://imgur.com/gallery/o2kCFLu
We restart the TV show and end the movies for a while. Just like The Librarians. If Marvel can switch between movies and TV, Tremors can too.
If you think I'm crazy too, just see and know how I've been in this position before. I'm well aware of how this "story" plays out.
I mean, Tremors *does* foreshadows its ending with a sleeping bag. https://imgur.com/gallery/5HexQ
Notice too how you can find little Behind the Scenes for Tremors 5-7 despite a smorgasbord of material for 1-4 and both TV shows.
http://imgur.com/gallery/b4STAkl http://imgur.com/gallery/gSlZ1fC http://imgur.com/gallery/fnFt9MD http://imgur.com/gallery/6mDHTtg http://imgur.com/gallery/4M28quW http://imgur.com/gallery/w7rbUvZ http://imgur.com/gallery/6l0Dogl
And it's not like Universal isn't known for shady business practices. https://en.m.wikipedia.org/wiki/Universal_Pictures
What about how they own the rights to damn near every monster except for Godzilla. And not just the classics like Frankenstein, Dracula, the Wolfman, Mummy and Invisible Man. They have Kong, Hulk, Jaws, Michael Myers, The Thing, all the Jurassic Park dinos, all the Romero zombies, Chucky, Casper, Riddick beasts, Hellboy, and Jaegers/Kaiju. These dudes know merchandising rights and they're looking to score the next Poke'Mon franchise.
https://www.plagiarismtoday.com/2011/10/24/how-universal-re-copyrighted-frankensteins-monster/
Take a gander at all these articles gushing with love for Tremors:
Why the 'Tremors' Franchise Is Better Than the 'Alien' Movies https://collider.com/why-the-tremors-franchise-is-better-than-the-alien-movies/
As Kevin Bacon's Tremors returns to TV, we explain the entire franchise ​It's way more complicated than you think. https://www.digitalspy.com/movies/a807140/tremors-franchise-series-guide-kevin-bacon/
20 Fun Facts About Tremors https://ew.com/article/1990/07/13/tremors/
Thirty Years After Tremors, Reba McEntire Tells Us Why She's Absolutely Down to Return For a Reboot https://www.esquire.com/entertainment/movies/a30457996/tremors-30-anniversary-reba-mcentire-interview/
30 years ago, Tremors became perhaps the most perfect bad movie https://www.thv11.com/mobile/article/entertainment/movies/film-on-11/getting-reel/30-years-ago-tremors-became-perhaps-the-most-perfect-bad-movie/91-8f6854df-9dcc-4870-ab3a-4f91a658ac3f
How Tremors 7 Succeeds Where Other Horror Movie Franchises Failhttps://screenrant.com/tremors-7-movie-succeeds-better-horror-movie-franchises-reason/
A Complete Rundown of the Entire Tremors Saga https://www.dreadcentral.com/editorials/363290/beneath-perfection-thoughts-on-the-entire-tremors-franchise/
Kevin Bacon Wants to Revisit His Only Film He Ever Re-Watched https://www.hollywoodreporter.com/movies/movie-news/kevin-bacon-tremors-1234956657/
Look at all this #BurtGummerDay love. That adds up to thousands of people watching Tremors for the first or fiftieth time. And this is only the first "official" year. It'll only grow.
http://imgur.com/t/burt_gummer_day
https://m.facebook.com/groups/2215552755347508/permalink/3124638257772282/?ref=m_notif¬if_t=group_comment
https://m.facebook.com/groups/2215552755347508/permalink/3124638397772268/
https://www.reddit.com/r/Tremors/about
Can you see the Tremors? Can you feel them? Fans want Tremors and they want it from Stampede. http://imgur.com/gallery/ZaVL7Mc http://imgur.com/gallery/f37bEV7 http://imgur.com/gallery/De6DlqQ
After all this time, and all this love, and all this greed, it's time we break Hollywood tradition and give power back to the people. When people can #RestoreTheSnyderVerse or #SaveTheVentureBros, we can #StampedeTremors for #BurtGummerDay.
Take this hope and fly!
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#StampedeTremors
BTS, gifs, and videos of The Tremors Saga. Tremors: The Lost Tapes from S.S. Wilson's personal collection https://youtube.com/playlist?list=PL1EA9246EF966DDA2
Monster Makers https://stampede-entertainment.com/site/photos/tmm-tremors/ https://stampede-entertainment.com/site/photos/tmm-tremors2/
ADI's creation documentaries https://youtube.com/playlist?list=PLR9WUo3tIVnb4CyMR1SLVsxPyBwz1Met_ BTS gallery of Tremors http://imgur.com/gallery/b4STAkl
The making of Tremors https://m.youtube.com/watch?v=m-HUUt21tRA
Inside the Graboid workshop https://youtu.be/YgPuC2tNBpM
Stampede Entertainment's video archive for Tremors https://stampede-entertainment.com/site/category/videos/tremors/
Tremors opening https://youtu.be/gnqPYTOzc38
BTS gallery of Tremors 2: Aftershocks http://imgur.com/gallery/gSlZ1fC
Stampede Entertainment's behind the scenes of Tremors 2 https://stampede-entertainment.com/site/photos/tremors2/
The making of Tremors 2 https://m.youtube.com/watch?v=fAlqzM0CyPI
Tremors 2 original script with Val, Earl, Burt and Heather. http://imgur.com/gallery/8QaHPRy
Tremors 2: Aftershocks opening https://youtu.be/pVi24Gc0KdQ)
BTS gallery of Tremors 3: Back to Perfection http://imgur.com/gallery/fnFt9MD Stampede Entertainment's behind the scenes of Tremors 3 https://stampede-entertainment.com/site/photos/tremors3/
On the set of Tremors 3 https://m.youtube.com/watch?v=0ZhrvkB5nKs
Stampede Entertainment's video archive of Tremors 3 https://stampede-entertainment.com/site/category/videos/tremors3/
Tremors 3: Back to Perfection opening https://youtu.be/UXjdZitldB4
BTS gallery of Tremors the Series http://imgur.com/gallery/6mDHTtg
Stamede Entertainment's https://stampede-entertainment.com/site/photos/tremors-series/
Behind the scenes of Tremors the Series lost monsters. https://stampede-entertainment.com/site/photos/tremors-series-lost/
Cold opens for Tremors the Series https://youtu.be/srB6rZgv_Po https://youtu.be/v3ZkC08rKtg
BTS gallery of Tremors 4: The Legend Begins http://imgur.com/gallery/4M28quW Stampede Entertainment's behind the scenes of Tremors 4 https://stampede-entertainment.com/site/photos/tremors4-2/
On the set of Tremors 4 https://m.youtube.com/watch?v=bppXVxldTqU The weapons of Tremors 4 https://stampede-entertainment.com/site/photos/weapons-of-tremors-4/
Tremors 4: The Legend Begins opening https://youtu.be/3gDlAEUBesg
BTS gallery of Tremors 5: Bloodlines http://imgur.com/gallery/6l0Dogl
Tremors 5: Bloodlines opening https://youtu.be/t8jrCVI676Y
BTS gallery of the unaired Kevin Bacon Tremors pilot http://imgur.com/gallery/w7rbUvZ
Script for the unaired Tremors pilot http://imgur.com/gallery/UbtTvyf
Trailer for the unreleased Tremors pilot https://youtu.be/hWU3GpKmIvw
Kevin Bacon talks Tremors. https://youtu.be/TAGOlEIR7mA
Interviews with Alec Gillis, Brent Maddock, Nancy Roberts, and Ron Underwood https://youtube.com/playlist?list=PLjmUAAK3guQ8t6dKzwH9V0RzerkdLr0d1
S.S. Wilson talks his Tremors career. https://youtu.be/ZJhZmty_dKs Making Perfection https://youtu.be/hpCSCQJEmnk
Have a question about Tremors? Find it here and if you can't find it, ask S.S. Wilson yourself! https://stampede-entertainment.com/site/fan-extras/tremors-faq/?include_category=general
And if you love Tremors enough to have made it this far, enjoy a collection of gifs for you to use at your pleasure.
Tremors http://imgur.com/gallery/kPiEe3d http://imgur.com/gallery/5Sb4Vpg http://imgur.com/gallery/1uZxiue http://imgur.com/gallery/NX5r2
Tremors 2 Aftershocks http://imgur.com/gallery/i1IZZf8 http://imgur.com/gallery/krcmrgQ http://imgur.com/gallery/GjTxAg1 http://imgur.com/gallery/DabFZTt http://imgur.com/gallery/QLTStyx http://imgur.com/gallery/P92e1ri http://imgur.com/gallery/IUAvd http://imgur.com/gallery/h8BZ0qN http://imgur.com/gallery/ZQi2KOb http://imgur.com/gallery/WDZdM
Tremors 3 Back to Perfection http://imgur.com/gallery/5ebddmR http://imgur.com/gallery/Rj9fqIy http://imgur.com/gallery/ikzXFbd
Tremors the Series http://imgur.com/gallery/cqSMk40
Tremors 4 The Legend Begins
http://imgur.com/gallery/ufV3of1 http://imgur.com/gallery/zPGBOW3 http://imgur.com/gallery/ri5jLRd http://imgur.com/gallery/y7A3l5D
Tremors 5 Bloodlines
http://imgur.com/gallery/Pmunxjo http://imgur.com/gallery/0yazNVG
Tremors 6 A Cold Day In Hell http://imgur.com/gallery/S4qlPCI http://imgur.com/gallery/Xa2mUsS
Tremors Pilot http://imgur.com/gallery/RXXjbKr http://imgur.com/gallery/kCErQyF
Tremors 7 Shrieker Island
http://imgur.com/gallery/FzpJllb http://imgur.com/gallery/JGweZjH
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blazehedgehog · 4 years
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How exactly did the modern developers of SRB2 change the gameplay for the worse, in your opinion? (As a side note, it's completely hilarious to me that the sequel to such a "first-draft-is-final" game like SRB1 has been refined to such a point that, like, how many times have they remade GFZ1? They've redone Knuckles! After he was already redone from the 3D model!)
After the controller debacle and now that it’s mostly properly implemented, I don’t really have too many complaints about the state of SRB2 right now. That’s not to say it’s perfect or anything, but I’m happy enough with it and I’m eagerly awaiting the next major release.
My primary complaints right now are:
I still don’t like the “button to progress is hidden under goop” puzzle in Techno Hill Act 2. They do their best to try and set it up so you’re expecting it, but I feel like some of that setup comes in routes you could bypass entirely. I also think the ultimate test is just too hard to see. There needs to be like, I dunno, at the minimum some kind of wall decoration around buttons to clue you in that there’s something nearby. I would also maybe have a sequence of buttons leading up to the final button where the first one is exposed to the air, but each one you find after that is a little deeper in the goop, so you’re expecting it being so deep in the end (this is sort of what it already does, but it could be way more obvious). Combined with the signposting (wall decorations) this would be a logical progression, to me. The puzzle shouldn’t be finding the button, it should be figuring out how to reach the button. It’s a pretty heavy concept for the player to deal with to hide both the location and the solution, especially for the second zone of the game.  
Sort of building off the previous thing, there’s a more general issue where it’s very easy to get turned around and lost in some levels. This is an issue the 2D Sonics and the more linear 3D Sonics don’t have to deal with. But in SRB2, particularly Castle Eggman and Arid Canyon, you can end up going backwards for up to a minute and not realize it until you stumble upon a checkpoint that’s already pre-activated. This is big brain stuff and would require heavy map edits, but I think about how, like, Valve, Bungie, and I think Naughty Dog have talked about designing maps with sight lines and using special environmental patterns to clue players in on which way is forward. Subtly incorporating arrow-like shapes in to their art direction that always point forward, things like that. SRB2 could use things like that, but it may be too late in development to think about now. Still, it’s very easy to get lost and that’s not very fun. Maybe more frequent checkpoints to increase the chances of finding out you’ve already touched one. And/or maybe checkpoints could show some kind of an arrow to point you in the right direction.  
Eggrock sucks. It’s clearly now the oldest level still in the game and hasn’t received any major updates in a while. It’s a mean and messy level that drags on a little too long. It may be a precursor to the type of SRB2 levels we have now, but it still needs a once-over. Thankfully, I’ve heard the team is working on fixing that and will be debuting a refreshed Eggrock Zone at some point in the future.  
...But there are also a few other places in the game that are a little too rude. There’s crushers in Deep Sea Zone, for example, that move up towards the ceiling. In 2D it’s easy to see the ceiling coming and get out of the way before you get smashed, but in 3D, you don’t know what’s happening until you’re dead. I’ve never seen anyone survive those crushers on their first attempt.
But I’m having fun enough with SRB2 nowadays that, like... I was trying out the “modern sonic” character mod a little while ago and I basically played through the entire game twice in one night and a had a blast. The first time, I got a game over at Eggrock Act 1 and quit out of the game to post my video. Upon booting it back up, I didn’t get my mod load order correctly and it wouldn’t let me access my save file, so I had to start over and do the whole game a second time.
Which... I didn’t mind! It was even more fun the second time around! Boost isn’t really that useful in SRB2 because levels weren’t designed for it, but having a proper homing attack and the stomp really does wonders. So much so that it ended up being the first time I’ve ever beaten the full version of SRB2. I liked it so much, if I wasn’t for this stupid renovation, I’d probably stream a full playthrough!
I know some people don’t agree, but I think SRB2 plays best when Sonic has a homing attack, and this is definitely the best implementation of that. Chengi’s soft homing attack in NeoSonic was fine, but having proper Modern Sonic is the best. Plus, getting to the race at the end of the game and being able to smoke Metal Sonic with one big long boost in the home stretch feels totally amazing.
The only thing I wonder, and I didn’t put this up above, is that most of SRB2′s bosses are kind of pushovers with a homing attack... except Metal Sonic? I guess I’ve never done the Metal Sonic boss fight without a homing attack, but it really feels structured towards you stunning him and then hitting him a second time before he recovers, which even with a homing attack can be extremely difficult, given how much he moves around.
But it’s... probably fine.
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cyberramblings · 3 years
Text
Wii U: From Me To You
I recently came into the possession of a Nintendo Wii U and I wanted to talk about the games I have been playing on it.
The Legend of Zelda: Skyward Sword
This is the game I have been putting the most time in. I got through the first two major dungeons in the game. I like the puzzles, characters, and atmosphere but dislike the motion controls in combat and the inventory system. The real big test of how I feel about this game is whether or not I would jump straight to Wind Waker or Twilight Princess (#1 and #2 on the list of Wii U exclusive experience in 2021, the order of which is subject) before beating this game. While I have toyed with the idea, I at least want to dive in in to the third major area of the game before shelving the title. I do, however, dread the next Girahim fight...
Donkey Kong Country: Tropical Freeze
A cute, fun title but I am going to need a lot more Mario before I need a different 2D platformer on this system.
Super Mario 3D World
I've played it before, but it's a great coop title. I probably won't play it alone though.
Super Mario Galaxy 2
An excellent collection of obstacle courses. I am nearly at the end of the first world, so not as far as I got last time I played but I am getting close. I will likely continue to play this as my go-to "pick up and play" title.
Metroid Prime Trilogy
Despite beating the whole Metroid series almost exactly a year ago, I will likely continue my trek through the Chozo Ruins. Metroid is a series with a lot of backtracking and potential for optimizing speed, so replaying the game almost just feels like picking up where you left off. As if I needed evidence that enough time has passed to warrant a replay, I got stuck on a stupidly easy "puzzle" early on that required the player to shoot a mushroom to reveal the hidden switch to open a door. I haven't played with motion controls before, but they work amazingly here. I especially look forward to playing Metroid Prime 3 with real motion controls, as intended.
The Binding of Isaac: Rebirth
How neat that this is even on the Wii U! I have already played this game to death, but it is very novel to play on the Wii U. I beat my first and only run on the console thus far. Having the map on the gamepad is kind of neat.
Freedom Planet
I have this game on PC already but never gave it a fair shake. I have much more context after beating all the Sonic games since then! I found it a bit frustrating but I will have to give it another shot.
Wii Party U
It is just Mario Party with Miis, but that isn't so bad! A surprising amount of content to be had and lots of fun themed outfits for the Miis.
Kirby and the Rainbow Curse
Adorable art style, jury is still out on the gameplay. Further testing required.
Splatoon
This has been a ton of fun! I am surprised to see anyone still playing, but it is quite a lot like the sequel. I also want to play more of the campaign and maybe even complete the amiibo challenges to unlock the special outfit. I am impressed by how good it looks on the Wii U. The motion controls work really well too. Lots of fun (when I can actually get a match)
Game and Wario
Cute minigames, good uses of the gamepad. Hit or miss. I want to at least play all the games once.
Nintendoland
See above.
Star Fox Zero
Only completed the tutorial, but I am curious to play more and see if it ever "clicks" with me. I hear this is a real love or hate game.
NES Remix
I have already played the 3DS version but I love the concept and I want to see if I can unlock some of the exlcusive games.
Super Mario Brothers Advance 4: Super Mario Brothers 3
I only played a couple of the e-reader levels, but that is the whole reason I got this and I would like to explore them all because it fascinates me that Nintendo had the stupidity to make Mario content locked behind physical trading cards but then the genius to preserve them for all time in the Wii U Virtual Console release. I got frustrated and quit quickly but I plan on returning.
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schalaasha · 5 years
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Top 20 Games of the Decade
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Hi, I felt like writing about my top 20 games of the decade because I kept thinking about it. This is a semi-ranked list, but I decided not to throw numbers into the mix since, really, outside of the top 2, I can’t think of how to rank the games prior to them. I also commissioned hyiroaerak (@/HRAK__S2 on twitter, https://hyiroaerak.weebly.com/work.html) for art to commemorate this occasion.  Our characters are cosplaying as characters from our games of the decade!
Mega Man 10
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I actually like Mega Man 10 more than Mega Man 9 out of the two platformer revival games in this series. Though a bit of background on this: Mega Man 4 is my favourite, and I prefer the games that are not 2, 6, 7, or 11, so I suppose that contextualises this for others.         Either way, despite it not having weapons that were as useful as Mega Man 9’s, I felt like 10’s level design and pacing worked more for me in my favour. Though I’m saying that as someone who liked the double fortress design in earlier games so that might invalidate how I feel.
 Time Attack mode from Mega Man 9 returns as well as Proto Man (but he’s unlockable right off the bat). It also has a proper Challenge Mode compared to Mega Man 9’s challenges, whereby challenges for certain levels or bosses are unlocked when you actually do it in the main game. Being able to play as Proto Man off the bat allows for the fluidity Mega Man had in 3 and beyond by letting you slide and use charged shots. I personally liked being able to play as Proto Man off the bat as while he has the 3 and beyond advantages for his moveset, he is a glass cannon and you still have to watch where you’re going.
 I feel like the levels were a little better designed and if I needed more of a challenge, Hard Mode was still there to cut my teeth on. I liked the colour schemes throughout the level maps a lot more than 9’s as well. The bosses felt particularly gripping and trading blows with them fit into a nice rhythm.
 It has more content than Mega Man 9 and I had a lot more fun with 10 than I did with either 9 or 11. The formula itself is pretty static compared to other Mega Man games, but I like simple things. Why fix what isn’t broken? It’s just a nice piece of cake at the end of the day and that’s all I really want.
  Trauma Team / HOSPITAL: 6人の医師
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When I started university for the first time in 2006, I was pre-med.  I eventually got sick and tired of the politics and people in the program (ie: folks saying they only wanted to go to med school so they can get rich or make friends with pharma reps who might give them perks), and I left the program to pursue program majors and a minor to prepare me for speech-language pathology instead.
 We had a Wii in our student lounge. My main university campus wasn’t exactly big and a lot of the people who hung out in the student center were kind of cliquey. I think I had the benefit of being really good friends with one of the guys who was the biggest social butterflies at the school so I got to meet a lot of people or get involved with stuff if I felt like it. So that meant I got to play with other students in games or wi-fi sessions during classes or after classes if I didn’t have to commute home right away.
 Because almost everyone I knew at my school wanted to go into medicine, everyone played the Trauma series. Some kids played Under the Knife during class. Some kids played Second Opinion on the Wii in the student lounge. Some kids played New Blood. This was before like… Farmville took over everyone’s computers at the time.
 Trauma Team came out way after that, and some of us were either graduating or staying in school an extra year because we didn’t know what to do after the recession or knew what to do but needed extra courses for graduate school.  So the Wii was free to use.  I don’t think people hooked it up as often anymore anyway. By 2010, a lot of us who had met each other in first year decided to go our separate ways, not even in the same majors or programs anymore. A lot of us either branched out into research, psychology, neurology (like me), kinesiology, epidemiology, forensics, genetics, etc. So Trauma Team for the rest of us who were still there was a good fit.
 Trauma Team took some influences from the 2009 Swine Flu pandemic considering that was when the development phase occurred. Now, I live in Canada, and Canada was one of the focal points for the 2003 SARS outbreak. This was when health bodies in the country decided to make some changes to how they respond to potential pandemics. A lot of things they tell medical students or any students studying health policy (like I was at the time) emphasized how different parts of the hospital or medical or health care staff need to work together in order to care for a patient. I actually find the different professions involved in Trauma Team useful and a reflection of what my class of 2010/2011 became later on (a lot of us graduated in 2011 and took an extra year).
 Diagnostics and Forensics were what I was really interested in since they don’t play the same as surgery/emergency medicine since they played out like a point-and-click. Later on in life, I had to look at so many medical reports and radiology reports and file them but by then I realised what my patients had but I can’t tell them myself since I’m not a doctor. But Trauma Team gave me a chance to do so and practice my terminology as a student. A friend of mine, who ended up becoming a doctor at a hospital in Toronto, really enjoyed endoscopy since it merely involved using the Wiimote as an endoscope and the nunchuk to steer. A lot of us played co-op too.
 The difficulty in Trauma Team, I felt, was decreased from previous games. But that doesn’t really spoil it. It was a varied game and it looks fantastic. It’s a shame that the game style hasn’t been replicated or given a sequel in later years, because while I’m older and my classmates are doing completely different things and I haven’t seen some of them in years, I’d love to take a stab at these types of games with a well-practiced laboratory technologist’s hand.
  Sonic Colours
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I think it goes without saying. My first community when I joined the old forum was the Sonic community. Just a bunch of people who were interested in talking about Sonic so much in almost every thread that we ended up making a community thread together. I don’t post in the new forum everyone is at but I still talk to mostly everyone via different social mediums.
 I wasn’t around when Sonic Colours came out but I think I remember reading the joy everyone felt when nearly universally everyone in that thread seemed to really like Sonic Colours. I remember the thread title still. I preordered Sonic Colours because apparently previews were saying it was… good? I didn’t bother playing Sonic Unleashed until after I’d joined the forum, but hearing Sonic Colours would be a return to form since I was one of those people who didn’t adjust well to the 3D games made me interested.
 Sonic Colours is everything I wanted from a 3D Sonic game. Or rather, a 3D version of a platformer. I didn’t really like where 3D platformers were going because they were hard to look at, hard for me to pay attention to, and to be honest I got dizzy while playing a lot of them since you’re expected to work in a 3D space as opposed to a 2D space so it was really hard for me to process. I really like the hybrid nature of the level designs that’s where Sonic Colours got me.
 Sonic Colours isn’t without its hangups: some of the levels are really short; existing mostly for ranking/getting red rings. Sonic’s jump is pretty floaty. The script is fairly short even if the jokes can be funny. Bosses are reused. Sonic Colours is not a perfect game, but the attempts it made were fantastic enough in its own right.
 The music continues to be great, but the areas are visual spectacles. Whatever you think of the series, it’s fairly undeniable that the games try to have style. From the lighting, to posing, to setpieces, to colours used in assets in the level design – Sonic has always had really great ideas.  Sonic Colours is no exception – areas like Aquarium Park, Planet Wisp, and Sweet Mountain have a variety of neat level ideas and they look good trying to execute it. From popcorn on the floor to one of the best darned water levels in all of video games due to the drill wisp, to a fresh take on a grassy knoll with beautiful music, Sonic Colours can bring tears to your eyes because of what it attempts. Terminal Velocity Act 2 is also one of my favourite parts of the Uncolourations games partially because it’s a well-executed setpiece, but it also showed me that maybe those 3D racing bits aren’t that bad.
 The bosses may be really easy, and the final boss ends far sooner than it should before it could perfectly execute its Kamen Rider reference, but I think the point was to fully enjoy the theme park that Sonic Team threw at you this time.
 In 2020 I like to say that out of all of the Uncolourations games, Sonic Unleashed is my favourite due to the balance it struck and its presentation/artstyle, and basically having one of the best soundtracks of the previous decade. But I recognise everything that Sonic Colours brought to the table. If it wasn’t for Sonic Colours, I wouldn’t be friends or acquaintances with so many people that I am with now.
  Kirby’s Epic Yarn
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Have you ever played a game that made you feel warm and toasty? Canadian winters can be really cold, you know.
 When I lived at my old run-down house, my old room didn’t have good insulation. Whenever it got cold, my room got really cold. I had my own personal heater because we didn’t really have a good heating system in my room either. So I only wore flannel pyjamas, wrapped myself in faux-wool blankets all the time, and went to sleep covered in at least four quilts or comforters (which is something I still do out of habit sorry). I used to make hot choco every day because it was just so cold in my room.
 I love Kirby’s Epic Yarn. Kirby’s Epic Yarn makes me feel warm and toasty inside because I think of being wrapped up in yarn and sheets and scarves and I just feel so happy. There are so many pastels used in KEY’s earlier stages that I can’t help but to feel toasty and happy when I’m playing it. It’s not the most challenging game. The game is really easy and all you mostly do is collect furniture, music, beads, and parts of the results wheel in every level, but I don’t think that’s the point of it. The point is just to have fun. Watching Kirby turn into a car to sprint, watching him turn into a little parachute or transform during those vehicle bits, you just can’t help but to feel so enveloped by the cute.
 Being able to interact with cloth by pulling a loose button and releasing something, taking off tags, pulling on stray thread, spin balls of yarn… it feels so fulfilling because it’s a clever use of the medium. It’s exactly what you’d do if you’re stitching or knitting. Placing furniture around Kirby’s little apartment makes the Animal Crossing fan in me so happy.
 I appreciate the lengths Good-Feel went to producing the level designs. They took photos of the fabric they bought and created the graphics that way. The music is calm and relaxing, with lots of woodwind and piano and lighter sounding instruments. The entire game feels so soft and sweet. It’s a visually-impressive game since everything animates incredibly fluidly.
  Cuphead
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Like anyone my age or older, I grew up watching a lot of older cartoons by Max Fleischer with watercolour backgrounds, hand-drawn characters with a lot of focus on expressions, rotoscoping, etc Lots of slapstick and musical scores out of that decade.  I would have never believed I’d play a video game that looks like that but here we are playing Cuphead this decade.
 Cuphead is a blend of that artstyle with older run and gun style games. It combines a gunning experience with puzzles, reflexive actions, and dying… and dying a lot. And learning. Underneath it’s cartoony and child-friendly veneer lies a game that is unrelentingly difficult. There aren’t really any checkpoints in the game save for one. You can’t regain lost health. It’s just you versus the game. You may spend hours on one single level learning everything about it. And you can’t beat the game until you finish off every other level on regular difficulty.
 Different levels have different forms: they can be run and guns á la Contra, which are actually, oddly enough, breathing room levels. They’re probably the “easiest” levels in the game. Other types of levels can be straight up shmup-like boss fights where you’re flying in a plane. They can be hard as a regular shmup.
 The best crafted types of levels are the ones that include platforming as part of their boss battles because they use the artstyle and ideas involved in the art piece as interesting platforming mechanics. You have a more limited control scheme but the scenario you’re involved in is really interesting and unique. You fight a woman in a play and the setpieces in the play change according to how far you are in the boss fight, for example. The game also has a parry mechanic whereby you can double-jump off of anything that’s coloured pink and fill your super meter in order to kill bosses faster. The parry cues change per boss so it’s really cool to see what they look like every time you encounter something new.
 I think while Cuphead can be utterly unforgiving, I think it should be experienced at least once for how much work was put into making things look so fluid and how creative every boss and level can be. It’s what I wanted the UBIart framework to eventually evolve into. I think the game’s aesthetics and sound are its own reward in addition to that feeling when you finally conquer That One Boss.
  Asura’s Wrath
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Asura’s Wrath was a game I was incredibly iffy on even buying at all. I heard about how the ending was part of paid DLC, that the game didn’t have a lot of gameplay, and that it was incredibly unremarkable. I don’t think I had a remarkably low bar or anything for this, but I decided to purchase it on the cheap.
 Asura’s Wrath definitely isn’t a game for everyone, and I feel as though it’s an acquired taste. The main character’s art might not jive well with everyone, the lack of ‘play’ will probably deter some folks, and its episodic nature/final chapter unlock sequence would probably get on people’s nerves. With that said, at first, it seems to be an action-cinematic game without necessarily expanding on the “action” part. A lot of it at first seems to be a bunch of QTEs to move the narrative along, with the narrative not necessarily being that strong in the first place. I think that’s due in part to the game’s structure initially. The first few chapters and the first act truly don’t seem very remarkable. The Buddhist and Hindu aspects of the game are very obvious and very central to the game’s plot, but at the same time, they don’t seem to be specifically mentioned whenever someone talks about the game to me. The Asuras were not one singular character or a god, but a race of warlike beings exhibiting wrath and pride. They were incorporated into Hinduism and Buddhism through their mention in The Rigveda. With that said, I was continually impressed by how many references—whether it was mere mention of regular terms/concepts/people, the artstyle and inclusions of things like lacquer skin, mandorlas, Vajras and Pretas, and also Siddham script—was included in this game. Asura’s Wrath ended up feeling incredibly natural and a nice way of shedding some light on non-Judeo-Christian religions.
 Anyway, I genuinely liked that the game felt like a playable anime. I don’t feel like the game would be as effective if it were put into another genre, or were less cinematic. It ends up getting its message across with its carefully-researched artstyle, great scene direction, well-composed music, and penchant for feeling like it was a fantastic shounen anime. I also feel like the game has more combo-based gameplay than people give it credit for. A lot of the complexities come to the forefront on Hard mode, and going for S-ranks and finding ways to do that quickly and effectively on higher difficulty modes is always an interesting affair.
  Ghost Trick: Phantom Detective
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I finished marathoning all of the Ace Attorney games in 2010. I don’t recall if I was doing it before Ghost Trick but I think what enticed me to get the game was its amazing animation. I hadn’t seen 2D sprites move that fluidly in a very long time. Characters have exaggerated movements, exaggerated dances (ie: the panic dance), and they have big flashy gestures to show off the game’s animation engine.
 You’re introduced to all sorts of eccentric characters, many of whom don’t overstay their welcome (Circus case from AA2, I’m looking at you). You have a desk lamp, a doggo, a dancing detective, a little girl who’s the focal point for one episode, etc. Everyone’s dialogue is relatively snappy, their expressions and animations make them stand out from others, and due to how everything is presented right down to the character art portraits, everything just jumps off the screen.
 Because you’re a spirit with amnesia, you’re given the ability to go through time, and also the ability to through environments by hopping from object to object and possessing them in order to influence what happens in the past to save people in the present.  This is just a path to trying to figure out who you really are or to find who or what killed you. A lot of the gameplay revolves around trying to figure out which objects to manipulate and when in order to influence an outcome. It makes the game partially point and click, but also partially a physics puzzler. I don’t think I remember a single object in the puzzle segments that was wasted. In other circumstances, you must manipulate time in order to save someone in their last four minutes.
 If anything, I feel like Ghost Trick is a necessary inclusion simply because of its style and attention to detail, as well as its sort but sweet story where nothing overstays its welcome. Its soundtrack also feels similar. The game is fairly consistent and nothing really changes in terms of progression over most of the game. But I see that as a plus as opposed to a minus for the most part. It helps to bring the game to a compelling and surprising conclusion.
  Assassin’s Creed: Brotherhood
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I marathoned all of the Assassin’s Creed games in one year prior to Assassin’s Creed III since I wanted to see what the deal was with the series because the first game wasn’t that great from a play perspective for me. The thing that resonates the most with respect to Assassin’s Creed for me is marshmallow-flavoured birthday cake and a bag of regular Bugles. I started this marathon on one of my birthdays that decade.
 Assassin’s Creed II is one of my favourite games out there, but Brotherhood adds so much to the formula despite its middling storyline compared to its predecessor. But that’s because most of Ezio’s growth happened in the previous game. He is a middle-aged man searching for the Apple of Eden, and while the story does not carry as much emotional impact, that isn’t exactly what I’m looking for with respect to the earlier AC games.
 One of the things I absolutely love about the earlier AC games is its attention to detail even if it isn’t necessarily completely accurate. At first I missed the fact that I could explore many different towns like I could in AC2. But then I realised how big Rome and its surrounding area is. Rome is gigantic, and it has so much attention to detail with historical buildings everywhere (which you need to pay to rebuild), old tapestries from the era, citizens dancing in the streets, lovers flirting with each other behind pillars, etc. There are more roofs and buildings to parkour over and between. The game adds towards that require you to take over them before you can use them to gain access to vendors and things to renovate. You can also find the glyphs (much like the ones from the previous game) to solve puzzles in order to gain access to more lore.
 I genuinely love the renovation aspect of this game. It’s more involved and a lot better than what the previous game tried to do with its economy. You renovate in order to gain access to shops, which in-turn generates income for you, and then you can renovate other stuff based on the income that you generate. It’s something that I’ve come to miss in later AC games. It felt a lot like a Suikoden game in some aspects.
 Platforming missions return in the form of finding parts of a cult and cutting the beginnings of a conspiracy off by its limbs. They’re faster paced than AC2’s tombs and there is more variety in terms of what you platform through. I like both types equally since one allows you to marvel at the beauty of a cathedral, while the other allows you to clock a few folks while making your way through a lair.
 In addition to the lairs, there are different types of missions for each faction that you forge alliances with, there are Da Vinci missions that involve new war toys and blowing things up in a scripted way. Assassin missions can vary in terms of how you carry out the assassins (albeit still scripted; improvisation was not a thing until ACUnity).
 The crux of AC: Brotherhood is being able to recruit assassins to your cause. Random citizens throughout Rome may be under attack by Borgia soldiers, and once you save them, they are recruited to join your cause. You level them up, send them out on missions, improve their gear, and ask for their help when you can and when they’re available. This feature gets expanded upon in later AC games but it gets a very good start here.
 Brotherhood is so full of content and a lot of little things that playing it for me makes it feel like comfort food for me. It may not have the best story and it certainly isn’t as memorable in that sense as its predecessor. But it’s so fun that I can’t help but to feel satisfied every time I turn it on.
  Pac-Man Championship Edition DX
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I played the original Pac-Man CE on 360 years ago at my cousin’s house, where they added a timer and a morphing maze to the base original game. I thought it was a neat novel thing at the time but didn’t think further.
 Pac-Man CE DX adds more mazes and more mechanics and more modes to the championship edition base. It added sleeping ghosts where, if Pac-Man moves near them, they wake up and they chase him around the maze in a line until you can finally eat them all and rack up a huge score. You can also elect to use a bomb at a small expense in order to save yourself and send ghosts to the middle of the maze again. These changes assist in maintaining the game’s flow and it never makes a score attack daunting or boring.
 Devouring big long conga lines of ghosts following you is so satisfying while you’re listening to a bumpin’ soundtrack and chilling out looking at the cool lights on the maze. Really and truly, while at its core, PMCEDX is a score attack game, it makes for a beautiful loving chill sensory experience and I couldn’t ask anything more from it.
  Deadly Premonition / レッドシーズプロファイル
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I think I, like a lot of people, was introduced to this game via the GB series. I didn’t have an Xbox 360 so I eventually imported the Japanese version for the PS3. The game’s dub was already in English; the text was in Japanese and it was pretty easy and reasonable to get through. Deadly Premonition actually the Guinness World Record winner for most critically polarizing horror video game since the reviews at the time were so all over the place. And yes, I will contend that Deadly Premonition is definitely not for everyone.
 I am not the type of person to play shooters. I actually hate them a lot. I don’t like gushing blood in video games, and I don’t really like the act of murdering someone in a game. I used to play a lot of survival horror games when I was younger on the PS1 and PS2, but a lot of the time you’re dealing with the undead or oddball things going on around you so it’s not nearly as bad I think. It’s funny; I deal with people’s bodily fluids and body parts all the time in real life as part of my job (ie: I’ve had to help dissect someone’s stomach before fresh out of the operating room), and it doesn’t bother me. But the mere act of seeing it done or doing it, makes me feel squeamish. I don’t like it. I don’t even like watching blood being drawn from me or needles being stuck into me, even though I’ve done it to other people as part of my work.
 For the most part, inexplicably, in Deadly Premonition, you’re dealing with the undead anyhow. I’m not the best person at shooters, but I certainly know what’s a good one and what isn’t.  Deadly Premonition is not a very good shooter. It’s really janky. Some of the weapons don’t make sense in terms of how balanced they are. The controls are also really janky. This is not really a surprise considering the game’s strength wasn’t supposed to be its shooter aspects. In fact, those parts weren’t even supposed to be there.
 Deadly Premonition is often cited as an artistic piece or a good game simply because of its story and character writing.  It has an excellent main character who was cast almost perfectly. It has a lot of eccentric characters filling the town of Greenvale to help you solve the murder mystery or help obstruct it. The end result of having an unreliable narrator works out in the game’s favour. It helped sprout pop culture references, weird humour, quirky dialogue and more. I have certainly never watched Twin Peaks but I got the allusions either way since the show was so big. Slowly uncovering how every cast member lives their lives throughout the town and every day makes you more emotionally connected with them.
 Greenvale is more of a sandbox than just a place where a crime is committed. You can play darts. You can race cars. You can do a ton of sidequests somewhere that will reward you elsewhere. You can collect trading cards??? You can carry some lady holding a pot everywhere? You can taste-test for one of your coworkers? You can do a lot of stuff that makes zero sense but I still end up enjoying it all anyway.
 It looks like a PS2 or Dreamcast game or something and I almost found that utterly endearing in the era in which it was released. The soundtrack itself is so dissonant and doesn’t always fit the situation. Sometimes the sound mixing is so all over the place that it often results in making a scene more hilarious than it should be. There’s a song that’s just… American Idiot… on the soundtrack for some reason. Along the way, you start wondering “is this game real? Am I real? Is this really happening right now?” and yes, yes it is.
 In the end, because of its cult success and getting people talking, it allowed Swery 65 to make more games. Deadly Premonition was lightning in a bottle for him. He followed up with D4: Dark Dreams Don’t Die (unfortunately in limbo). He cowrote Lord of Arcana and Lord of Apocalypse. He recently released The Missing. If anything, I’m more interested in what he makes. I’m eagerly looking forward to The Good Life.
  999: Nine Hours, Nine Persons, Nine Doors
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Text/Puzzle-adventures, rather than pure visual novels, became a staple of some players’ libraries due in part of the popular Ace Attorney series, Professor Layton series, and whatever Mystery Case File games that were published by Nintendo. 999 is not a pure visual novel. It’s a puzzle adventure game with visual novel elements. With art by Kinu Nishimura and a story written by Kotaro Uchikoshi (who had a few visual novels under his belt), it was difficult for me to ignore this game. I was also at a point where I really wanted to get into a lot of the games that Aksys published so it was a natural choice to buy.
 A lot of the localization and language in this game was edited so that while it stays true to the spirit of the original language, a lot of care was put into making the dialogue and writing sound natural in the English language versus going line by line exactly. It worked out in the game’s favour because the script was fairly large. Based on Uchikoshi’s past games, he likes to ask a question and generally incorporate some pseudoscience in his narratives. 999’s version of pseudoscience ended up being morphogenetic fields (see: Rupert Sheldrake). This theory ended up the basis for a few characters and it is the way the story unravels. He also took inspiration from another older game of Chunsoft’s: Banshee’s Last Cry where the player is put into an unsettling position right off the bat. Indeed, 999 starts the player in media res, but the player is already in trouble when you begin to control the main character.
 The puzzles were added to the game so that it would be received well by a wider audience than just visual novel readers. They were naturally and seamlessly integrated into the experience that the game became almost wholly about the puzzle rooms and whatever flavour dialogue occurred during the puzzle rooms. A lot of inspiration seems to have been taken from browser-based escape games like the Crimson Room from 2004. Escape the Room games were a subgenre of point and click adventure games and it was nice seeing the concept integrated in a narrative experience that wasn’t Myst (see: http://www.fasco-cs.net/ for more information). Due to the puzzles being a fundamental part of the game’s story, with them getting more and more difficult, the final puzzle for the entire game at the end of the true route is both a relief and also incredibly impactful due to using both of the DS screens and also revealing a lot to the player about the narrative.
 If I had criticism for the game, I feel like it would be having to play the game repeatedly, doing the same puzzles repeatedly in order to unlock another prerequisite ending for the true ending. I did not play the later port which rectifies this but I’m not entirely sure that being able to see the branches would be great for the game either. I also feel like, just like a lot of Uchikoshi’s writing and previous games, that when the characters start cracking jokes when they have to urgently do things to not die, the tone feels a little off.
 With that said, 999 is one of the more compelling text/puzzle-adventures from last decade, and it uses its native platform to its advantage. There weren’t a lot of games that used the DS screens to convey a narrative properly but when you are faced with the revelation that the game was using the two screens for a remarkable reason, you feel like the game is a natural and powerful addition to any DS library and gives significance for the dual screens.
  Metal Gear Rising: Revengeance
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The funniest thing about Metal Gear Rising was that I actually disliked it at the beginning when I first started playing it. I didn’t know what I was doing half the time, and I didn’t ‘get’ the parry mechanic. At first, I guess I was playing it for the sake of playing it? It definitely took me a while to even warm up to it. The camera was obnoxious (and still gets to be obnoxious in some places), and I felt incredibly nauseous while playing it sometimes.
 It wasn’t until I got to the Mistral boss that I finally … found what I was looking for… I’m sorry. I’m serious, though. Metal Gear Rising truly shines during the boss battles. When I finished that particular boss battle, I’d reflected that I was smiling like an idiot the entire way through. I don’t think I’d fought satisfying boss battles in years prior to that. Returning to previous chapters told me that Platinum really likes to frame and teach players via trial by fire. Learn to parry yourself, here’s a test to see if you can parry well and you can get a trophy for it, here’s the final test to see if you can even parry (Monsoon). I loved that Metal Gear Rising threw a lot of what we knew about Metal Gear Solid out of the window, with a significantly interesting score, boss battles that centre around the climax of a battle (expertly done via excellent sound design as I noted in my SotY writeup this year), and a more interesting and personable version of Raiden. It relies far more on offense than defense and stealth, and that’s okay to me. It ends up separating Raiden even more from Snake.
 The final boss is a love-it-or-hate-it sort of affair, and I ended up loving every single part of it. I felt like it was one of the best final bosses in years. Don’t know how to parry? You’re fucked. Don’t know how to use the game’s other offensive rush tactics like Defensive Offense and running? Good luck. The game makes sure you try to know how to do these things before even bothering to attempt the boss, with the major roadblock being Monsoon. And if you can’t parry by then, the game brutally tells you that you aren’t doing it right by making the boss battles ramp up to significantly require you to use one of the game’s core mechanics for elegant combat. This isn’t the most elegantly-designed game whatsoever. In fact, it can be really sloppy. With that said, it’s one of the better action games I played all decade.
  Papers, Please!
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Papers, Please is work. It feels like work because it is work. You can grant freedom and admittance to people, or you can just take their freedom away or not permit them to cross the border. Everything you do is controlled by the government, or by rules and regulations. If you do something wrong, you’re written up. Do enough wrong, and your pay is cut. Do enough wrong and your pay is cut multiple times, and you can’t provide enough for your family. Everything about the game just feels like work. Even right down to the end of the day when the whole thing feels like a budget calculation and spreadsheets. Everything about the game’s UI feels a lot like work. Where do you allocate space to do your job? How much money do you allocate to heat/food/medicine? It ends up feeling very tedious, but somehow fulfilling.
 You are an immigration officer in a fictional Soviet state. The interesting part of the game is that it doesn’t only feel like a job, but it also feels like government and self-evaluation. You end up studying why the government keeps regulating the border the way they do, and thinking about how mundane the job can be. You know that people’s livelihood and family lives hinge on whether or not they cross the border, and sometimes your penchant for following the rules and disallowing people across the border may be called into question when people plead with you to go through. Do you accept docked pay so you can reunite people or save people from slavery, or do you do as you’re told and live with the consequences of your actions. In a small way, your ethics are called into question. It’s a nice reminder that a lot of things, despite people being people and having their own stories, generally seem to come down to bureaucracy and pieces of paper as opposed to a full understanding of humanity or extenuating circumstances.
 I’d also like to add that Jorji is one of the best characters of 2013 to me. I think his glass half-full philosophy / if at first you don’t succeed, try, try again philosophy is something to look forward to whenever I encounter him in-game.
 In many ways, Papers, Please feels a lot like the Milgram experiment. Are you going to make cruel judgement calls to separate a family, or keep people in slavery because the authorities and higher-ups essentially tell you to do your job so you can keep your family healthy? Papers, Please in many ways is written incredibly well. It doesn’t use reams of text to make you understand the overall premise of the game but through your actions, you’re also helping to tell the story. That’s the sort of weird and wonky player “agency” that I find interesting.
  World of Final Fantasy
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The Final Fantasy series had a better decade than the last decade, I feel, considering the quantity of releases increase from the previous decade.  However, it had a lot of growing pains to deal with at the beginning of the decade. Final Fantasy games sell well all the time, and more people playing games than ever, it makes sense that sales numbers continuously increase. Attach rates aren’t as large.  Final Fantasy XIV came out in 2010 and it was not a good game at all to the point of having to be structured for its 2013 re-release. Final Fantasy XIII had mixed reviews, as well as its subsequent direct sequels.  Final Fantasy All the Bravest wasn’t exactly the best mobile debut for the series. The brand also suffered from dilution – the Final Fantasy name was attached to almost anything and everything for the sake of sales, and numerous spinoffs were released and the quality varied.
 Final Fantasy Versus XIII and Final Fantasy Agito XIII, originally planned to be part of the Fabula Nova Crystallis setting with Final Fantasy XIII were renamed and rebranded/redesigned to be their own titles: Final Fantasy XV and Final Fantasy Type-0. Both games also had mixed reviews and multiple delays. If anything, I can probably say that this decade was the most divisive for Final Fantasy fans.
 World of Final Fantasy came out during the same year Final Fantasy XV. I think I’ve made my feelings about Final Fantasy XV fairly well-known.  Perhaps my feelings about that game influenced how I felt about World of Final Fantasy but as someone who has played this series for decades (for reference: the first game is one year older than I am, and my first Final Fantasy was the first game), I felt like World of Final Fantasy was a love letter written to fans like me. I am a long-standing fan of the series over the course of decades and have been through its up and downs, and while I don’t like every game in the series (we all know how I feel about half of the games in the series, after all), I can still look at them for their influence on the rest of the series.  I also like the newer games equally as the older games and dislike and like games from all of the eras, so I don’t really have issues with how the series is represented in general unless the games are really bad.
 World of Final Fantasy feels like a Kingdom Hearts-esque exploration of the Final Fantasy games while throwing Pokemon into the mix. It involves a lot of older references as well as bringing new references in and throwing it into a presentation mode that fans of all ages can enjoy. The main characters are chibi which fits right into how the older games represented characters, but they can also grow taller to represent how the newer games are represented. You can create stacks of party members according to their height and balance well accordingly out of classic Final Fantasy enemies and characters in order to battle against other classic Final Fantasy characters, villains, and monsters.
 The game is exactly what I wanted a mainline Final Fantasy to look. It retains a cartoony look, embracing stylization while adding so much detail to the areas’ setpieces so that they also stand out while the characters move around on the map. I also felt like the score was also a brilliant blend of old and new: with Masashi Hamauzu composing the score but also remixing older Uematsu themes to fit within the context of the score. The score was loftier compared to Hamauzu’s older works and the strings, synth, and piano works incredibly well to bring the game’s world to life.
 The idea for WoFF was to try to bring younger fans into the fold, hence the Pokemon-like influence for using and rearing many classic FF enemies so that children could start to recognise them. The loftier script was also written in-mind taking into account both lighter storytelling from older FF titles and some darker bits taking into account newer Final Fantasy games. I’m not too sure that SE was very successful with bringing younger fans into the fold, but the way the game was written fit well with what I remember liking about FF for the first few games I had played. I also enjoyed that characters were chosen for their involvement to the plot versus them simply picking the most popular ones. This is why we got characters like Eiko and Shelke as well as regular FF mainstays. All of the characters were woven into the story well, as citizens of Grymoire as opposed to characters who just have their regular identities transported into Grymoire instead.
 I felt like the Pokemon mechanic was handled well. I even loved it enough to have the idea commissioned in combination with our FFXIV characters.  I liked that it changed up whatever skills you had access to, it influenced your stats, and it looked adorable to boot.
 I would absolutely love to see a mainline game made by this team because I felt like the loose style of storytelling and worldbuilding made for a very good Final Fantasy game, and in essence, WoFF was the real Final Fantasy XV to me. It felt more “Final Fantasy” than a lot of the games released in the same decade, or even compared to ones released in the previous decade. It was a nice step and touch to demonstrating that there were staff members who remembered what Final Fantasy is to older fans.
  Va-11 Hall-A
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I’m too young to have a big attachment to older PC games like the ones on the MSX or the PC-88/98. But I’ve always had a fondness for their graphics and their music, like sometimes I feel like I was born in the wrong time or something. It’s one of the reasons why I gravitated hard to the PC Engine—I felt like it was a way for me to finally experience stuff like that.
 Valhalla is supposed to be a bartending simulator but in reality, mixing drinks is a bit of a break and distraction between the visual novel bits. Usually if you’re stuck in a futuristic landscape akin to Bubblegum Crisis or Blade Runner, you’re asked to investigate a mystery or explore it. But nope, you’re a bartender making drinks and making enough to scrape by and pay your rent. You hear a lot about the world from various clientele while you serve them drinks but you don’t necessarily have to do anything with the information they give you.
 I worked as a medical administrator for a few years and over that time, I got to hear a lot of stories, meet some famous people (like been on TV people or youtubers or people who got paid to do things for celebrities), and just meet a lot of neat and interesting regular people. I got to hear stories about people’s health or their personal lives or witness people falling in or out of love. You don’t necessarily have to do anything with that information (in fact you can’t due to patient confidentiality), but the stories become sealed in your head. I can’t help but to think of some of these people I met for those few years or where they are now. I actually run into some of them at my current lab so I keep getting to see some of their stories. You eventually learn how quickly icebreak in situations like these to make people feel at ease or find a topic of conversation while they’re waiting. I even used my phone to gauge news because a lot of the time when I got home, I was too tired to do anything or getting news in the palm of my hand was incredibly easy to do.
 In this sense, I understood Valhalla. It may look dull and it doesn’t look special but you’re the one who makes it so that it doesn’t have a dull moment in the bar. You’re the one who has to make it enjoyable even if your pay sucks. Because you don’t want to be miserable either. It’s through the conversations with others that you learn about Jill because she has to add commentary too. Everyone has a different way of requesting something and it’s up to you to figure out how to decipher it. It’s a lot of like practice in being in the service industry.  You need to consistently gauge a conversation in order to actually give the client what they want to unlock more conversation.
 The pacing in this game may be a little slow, but it doesn’t feel like a hindrance because the writing is really good. Something always happens to keep you interested or you have to mix drinks to keep yourself on your toes. The humour comes across well, and nothing really falls flat. Part of the reason why I feel like the writing is genuine is because the game’s developers wanted to write something that reflected how they live in Venezuela, akin to laughter in the middle of despair according to the developers. The writing is balanced well with the music and the visuals which makes the whole package a wonderful experience.
 This game also has Rad Shiba so it belongs on the list by default.  
  El Shaddai: Ascension of the Metatron
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I had gone to Catholic Schools all my life. I was even in a nursery school operated by nuns when I was a toddler, and they always tried to get me to write with my right hand instead of my left (which left me ambidextrous for some things lol).  Because of my experiences with religion growing up, I absolutely had questions and doubts and concerns with metaphysics, theology, and epistemology. Every Catholic, I think, as they grow up and have to take religion classes, and having to take what the province mandates as metaphysics are somehow inserted into math and biology syllabi without even being mentioned in the coursework at all, questions it. And that’s okay. You should. The best religion and philosophy teacher I ever had growing up always said we should question everything we learn including what he taught us.
 Going through school, though, and reading the Bible and having Bible study, my friends and I always sorta wondered what it’d be like if a game was made about this stuff?  I know it may be a little sacrilegious but there are so many stories in there that would fit a game. Throughout my life, as I became acquainted with others from different branches of Christianity or other western religions, I talked with others who played games who… surprisingly had the same ideas and desires?  It probably won’t ever be done. El Shaddai is inspired by the Book of Enoch and while it is considered as non-canon in most Christian and Jewish sects, I guess it might come close to what some of us wanted.
 El Shaddai was a game that I picked up mostly because I bought almost every niche game back then. I just looked at some of the trailers, thought it looked just okay, and picked it up because I felt like Ignition was going out of business and it would be a novelty item. Ignition did not have the best reputation among the people I talked to back then. I played Lux-Pain whose localization left a lot to be desired. Nostalgia was a middling RPG. Arc Rise Fantasia’s localization left a lot to be desired despite being a good game. Deadly Premonition had an English dub already but the text localization wasn’t that great. I felt like El Shaddai was the most polished game that Ignition released. They got incredibly great voice actors, including Jason Isaacs. They developed a score attack combo ranking system for replayability. They had a fantastic art director and background art. They made two bishounen that screamed for female audiences to pay attention.
 All of it didn’t exactly work out for the time the game came out, and I always contended that the game was released before its time. Unfortunately, all the effort put into El Shaddai didn’t exactly save Ignition. I feel like if El Shaddai were released in the later half of the decade, it would have been accepted. However, I also feel like its marketing was mishandled. It doesn’t feel like a Devil May Cry successor. It shifts between genres continuously. It is very much like Nier in this regard: it is not for everyone and it has its own unique feel that sets it apart from other games.  It is also a score attack action game, not a hard character action game.
 One thing I really enjoyed about El Shaddai was that all of the setpieces aren’t exactly the same. It ranges from a watercolour painting to abstraction to 2D children art to more abstraction to Final Fantasy VII and keep going like that. It references rhythm games, 2D Platformers, racing games, action games, Devil May Cry (with its own brand of Devil Trigger to boot), and other genres to create something that syncs up very well with the rest of the game due to lore reasons: different enemies prefer different things so that’s why each environment looks different or the gameplay styles may be a little different. I’m okay with this because it shakes things up per chapter and the game doesn’t feel stale at all. You’re expected to adjust to new mechanics per area.
 The combat is a lot like Rock-Paper-Scissors, where certain weapons beat other weapons, or some bosses change which weapons they’re weak against (and the game gives you other weapons so you can adjust accordingly during fights). The weapon you wield also modify your platforming abilities (ex: one allows Enoch to dash, one weighs him down, etc), and they also vary in terms of character strength. In order to obtain G-rankings for each stage, the player needs to analyse which weapon would be the most useful for certain enemies and combo while guarding, guard-breaking, and stealing enemies’ weapons.
 I am putting El Shaddai on this list because I really enjoyed it for what it was. It’s a brilliant score attack action game with a fantastic soundtrack and fantastic art design. It made for a pleasant sensory experience and made some religious figures fairly compelling with good character designs. It’s definitely one of the most rewarding and prettiest score attack games I’ve played this decade.
  To the Moon
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Everyone goes through life with regrets. I’m in my thirties now and I think I’ve done things I’ve regretted, or I didn’t other to do something and I’ve regretted that. Kan Gao was inspired by his grandfather’s illness when he was writing and making To the Moon, he’s noted that when he gets old and when his time would come, he might end up regretting some decision he’d made throughout his entire life.  Everyone goes through that when faced with introspection. You can have the courage to love, you can feel pain, you can live your life fully, or not live it enough. To the Moon explores this, and while the writing isn’t the best and can be a little messy (this gets improved on in Gao’s later sequels to this game: A Bird Story and Finding Paradise), I understand what To the Moon was trying to accomplish. To the Moon is an exploration of everything that life throws at us, and the results of the decisions made throughout our lives that touches everyone and everything around us until our time passes.
 Eventually you build up so many wishes and have a big bucket list but eventually there will come a time where you won’t remember why half of those things are on those lists.  To the Moon relates the story of Johnny Wyles, an elderly man on his deathbed with one wish: to go to the moon. The problem is that he could not remember why. The general flow of Gao’s games have involved two scientists from Sigmund Corp, specialising in wish fulfillment at the end of someone’s life, creating memories for people in their final moments to generate comfort for the patient. How ever you may feel about the moral implications of generating false memories for someone prior to their end of life, this is merely a set up for traveling through time to understand what the patient had wanted and what they’d accomplished.  
 Johnny’s character revolves around another character with an ASD. I will also note that my brother has autism (compounded with a multisystem syndrome). While the central focus was on Asperger’s Syndrome (Tony Attwood books being mentioned in the game), I’m a little happy that ASDs are being brought up in games and the game truly hit home for me. The writing may not be stellar, but I felt that the theme of the impact of medical disorders was communicated well. Particularly the theme of why communication and connections with others is so difficult for those with ASDs and those who take care of those who have ASDs. It’s easy to sympathize with the characters trying to express what they mean to each other.
 The game itself is relatively short. Regardless of its length, players must confront some uncomfortable situations and emotions that people struggle with daily or even at different points in our lives. I’m older now and I appreciate this game a little more since I’ve come to experience more of what the game had been trying to tell me a decade ago. The writing may not be the best, and it can be a little messy at times with respect to how it’s presented and written, but a lot of its messages come across as utterly genuine. Slowly unraveling the reasoning behind Johnny’s desire to go to the moon is beautiful. This game is quite human and I appreciate all three games that are a part of this subseries that came out this decade.  I am looking forward to more.
  Nier Gestalt
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If you’ve played a Drakengard game or the first Nier game at all, you kind of know what you’re getting into.  Not the best graphics of the decade, plays pretty janky, having bosses that can be difficult to manage, etc.  So going into Nier Gestalt in 2010, I knew what I was getting into. Not a lot of people bothered playing this game since I don’t think it got as much promotion considering it came out during the same year a mainline Final Fantasy game got localized.  Nier also got a little scrutiny since the west got a different protagonist from the Japanese version.  I will say that this worked out in its favour, since the protagonist being one of the central character’s father versus her brother makes for a better, more interesting story than having yet another shounen protagonist.
 I will support the case that, like the Drakengard games before it, Nier Gestalt was difficult to get into. The gameplay is jank.  Easy is too easy.  Normal doesn’t drop enough stuff to warrant playing on the mode. Hard can be a little hard but eventually it evens out. I generally used spears for the charge portion of the combo but in the end it doesn’t necessarily matter what weapon type you use. It doesn’t even matter if you use magic or not unless the game prompts you to do so. It’s either broken or not and the game doesn’t have a set balance for anything. Combos are boring and you’re essentially mashing a button. Even playing through the Nightmare DLC for extra drops, it continues being like this. I was used to playing shmups so it wasn’t necessarily revolutionary that AoE attacks looked as though they were spat out from a shmup either.
 I wasn’t quite understanding why game started acquiring a cult following, because what I’d played of it was pretty boring and standard. “It’s just a regular ARPG starring an older character versus a young protagonist,” I said to myself. I guess that was the reason.  I didn’t quite understand why, even past acquiring Kaine, because I guess I accepted that there weren’t a lot of NPCs and certain towns were the way they were due to, what I surmised were, RPG conventions. It wasn’t until I finished the questline for the brothers, where their mother tried to run away with a man and abandon her children, that I finally started to understand.
 Within every substory, there was something that resonated with someone.  I couldn’t fathom why someone would want to abandon their responsibilities, and at the same time I understood. Sometimes you just want to take care of yourself. With the way the older brother sort of understood why even through his anger and disappointment, it resonated with me. I finally ‘got’ the story, so I wanted to play more. This became one of those rare games where I played only for the story and lore and abandoned any hopes of the gameplay getting better.  I fished, I upgraded weapons, I did enough sidequests for the trophies. I almost platinumed this game, but since the drop rates are so terrible for this game, I didn’t.
 I started enjoying the game for what it was. It was genuinely a fun romp where it feels like everyone taking part in the game’s design contributed something unique and something they were fond of.  If you read any interview from Emi Evans from this time period, you’d realise language is something she’s particularly fond of, so much of the composition and lyrical content of every song was a phoneme from any language that would make it sound like an evolved or a sort of Esperanto version of a current language. This came into play with the game’s lore, and many of the interviews were interesting to read from back then.
 Many of the game’s stages borrowed from different genres of video games. There were the obvious shmup references, the rail shooter reference, the visual novel reference, the Resident Evil/fixed angle horror game reference, the Shadow of the Colossus references, the 2D platformer references, the Zelda references, the top-down puzzle game references, etc. For what the game lacked with respect to its combat, the game excelled at reliving genres and putting maps together in such a way that it felt like an ode to other games and genres that inspired it. The City of Façade’s language being a loose phoneme reconstruction of Japanese felt right at home with the dungeon’s Zelda references complete with Zelda fanfare for me. The Forest of Myth being one long visual novel was so hilarious and unique at the same time.  
 Playing more of the game and opening up the lore with every playthrough was neat. I don’t particularly like when games waste my time, but Nier made each new playthrough worth it. Killing bosses quickly for a trophy, redoing dungeons to see the enemies’ perspectives, and unlocking more of the story and learning more about the world that came from a Drakengard ending felt satisfying. As someone who was studying linguistics at the time, constructing nonsense words from drops out of different morphemes to act as accessories or armour was really amazing for me.
 Much of Nier felt organically put together, from characters’ writing and what they wanted from each other, to the dungeon design, to maybe even the combat design… it felt like a truly special game made from the heart with as much lore as it could possibly include. I had purchased the Nightmare DLC primarily to get weapon drops and while it isn’t nearly as interesting as the rest of the game, it has some implications for the lore. The music and resulting soundscape lends so much to the worldbuilding and includes many peoples’ languages from the area with French, Japanese, English, German, etc phonemes thrown around to sound utterly organic and special.
 At the end of this, I have come to realise that despite saying to myself that I never played this game for the game… I’ve been lying to myself this entire time. I actually did play the game for its game parts. Those are the bits I remember the most about it, and they’re the reasons why I genuinely loved the game. It’s unforgettable for me and it’s why it’s one of my favourites in general.
  Final Fantasy XIV: Heavensward
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I did not care about MMOs in my late 20s because I was far more focused on finishing school and actually working hard in my field. I think by the end of university, I barely played games because I literally didn’t have time for them. I probably stressed myself out a lot. I threw myself into a semester where I had what felt like 500 evaluations, had to study a lot, had to write papers, and I ended up breaking up with my ex-boyfriend amicably. I was on my own a lot and to be honest, I think I felt okay that way. I think maybe others thought I was unapproachable.
 My best friend now turned fiancé had been begging me to start playing Final Fantasy XIV for a really long time, since he was in the beta prior to its 2.0 release. I made excuses and said I won’t play until a speedster class was implemented since nothing really stuck out at me. In reality, I was mostly busy. Well, Ninja got implemented late 2014, so I ran out of excuses. I got a copy of ARR but to be honest, I didn’t have time for it and I didn’t play it much so I didn’t bother to try harder since my focus was elsewhere.
 Luckily, I got into a semester where I didn’t have that much coursework to think about so I ended up playing XIV more. I caught up during ARR and really my intention was to only play through ARR and finish the story and quit. But my fiancé’s friends were so nice and welcoming to me. When the servers shut down for Heavensward maintainance and I’d finished the ARR storyline literally that night, I made the conscious decision to buy Heavensward. By that time, I was falling a little too hard for my best friend and I really liked my newfound friends. I wasn’t ready to leave Eorzea yet.
 Of course, I had some quests to finish up during Early Access so I didn’t get the opportunity to play with anyone I knew during the main storyline for Heavensward. Heavensward was leaps and bounds above anything I experienced in ARR. The story was well-written, the English voices were recast and given better direction, character deaths were meaningful, a smaller cast made for good character building, the environments were large and you could only assume things happened in each area eventually (they didn’t in the long run), each area was different, it reminded me of Canada… Heavensward made me feel at home.
 Almost every job felt built on, since nothing was really truly culled. A lot of what you got felt like an extension of what you already did. The three new jobs didn’t start out too well or too balanced. Machinist was a mess. Astrologian felt weird. Dark Knight had some growing pains but probably performed the best out of the three once the Alexander raid was implemented given that its specialty at the time centered on magic defense. I was one of the five people who really liked bowmage since it required you to think before you cast but you still did a lot of damage if you thought before firing. I swapped to an omnihealer main officially halfway through the patches because my fiancé requested it.
 Heavensward had a lot of growing pains. For all the team did for the base game, they took a six-month vacation to recharge. 3.1 wasn’t really worth the wait and a lot of people quit the game or stopped playing because nothing really meaningful was added to the game other than a faceroll raid, poorly-tuned exploration missions, and two dungeons. Gordias earlier in the expansion nearly killed the raiding community as a whole.  3.2 didn’t fare too much better, though it did add the best raid tier that has yet to be topped. 3.3 was when FFXIV solidified itself as an MMO with a grand story to tell, with one of the best conclusions a Final Fantasy game had seen in almost a decade. The sound design was near-perfect for this patch, and it was when a lot of us genuinely felt comfortable with the game and its future. Heavensward wasn’t perfect; it still had its missteps and balancing issues, but it was the most comfortable and profoundly skilled I’d ever felt with the game.
 Final Fantasy XIV may not be what it used to be.  I feel old and I feel like I’ve played the game for a really long time.  Now while it’s riding the wave of success, currently having the best story Final Fantasy has seen in a very long time, I can’t help but to remember Heavensward when we finally felt assured about the game and it felt like a cohesive gift to players who were active at that time.  I got to know so many people during Heavensward, and now I’m engaged to my best friend partially due to our experiences together playing at that time.
  Undertale
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The late half of 2015 was a really bad year for me. The first half was really great. I started playing FFXIV often, I finished the hardest year I’ve ever had of my 9 years of university so far with high grades and was going full-on hard into my residency year, I fell in love with my best friend.  I was pretty happy since I finally felt very successful.
 If anyone can recall (or this may be new to the person who is reading this), towards the end of 2015 my dad was falsely accused by our neighbour of possession of a weapon (it was a gardening tool), and he had a restraining order put against him so he couldn’t live with us anymore.  My little brother is severely disabled so that’s why I still lived at home so I could help out.  Without my dad around, it was so much harder.  I came home from my days at the hospital every day after a 12-hour day, had to babysit my brother since my mom still cooked food to carry for my dad who had to live at my aunt’s, somehow had to find time to study for my licensing exam and do some work for school and my thesis, had to find time to socialise a tiny bit otherwise I’d go crazy, maybe had to take my brother to his appointments by coming home a little early, and then had to find whatever time I had left to sleep.  I stopped posting on message boards because I literally had no time to do so and I wouldn’t have anything of value to contribute to discussions either.  
 I detached myself from a lot of people. It was actually kind of lonely. It was really hard. I lashed out at people when I shouldn’t have. I don’t look back on those days other than the bright spots with fondness at all.
 Before that, everyone was telling me to play Undertale but I sort of didn’t want to? I felt like the fanbase was sort of making the game unapproachable around the time it came out. By the end of the year, I was so out of the loop about games that I didn’t give a hoot.  A friend of mine, Shadow Hog, bought the game for me on Steam. I still have the e-mail message for it.
 My now-fiancé got his own copy so we could play it together because at that point I didn’t want to do much of anything alone. I was actually sinking deeper into depression and verging on a mental breakdown. I was not mentally sound and every single week it felt like someone had to save me from doing something stupid.
 I started Undertale and I didn’t really think much of it at the start.  I can’t remember when it started clicking with me but maybe it was around the time I got into a battle with Tsunderplane and Vulkin and got to Hotland that I gave up and started having fun with it because it was just… silly. It was time to let down your hair and have some fun for once and not feel completely guilty about it.
 The idea of having to win and achieving a certain ending by sparing your enemy isn’t necessarily new – SMT’s demon negotiation, Silent Hill 2’s morality system, and MGS3’s fight with the Sorrow have some sort of sparing mechanic. The hybrid of a turn-based battle system with enemy negotiation, as well as dodge system inspired by a shmup makes every encounter both strategic (ie: having to avoid bullets while also sparing enemies in a set order per battle) and consistently active.  Unless you are going for a certain other ending, you cannot just sit there and hold down the attack button and expect to win.  That said, this makes a lot of encounters a little longer than a standard RPG battle, but the flavour text for each uniquely-designed enemy makes many of the battle worth it. Undertale isn’t a hard game unless you’re playing on a certain route. But I don’t necessarily think the gameplay part of Undertale speaks properly for it. The dungeon maps are relatively simple. They all have their little gimmicks. The battle system is relatively easy to understand.
 The reason why Undertale has such a prolific fanbase is primarily because of its character writing and ability to make and use memes properly enough that they catch on. Many of the characters are easily encountered early, are easy to draw (propels a lot of fanart), and understand due to the character writing. What also helps is that the game is 4-6 hours long, and it came out at the right time with the right kind of word of mouth.  Undertale could have easily fallen into the sea like so many other RPGs before it but it didn’t.  My fiancé and I were shopping for work clothes one day at a store that sells business clothing, construction clothing, and scrubs. He was wearing a shirt with the Delta Rune on it since he loves game shirts that are relatively subtle. Even then, one of the sales clerks pointed it out and was pretty excited to see it.  It was pretty crazy to both of us how popular Undertale had gotten.  I don’t think the popularity was unwarranted. I think it’s a fantastic game, helped by a considerably lengthy varied and catchy soundtrack. Granted, I was not as exposed to how explosive its popularity was when it came out. But I understood why so many people liked it. It wasn’t for its gameplay.
 As I progressed through Undertale, instead of thinking of the lore (which was well-written), I was thinking of how the monsters treated your character with respect and love because you treated them that way.  They didn’t go out of their way to fear you, and welcomed you as one of their own.  In the end, they were hesitant to even kill you, and you were hesitant to kill them.  Even then you still had the spare/save commands.
 At the very end, you only had the Save command.
 And that’s how I felt. When Hopes and Dreams started playing, I couldn’t help but to cry. When I was repeatedly nudged to press the Save command, I didn’t actually feel like the game nudged me to do so. That was something I wanted to do. Just remembering how depressed I was when I started playing this game and then progressing to its true end with Hopes and Dreams and SAVE the World playing, I couldn’t help but to feel like my hopes and dreams were still alive.
 Even if I was going through a really hard time in my life, hope was still there as long as I had people around me that supported me all the way through. That was the time in my life that I realised who my real friends were. And in the end, I felt like Undertale told me my friends saved me and that my dreams weren’t crushed, now matter what threw at me.
 And that’s why it’s my game of the decade. It may not be the most perfect game that came out this decade or the objectively best-crafted, but it did so much for me. When I was prompted for my game of the decade, Undertale was the first thing that popped into my head. I didn’t question it. I just knew. I don’t think we’ll get another Undertale again in my lifetime, but I’m glad to say that I gave it a shot and I love it for what it is.
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timegal25 · 5 years
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The Odd Side of Youtube
     YouTube, the popular video sharing website, has been around for over a decade. It’s had it’s over abundance of videos themed around Fortnite, “emotional apology videos” stuffed to the brim with ad revenue, a disturbingly high number of poorly animated nursery rhymes, and surprisingly graphic skits targeted at kids. But it’s also been an outlet for creative expression and connection for those outside the mainstream. For a socially awkward and isolated kid who found companionship in watching YouTube, fandom videos offered a sense of connection, belonging and reassurance that there were “odd people” out there who shared his interests and passions.
While the vast majority of people know about things like “Gangnam Style” and “Let’s Plays,” not as many can say they have extensive knowledge of the various niche fandom videos that make up a good portion of the website itself. These are the odd clips that either you only come across by looking up directly, or have randomly pop up in your recommended feed with no real reason as to why.  In my case, I remember a majority of these from watching them when I was younger, and then rediscovering them when looking deep into the site on late night nostalgia binges. It’s  a common hobby of mine, and it usually leads to me finding some of the strangest things as a result. Oddly, a great many of these strange finds just so happen to include Sonic the Hedgehog.
Let me preface this by saying what follows is in no way an attack on any of the creators of these videos, nor is it a call for others to go out and harass them. In fact, that’s part of the point. Many of the people who create some of the more odd or innovative content on YouTube are doing it as creative expression of who they are or what interests them. It’s a place to express a part of themselves, and it takes courage to do it. It’s easy for those who aren’t so brave to attack the creators.  I actually enjoy a lot of the content I’ll be referring to because the people behind it are genuine and clearly having a ton of fun making it. This is all done in good fun, and shows just how strange and odd fandom culture as a whole can be. And for some of these innovators who dared to put themselves out there, it paid off big time just by how fondly remembered they are by those who talk about them. Now that that’s out of the way, let’s begin.
Part One: Hedgehogs and Dragon Balls
To start things off, let’s look at a project that is fully animated. Before YouTube, there was the popular website Newgrounds, a place where you could watch videos, play games, and just mess around. This is where a lot of influential and important creators got their start by posting their little animations on the site. On August 14, 2006, user Chakra-X (real name Aaron Cowdery), posted the first part in a three-part movie called Sonic: Nazo Unleashed with part two coming a week later and part three following in 2007. All three parts were later uploaded all into one HD remaster under the title of Sonic: Nazo Unleashed DX on YouTube in 2014. The film follows Sonic and his friends as they take on the mysterious and powerful Nazo, an unused form of Sonic from a promotional video for the anime Sonic X.
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Now what makes this special from say the dozens of Sonic themed fanfics that follow a somewhat similar premise? Chakra-X did something no one had dared to do before. The animation was very heavily inspired by the anime megahit Dragon Ball Z and its then airing sequel Dragon Ball GT . The sound effects used and the presentation of special moves were ripped right from the series and even parts from the climax are just ideas presented in the show such as two characters fusing to make one new powerful being. In 2006, it was unheard of to see Sonic characters perform such high speed anime action. What was even more notable is that it was created by one single guy on the internet.  The professionally produced Sonic X TV show that was airing at that time paled by comparison, even with a team of professional animators with high tech equipment.
In the decade since Nazo Unleashed originally came out, Chakra-X has been a part of various animated collabs and now works for Titmouse Inc , an animation company that has done work for companies like Warner Bros., Nickelodeon, Cartoon Network, and even Disney. What was even more inspiring for me, Chakra-X is a young black man . This was the first I’d become aware of anyone who looked like me being a much sought after animator. It told me that I could be him, I could be in his position if I put in as much effort and love into a creative project. And with how amazing the upcoming sequel he’s working on looks, I feel that kind of hopeful inspiration even more.
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The next piece I’m going to examine is another well known series in the Sonic fandom community that also is heavily influenced by Dragon Ball Z. While it is also animated and is full of high speed action packed fights, this one has its own amazing identity. The series I’m talking about is the always spectacular Super Mario Bros. Z by Mark Haynes, aka Alvin Earthworm, starting in 2006 and going until 2009. While this series was originally created on Newgrounds, it’s real exposure and popularity came from being uploaded to YouTube.
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The series follows Mario, Sonic and friends as they go on an epic race against time to secure the powerful chaos emeralds from the clutches of the evil Mecha Sonic. Much like Nazo Unleashed, the influence of Dragon Ball Z series is anything but subtle, with the plot of “good guys need to find powerful objects before bad guys” being one of the key ways to describe Dragon Ball as a whole. One of the key things that makes this stand out on its own is the fact that this entire series is animated using sprites from the games. Just about every character that wasn’t made specifically for the series has their models taken right from their games. Mario and Luigi for example come from the Mario and Luigi role playing game (rpg) series on the Gameboy Advance (GBA), while the Sonic and Shadow sprites come from Sonic Battle also on the GBA. An extra step is taken by having the characters act like they do in their retrospective series. Mario and Luigi never actually use dialogue boxes in their games, with other characters still understanding them. The same is true here with the brothers’ words never actually being seen on screen. Going that extra step to emulate the games made the videos feel more authentic.
I was relatively young and new to the internet when Super Mario Brothers Z  (SMBZ) started popping up. I wasn’t fully aware of what sprite animations were, as they weren’t as easy to make or common back then as they are now, so I would see all the action and Sonic and Mario on screen together and I thought that it was an actual game. I wanted to play it so badly on my Gameboy Advance SP. On one trip to a Gamestop, my young self boldly walked up to the lady working the register and asked “Hey, do you have Super Mario Bros Z ?” She gave me this look that said either she knew exactly what I was talking about or didn’t have a single clue at all and just nicely said that they didn’t. I went on to repeat this at several more gaming stores before I realized that it wasn’t a real game, nor did it ever claim to be. It was then that I started looking for games I wanted myself because sometimes just saying a title out loud can make you look like the strangest person around.
What made the SMBZ series so attractive and so entirely different from anything found on YouTube at the time was the animated action. You might think  that since the series is using pre-made assets and models, that there must be some limitations on what can be done. However, with a bit of help from some custom new sprites as well as some fast editing and sound effects, things can get insane . Being able to translate the speed and intensity of a Dragon Ball Z fight is hard enough to copy with regular animation, yet Mark was able to do this with 2 dimensional sprites and flashing lights. And even that pales in comparison to the pure adrenaline of fights concerning the series main antagonist, Mecha-Sonic.
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Originally starting off as a mostly side boss in Sonic and Knuckles , Mecha Sonic became a fan favorite thanks to this series. Like any good antagonist, he can easily prove himself as a threat to the heroes while also being able to take the hits himself. This comes across easily in the series most popular episode, Brawl on a Vanishing Island . This 30 minute episode has a variety of characters going up against each other, but the mood quickly turns the second Mecha Sonic arrives and absorbs the power of the Chaos Emeralds. What follows is an absolutely brutal beatdown of another team of antagonists, the Axem Rangers X. The speed, the sound effects, alongside an amazing remix of Sonic and Knuckles’ Doomsday Zone playing in the background, this is a simply amazing bit of animation that can’t really be put into words without it sounding absolutely ridiculous. And much like with Nazo Unleashed, so much of this was done by just one guy.
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After episode 8 in 2009, things basically ended on a cliffhanger with the series being presumed over. Haynes had his own life and things to deal with, and something that took up so much time to make could be easily seen as poor use of it. In the years following, many others tried their hand at sprite animations with heavy action scenes with that becoming its very own subgenre on YouTube. Then, in 2016, Mark made a glorious return with the first episode of what was basically a reboot of the series. Fans loved it, amazed to see how far things had come. And then..there was basically nothing else. Originally, Haynes had a Patreon set up so that fans could fund him making this as well as possibly being a way for him to make this his job. It was shut down, most likely due to him directly saying it was going towards the series and Nintendo seeing it as someone else profiting off their IP. With any funding that could go towards rewarding all this time and effort being taken away, as well as Haynes having more important personal things and depression, it is unlikely that we’ll see an update anytime soon. It’s been three years since the first episode went up on YouTube, and while I still hope someday he’ll return, but as someone who knows that forcing yourself to make something others want even if you don’t want to is like, the personal happiness and health of Mark Haynes is so much more important.  He’s already left an amazing legacy on the net, and the stuff he’s given us is already great enough as is.
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And now to go from flash animation, to sprite animation, we’re reaching the next logical step. Out of all the series discussed in this part, this one is my absolute favorite. And it is one of the weirdest things out there. Another crossover series featuring the world of Mario and Sonic, alongside a few notable others. One that’s full of action and character, and it’s all animated in PowerPoint (no, I’m not kidding), this is Chocobro Cinemas’ The “Dimension” Saga. Strap in, things are gonna get really, really weird.
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The series started in 2007, with Dimension Mix-Up as it followed various characters from Super Mario Bros, Sonic the Hedgehog, Frogger, Invader Zim, and Calvin and Hobbes. That was all 100 percent serious, and to the credit of both this and Super Mario Bros Z, there is a feeling of self-awareness running throughout the whole series. I unironically love this entire series from start to finish, mostly just due to the fact that there’s so much creativity and love being put into something that most people would just brush aside as another cheap fanfiction. When I originally found this back in 2007, it was like the most amazing thing ever. The computer I had at the time took forever to not only load flash animations, but even playing them took like 5 years for just a few seconds. I hadn’t really known what Newgrounds was fully back then either, so Super Mario Bros Z also wasn’t something I watched at the time, and I came across this. An action filled adventure that had characters not only from Sonic and Mario, but also Invader Zim which was still super huge at time, and Calvin and Hobbes?! To a megafan of all those things who would actually spend their time on Fanfiction.net reading stories about this stuff (Yes, even Calvin and Hobbes), this was like the holy grail. Also Frogger was there, so...that was cool?
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This story should not work, these characters all being together on screen expecting viewers to care for them all should not work, this idea of using powerpoint back in 2007 to simulate animation of any kind should not work. Yet somehow...it does. Even with the fact that this is clearly just a camera recording a screen at this point, there’s something rather entertaining about it all. And the action isn’t half bad for something made with a tool that clearly was never meant to be used in this way. It can actually be creative with how some fight scenes are done. The whole of episode 6 is able to show off a giant robot boss battle with some pretty decent speed, while episode 8 can trick viewers with its looping backgrounds. The best part of this comes just from watching how not only does the quality of the video improve over time, but so does the writing and the story. Dimension Takeover and Dimension Obliteration are amazing and admittedly addicting watches that have the same level of love and care put into them as the previous two series discussed in this. Giving the fans such high quality action and adventures while also doing a really great job of making all the interactions feel like they’re from their source material. Well, at least as close and one can get when you have a hedgehog talking to an imaginary tiger and a group of cartoon frogs. I can’t say thank you enough times to the people who’ve made all their series, as my love of writing stories based on my own favorite series probably wouldn’t be as strong today. And hey, one can surprisingly do a good job with powerpoint. At least it wasn’t just a slide show.
Part Two: These literally are just slide shows!
Sticking to the topic of Sonic, he seems to be a super popular subject for crossovers. Besides Mario, he and his friends have appeared in both official and nonofficial meetups with all kinds of pop culture favorites. The one series that seems to dominate the realm of Sonic crossovers online is My Little Pony: Friendship is Magic . The series itself has had quite the impressive run of nine years, with its final episodes airing this year. What probably would have been seen as just another cheap product placement by the majority of people if it hadn’t been for the rather large audience of grown up fans that for a time basically ruled the internet. While in the later years the fan base has shrunk as all fandoms do, there are still those that happily enjoy watching cartoon ponies and doing various things related to them online, myself included.  
Now how does a super fast and cocky blue hedgehog that saves the day from an evil egg shaped man and his army of robots have any kind of connection to a cartoon about six colorful and talented ponies as they go through their lives learning about and solving problems with the power of friendship? Well, both are series that have similar characters with Sonic and Rainbow Dash both being blue,fast, and cocky. Both series deal with giant world ending disasters by using powerful gems and the power of teamwork. And both believe in the real power of friendship. So, yeah. There’s bound to be a ton of fan series based on seeing these two worlds meet up. And hoo boy, Youtube sure seems to love hosting a ton of them.
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The common theme in all the Sonic/My Little Pony Crossovers in this part is that they’re all going to be slideshows. There might be a few clips from the shows or games, maybe a piece of fanart or two, but 99 percent of the stuff in these videos is just going to be static text. Let’s start with the...highest quality one of the three brought up in this part, Sonic X Equestria by Speedstar Productions . The plot is nothing new. Eggman shows up to wreak havoc and Sonic must team up with the cast of My Little Pony, or Mane Six as they’re called, to help stop him. When I said most of these are just slideshows... I wasn’t kidding. The entire series will go from random screen cap to random promotional images, with text overlaid on the bottom. There is no original voice acting either, with the only voices that occasionally can be heard coming from the clips or sound bytes. There is no promised sense of consistency either, as photos of the characters can be pulled from different seasons, games, comics and shows all together. In this, Sonic is supposed to have his normal modern look but some screenshots are from Sonic Boom which is a show with different designs. Another example of this comes from shots of Twilight Sparkle. This show takes place in the My Little Pony world after Twilight becomes the princess of friendship and gets her own wings. Even shots from the first episode will use photos of her without them. It’s never actually a thing that matters to the show, as it acts like everything is on model, and that we can perfectly see everything that’s going on.
Another thing that this and many others like it seem to have in common is the idea that Sonic is the one doing all the work, while all the ponies just kinda...watch in the background. Sure, Twilight will pitch in with her magic every once in a while, but if Sonic’s taking on Eggman? He’s mostly going in solo. Sure, these ponies have easily taken on things like chaos incarnate, and powerful tyrants with black magic. But a man in a giant robot suit? Too unpredictable . Sure, one could argue that it’s because the mech being used in the fight only has images of Sonic fighting it...but in a later episode , the girls join in a fight that’s entirely animated! I shouldn’t be mad about this, yet I am!
Though..despite the rant, I still find myself enjoying watching this series. I can’t fully explain if it’s ironic or if it’s unironic. Maybe it comes from the fact that everyone still acts in character to their on-screen counter parts, leading to interactions that fans wanted to see. We want to see the ponies talk to Sonic characters, and help take down Eggman. The use of actual pictures from the shows and games helps too, making us help visualize it as if it were an actual episode.  Maybe it comes from the fact that it feels like something I would watch in the early days of Youtube. The kinda low effort yet also decent attempt of trying to make events appear coherent in some way, even if the images shown aren’t the most in continuity. Though, episode 11 is literally the Shadic vs Nazo fight from Nazo Unleashed. Those things aside...this is still kind of a guilty pleasure watch that I’ll binge from time to time.
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Sometime last year, I was looking up Nazo Unleashed videos late one night, due to that time bringing out a large sense of nostalgia for days gone. As I was looking, I saw a thumbnail that stuck out to me. Or rather...a title that stuck out to me, as well as a runtime that had my interest set to max.
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The Adventures of Sonic in Equestria Nazo Unleashed The Movie HD , by Adam Selvig, is a title that feels like it should be one of those videos that promises an upload of a current movie in HD that only links to scam sites that will give your computer a virus. It isn’t that. This is a slideshow that’s the length of a movie. College lectures aren’t this long. The best way to describe this one is that Sonic and the ponies must come together to defeat Nazo as well Tempest Shadow, a character from the My Little Pony movie. Also, Sonic and Rainbow Dash have a daughter called Sondash, which is literally just art of a child Rainbow Dash. This series is weird. Another strange thing is that a lot of the channels posting Sonic / My Little Pony stuff in series like this...usually have around 1K subs. That’s nothing to any major Youtuber, but the idea that even just one thousand people subscribe to watch this stuff as soon as it comes out..is just mind blowing.
This film is part of a series, one that started all the way back in January of 2018. The playlist for this thing says that the series as of March 4th, 2019...is 103 videos long?! And with seemingly all of them in the 20 minute range...the question becomes, how long has Selvig been working on this thing, and does he have others help him with it? And again...why is it always Sonic that seems to be doing everything around here? Are the ponies just lazy now that an outsider is here?
The odd thing is that there are so many Sonic/My Little Pony crossover videos on Youtube, but when looked into, so many of them are the exact same content. Stills and transparent photos with clear backgrounds with text overlaid. And so many are able to get these creators at least a few hundred subscribers. In a surprisingly deep sea of similar executions, are there any left that stand out above the rest? Good news, there is at least one series that goes in another direction. In more mixed news, well…
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This is Harmony and Chaos by Michael Evans. While originally popping up as text on gradient background sometime in 2017, the whole series is now being voiced over by its creator. That’s all this is. Text on a background while one man narrates over it in various voices. And for the most part, there isn’t much there at all in terms of action. Now, I’m only nine episodes in this seemingly sixty plus episode run with multiple seasons series, so I might be wrong. The main focus of this series is romance, and boy is there a lot of it. If there’s a male character from Sonic and a female character from My Little Pony that interact a lot in this thing, there’s a pretty good chance they’ll end up smooching somewhere on down the line. This sounds exactly like what many seem to see fan bases as general as, writing overly long amounts of fan fiction that are also chock to the brim with romance and needless drama. In this series, Rainbow Dash is getting a divorce from her husband who she thought was cheating on her, when really he only made it seem that way so that she wouldn’t have to know that he was dying from a deadly disease. It’s a move right out of the soap opera playbook.
Despite all of this, I find myself coming back to all of these series and watching them in huge chunks. It comes from a sense of odd curiosity on how the story is going to play out.  It also helps that the people behind this stuff seem like just genuinely nice people that want to post their creations online and share it with the world. It’s just that the stuff they make is really weird, not bad, just strange. And even then, it’s not the most strangest thing on the net that’s out there.
Part Three: Big Adventures, Bigger Casts
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The best way to start this final part was with an image. An image that perfectly tells someone everything they need to know, as well as absolutely nothing at all. Welcome to Pooh’s Adventures , a seemingly endless number of movies and tv shows that are “edited” to include characters from Winnie the Pooh, My Little Pony, Transformers, Thomas the Tank Engine and so, so many more. I put edited in quotes because really, does this count as editing in any way, shape or form? To give a basic plot outline of just about every single Pooh’s/Thomas’/Insert Character name here’s adventure, large group of characters are inserted into popular movie or show, where they help the main character of said movie or show against the antagonist who is now usually joined by other villains from various forms of media. Rinse and Repeat for every movie ever with vague hints of events from previous adventures running into this one.  Take any movie, and there’s a good chance there’s at least the idea for a Pooh’s Adventures on it. Like for example Winnie The Pooh vs. Jaws , which while not a real movie as of this writing does have a devoted page on the fan wiki . And it seems to promise quite the cast of characters.
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It can actually be somewhat hard in trying to find some of these, due to the fact that they’re just full movies with other copyrighted clips put in at random intervals. Those that are still up on Youtube seem to be the ones that use the most obscure of movies as their source . And just like with the Sonic/Mlp stuff, all of these channels seem to have at least a few thousand subscribers thanks to it. Of all the adventures that still remain on Youtube, Winnie the Pooh Goes to Hotel Mario / Pooh’s Adventures of Batman Forever is the one I’m most proud still remains. There is no connection between the two, besides the fact that both Hotel Mario and Batman Forever are both seen as surreal experiences that have very little connections to their source and are enjoyed in a “so bad it’s good” way.
There are still ways to find both older and newer uploads of the various adventures online. Many of the members will just upload their older stuff to Google Drive or Dropbox , and more recently, a lot of uploads are being moved to Pandora.tv, a mostly Korean based website where they can run ads on the video.
The wiki for this fandom is massive, with there being over thirty five thousand articles as of the time of this being written, with new ones being added or updated seemingly every few minutes. Most fantasy wikis can’t reach numbers that high! Though, most of the pages on it are bare-bones with only a single line or two for a ton of characters while others are pages clearly ripped right from other fandom wikis. There’s also ideas for series that are just the title and then nothing else, along with transcripts and posters put next to dozens of dead or empty links. For a site that seems so bloated and full, it’s actually pretty empty and hollow upon closer look.
I wanted to share all of this because so much of this resonates with me in some way, even Pooh’s Adventures , since I’d be lying if I said I haven’t thought up crossovers with insanely large casts that really should have nothing to do with each other.I guess in a way...I saw these all as the things I wanted to make but never knew how to. I’ve always wanted to animate, to tell my stories with these characters that I know and love to as many people as possible, to hear their feedback on all of it. That’s why I got so passionate talking about all certain moments or episodes, it’s all the things I would do! They’re people just like me, and that’s why I wish Mark Haynes the best in his life, why I’ll say the guys who work on the Sonic and My Little Pony  seem like nice people. That’s why I’ll be so amazed by someone having a thousand subs or more. I see myself in these creations and the experiences of their creators. The pains of depression, the joy of seeing how their work has influenced others, the effort and care put into these things. I want to see them succeed and be supported, because that shows me that I can succeed too.  
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vinarto · 7 years
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Preemptive Review of Pacific Rim Uprising
So a thing about me, is that i LOVE Pacific rim. It’s great, original (for the most part) and over all an awesome movie, i swear i could go on but this post is gonna enough, so go rent it from a Redbox, or buy it, because that shit ain’t on Netflix! 
So with the sequel coming out soon... I have doubts 
So what i am going to do is that i will through both official trailers, and give my thoughts and my concerns.
-Official trailer 1
0:01 Okay, i hate this with trailers nowadays but, don’t put a Fucking mini trailer at the beginning! I know what i’m watching, i don’t need to be hooked, i’m already hooked!
0:21 At the beginning, this looks very good, you can’t tell really whats going on, you just heard a siren, with shit like explosions happening, and you see a giant foot so you  get a scale of things, all while you’re focused on this girl --witch i think is going to be the Mary sue-- in aw.
 0:30 Boyegas character says that they were born into this world, and it makes me realize that this war has been going on for decades! So in this movie you get a look (i’m assuming) into the lives of the people who were born into a world of Kaijus, and Yeagers.
0:41 The theme song! it comes in for a quick bit, but it’s slowed down, which i think is pretty cook
0:50 And then you get “oh shit” moment where humans are fighting humans! And i’m like “yeah, this was gonna happen eventually” also it gives it a bit of a Gundam feel, with the whole giant robots vs giant robots thing.
0:55 There’s a Asian chick in white played by Tian Jingle jangle, with Mako from the first movie, and Charlie day walking in like he’s the coolest Mother Fucker, love him. 
 1:00 Now you get the song everyone’s gonna associate With this movie! It’s good, it’s just i wish the actually fucking theme song was the MAIN fucking theme song!
1:02 We get a mini Yeager Witch is pretty cool, piloted by the Mary sue i’m guessing, and let me guess, she’s a kid genius?!
 1:13 You a look into the ‘cockpit’ and... there’s CGI Fucking everywhere! Okay, a thing about the original, is that the cockpits were real, they were actual sets, and it was quite impressive. Go look up a behind the scenes video and you’ll know what i mean.
 1:18 Another cool thing is, in one scene the Yeagers have rockets strapped to the backs which is not free flight, but it’s close.
1:20 Generic line number 1 “Now that’s what i’m talking about!”
 1:22 Electro whip! Just electro whip.
1:25 There’s a scene of... *Looks at trailer* generic dude number 12, shooting a gun witch made me kinda weary there won’t be enough Yeagers and Kaijus, but the trailers made it very clear that there will be a lot of them.
 1:35 YEAGER SWORD FIGHT!
1:38 They show of a pretty cool battle in what i think is the Arctic. 
1:43 Generic line number 2 “I think i could get used to this.”
1:45 It looks like there’s a gun station in one of the Jaegers that’s away from the main cockpit, so i’m wonder if they will be able to move around the Yeager, plus it gives me a sort of star wars feel.
1:57 So it looks like in what i assume to be the climax, that the Kaijus fuse together, a sort of megazord made of monsters, if you will.
2:09 there’s a shot where all the Jaegers are getting ready to attack, witch looks pretty awesome.
2:17 You gets some cool shots and the MegaKaiju witch roars so load, that the windows in the building shatter, giving you a sense of how big this thing is.
2:20 Then you get the title drop and it’s epic.
-Official Trailer 2
0:05 Again with the mini trailer
0:07 Boyega and the Mary sue are in prison, i don’t know if that’s a common enough trope to classify it as main stream.
0:26 The trope of the son of a hero being a lazy partyer. Someone call CinemaSins.
 0:34 The mini Jaeger did a sonic and rolled out.
0:55 A Kaiju-Jaeger hybrid, okay that’s pretty cool.
1:03 Okay, there saying someone let the Kaijus back in, and it cuts to the Asian chick in white. “Jee, i wonder who it could be?!”
 1:12 I’ve notice that the Jaegers are a lot more agile in this movie, probably for more fast pasted action. I think i prefer the action from the orginal, it was slow, but you could feel the impact!
  1:14 Fighting while falling shows dedication.
1:22 Grapple beam! I hope they use it effectively.
 1:30 Sending in the mini Jaeger, Like that’s gonna do anything, and if it does i’m calling BullShit.
1:49 “Jaeger pilots, do you understand!” Is probably the line that gets me most pumped.
1:59 Okay, so Saber Athena (or Sabrina as i like to call it,) the female looking Jaeger, because why not, uses a sword, now that’s good and all because it solves the problem of not using it for the majority in the original, BUT a good argument for them not using it was because Kaiju blood, is very poisonous, so using a sword would spread blood everywhere.
2:01 The rocket elbow is back, witch is awesome, because it was awesome.
2:07 A Jaeger is batted across the city while another Jaeger is sliding under it, that’s very anime.
2:20 Here’s a design flaw with the elctro whip, a Kaiju could grab it and swing the Jaeger around the city destroying a ton of buildings, witch is exactly what happens.
2:29 Finally the title appears, and shows Gypsy Avenger using it’s plasma gun to control it’s trajectory while falling towards the earth, it’s not exactly free flying, more like free falling.
TL;DR/summery: If i had to some up Pacific Rim Uprising, it would have to be Mainstream. It looks very mainstream, and that’s probably due to Del Toro not directing it, now due to the original not being a major success at the box office, Legendary Pictures thought it was Del Toro’s fault, witch is stupid because anything that man touches turns into gold! 
It looks very anime, witch is pretty good, less of the ‘realisticness’ of the original, and more of the straight up anime Shit.
 The Jaegers themselves look very generic, with the only distinctions being the colors and some basic things like some are bulky, one is very feminine looking, where the originals were very distinct, you have the default, the new model, one with three arms, and one was just wearing a trash can and boxing gloves, and they all very well represented there native countries, unlike Uprising.
I like the ‘song’ they keep using, but i wish they would use the main Fucking theme.
Visual it will be a lot brighter, a lot cleaner, and less gritty then the original, and i don’t know how to feel about that, i assume it’s because they’re trying to pander to kids, witch i’m kinda on the fence about, on one hand it gets kids interested in mechas and maybe anime, but on the other hand there’s gonna be some annoying Damn kids when i go see it.
Plot wise, it kinda goes into my philosophy of, that the end of anything, humans will always fight each other, so i’m really curious where the movie goes.  
There are some good ideas like the Kaiju-Jaeger hybrid, and the MegaKaiju, but at the end of the day, it’s just too mainstream. i Don’t think it’ll be bad, it’s just i don’t think it’ll be as good as the original.
So i’ll post the trailers below for you to see for yourselves, so you can form your own damn opinions.
youtube
youtube
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scithemodestmermaid · 5 years
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okay so i’m taking notes on microsoft’s conference
watching it here
so i have that aperture science core plushie i made next to me for this, because i was doing some restitching on her, just wanted to set the stage anyway
prepare montage pictures
outer worlds, right off the bat!  are we still mad at outer worlds?  idk and idc.
october 25th release date for outer worlds...except for steam, but let’s not mention that part....
outer worlds still looks dope, don’t get me wrong.
i don’t know what is going on with bleeding edge, but i’m terrified.  also intrigued.
THE ONE PERSON WHO “WHOO’D” FOR ORI, HIGH-FIVE TO YOU
were there actual boss fights in the first ori?  i don’t remember, it’s been a real long time since i played it.  i just remembered it being like a disney.
someone in the live chat just said, “it’s fallout 5!”
....wait, is this minecraft 2?
a minecraft dungeon crawler?!
minecraft dungeons looks fun, but i’m only just now getting back into og minecraft and i prefer its pacing and the ability for housebuilding so i think i’m sticking with that.
phil spencer is getting todd howard levels of cheering right now.
just noticed he’s wearing a psychonauts shirt.  HMMMMMMM
oh its the droid boi
jedi fallen order right now, they got one of those big four legged mechs and its covered in vines and you get to pilot it apparently and that right there hypes me up.
DOOOOOOOOOPE STAR WARS
ooh a scaries?
a dog in a scaries, that does not bode well it better not die.
ITS A BLAIR WITCH GAME
CYBERPUUUUUUUUUUUNK 2077, BOYOS
don’t stick your gun in your buttcrack, kids, that could end terribly
NO NOT JACKIE.  i liked him in the 48 minute thing.  
whoa the other guy was a backstabber, who’d a thunk it
bawss friggin fightin
KEANU REEVES????
HOLY CRAP IT REALLY IS KEANU REEVES
hello i may or may not have a crush on keanu reeves, but that’s basically everybody
i already was gonna get this game but if he’s in it, then absolutely must buy.
he’s even wearing a cyberpunk 2077 shirt, <3
seriously, he’s a cyberpunk king, friggin neo is in this game.
he is having so much fun right now.
YOU R BREATHTAKING
APRIL 16th, 2020, BOYOS
wow no cheers for an official release date, screw you guys too.
is this animal crossing?
is this animal crossing with permadeath?
spiritfarer is animal crossing with permadeath, pass it on
BATTLETOADS MUSIC
a new battletoads game, and it is NOT 3d?  props.
legend of wright has a cool art style, but idk seems a bit too artsy for me, and thats saying something
okay the camera needs to stop pulling away from the screen cuz when it does that i cant see crap
wait theres a pathologic 2?
everyone in live chat is making this joke so i will too...the name’s bond, sarah bond.
people are also begging for keanu to come back.
xbox game pass for pc is available today, so that’s nice.
okay so you mentioned master chief collection, when exactly is it coming out?  not gonna say, okay then.
ten bucks a month, not bad.
xbox game pass ultimate puts them all together at no additional cost, so thats cool.
if you start today, it’s one dollar, extremely impressive.
wait so this is actually a game?  i thought they were just bsing it and showing real world footage for something.
the only flight simulator i will play is the one at the local historical museum, sorry.
everyone in the live chat is too distracted by that song that was playing during the montage, the one that was like “are you game game game, are you game game game,” except it was easy to mishear “game” as “gay” so they’re taking that and running.
this is exactly what i imagined colorado to be like.
is this fallout colorado?
oh its wasteland 3.  so i was pretty close.
matt booty?  HMMMMMMM
no one is listening to mr. booty, they’re just cheering his name.
well double fine productions has finally sold out.  well, i mean they sold out a while back, but now its literal.
they’re gonna show psychonauts???
tim schafer is one of those rare humans that has never changed physically, he looks the same as he did ten years ago.
they are indeed showing psychonauts 2, did any of yall get your backing rewards yet?
why are they pushing loboto so much?  did the fans really care about him so much back in 2005?
MORE STAR WARS?
ITS STAR WARS LEGO YAAAS
over 9000?
thats literally all i know about dragonball, is that theres a guy and his power level is over 9000.
is frieza mewtwo?
what am i lookin at here, is this top-down alan wake?
12 minutes is top-down alan wake, pass it on
deer with light up antlers
i have a feeling way to the woods is symbolism
who is this girl and why is everyone cheering?
gears of war, ah yes, the game so controversial that conservatives stopped harassing halo.  that’s all i know about the franchise.
all of this is french to me, i have no idea what any of this is.
what in the heck is going onnnnnn?????
wait is that dave fennoy?
wrestling superstars to play the new game mode?  que?
the terminator is just casually in gears of war.  okay.
car game.  great.
oh wait no, i was bamboozled, its a controller commercial.  for their new controller that looks a heck of a lot like the steam controller.  HMMMMMMM
people are still begging for keanu to come back.
never played the first dying light, but that sequel looks spiffy
oh, HERE is the car game.  complete with a random car just chillin on stage.
WAIT ITS LEGO AND THEYRE PLAYING EVERYTHING IS AWESOME, YOU NOW HAVE MY ATTENTION
and the random car just chillin on stage is made of lego, so i’ll take it back thats astounding.
.....but i just wanna kick that lego car’s door and watch it fall apart, i’m chaotic evil apparently.
funko pop, oh i can tune out then.
state of decay 2, i will not trust these devs after the moonrise fiasco so piss off with this game.
sega?
what is this, where is sonic?
phantasy star online 2, k
who tf is smilegate?
what tf is crossfire x?
(i took a break here but i don’t think i missed anything that i would’ve cared about)
oh borderlands, woooow.  another anticipated title brought low with epic games anti-hype. 
but it had claptrap and leg gun in the same scene so that makes it good.
look claptrap is the only part of borderlands that i like so lets move on.
miyazaki and rr martin???
let me give you a hand.  i’m not even apologizing for that joke.
some in the chat pointed out there’s not been gameplay so far in this conference, and thats interesting.
anyway elden rings or whatever.
is this it?  no halo or banjo?  
oh new gaming console, optimized for gaming....didn’t they just release a new xbox?
developers taking about we totally get gamers, we are going to get rid of loading screen because no one is patient.
i know i sound bitter but do understand, i am totally interested right now with the specs and the construction and all that, tis related to my major so yeah.
scarlett?  what a weird name for a console, but i genuinely hope that’s not just a placeholder i want a console with a human name.
next console is project jeff.
people in live chat are already confirming skyrim for the scarlett.
xbox is 18 years old?
also HALO NOW.  and its releasing with the scarlett.
plot twist: this is the master chief without his suit, just a dumpy white guy.
he aged ten years in five minutes, are we sure this isnt death stranding?
CHIEF
guys i found a master chief, he was sitting outside my window and he looked sad, like no one had fed him or anything in a long time, can i keep him?
yo i am hyped okay, i was big on halo when i was an obnoxious teen, my friends used to do halo 2 parties and i’d try to keep up.
and i guess that’s the end of the conference.  good selection of games, interested in that project scarlett, and all in all okay with it all.
still no banjo.  :-/
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