Tumgik
#I’ve never worked with 3D models before like this but it’s pretty neat!
bistaxx · 5 months
Text
Tumblr media
😵‍💫
4 notes · View notes
vansunsky · 2 years
Text
New 3ds animal crossing happy home designer console amazon
Tumblr media Tumblr media
Also, it doesn't let you save until you finish up an entire day. In this game, you can only design houses and visit places (where you can literally do nothing, but stare). In the regular animal crossing games, one can go fishing, dig fossils, swim, dive, garden, shop, talk to villagers (who actually have important things to say), etc. The villager reactions (to your designs) are pretty much all the same. After playing for only a few days, I already am finding myself bored with the game. There is no real motivation, as you can obtain no items, clothes, or money. There is no real motivation, as you can obtain no Although I'm a huge fan of the Animal Crossing series, this game thoroughly disappointed me. … Full Review »Īlthough I'm a huge fan of the Animal Crossing series, this game thoroughly disappointed me. So if you're looking for something mindless to do to pass the time. In fact it would be very neat if each character you created could have a different job. I would love this idea to be implemented into the next full Animal Crossing game but I never want to see another AC dedicated to just one aspect if it will be this disjointed and un-challenging. I love how they've made decorating so easy. It's something you could casually do when bored and the design aspect of it is amazing. I could see this game being around $25-$30. this just feels like a waste of game space. What is the big deal with collecting emotions? I will never see another live player. In fact it kind of irritates me because of the price thing. I paid the same price I would for a full AC game yet there isn't any player interaction but I have to pay MORE for these silly little cards? No. The conversations all seem to be the same too. After completing a home I just have this empty feeling that my work is sitting somewhere I will never really see because I can't see it in a town. It would have been amazing to decorate a complete town. The only way to see them is if I drive there. I can't walk around a town and see all the houses I've decorated lined up in the places I've put them. I could just open up the characters' "must have items" and say "ok! I'm done!" I hate that there isn't a town. This is because I really don't have to do anything to "collect" items. The collector in me feels no joy when new items appear to use. There's isn't a risk of getting a bad review and therefore there isn't any real reward. I would have liked to have seen some more challenge and thought put into the IN-GAME-rating system so that I could feel like I needed to put effort into playing. If a client asked for a blue house and you gave them a pink house. I wasn't prepared for the disappointment. I kind of figured that home decorating would be the focus here, and since I love that aspect of the AC games, I thought I would like this. I downloaded this game because it was Animal Crossing and because I have absolutely loved every game. I am over all, very satisfied with my purchase and the shipment of it from bestbuy.This review contains spoilers, click full review link to view. I recommend this to ANY Animal Crossing fan. I do not regret buying this (even if I did just buy a cool animal crossing decal for my old one :p), not one bit. The rounded edges are a nice feature as well as it being slimmer than the original 3DS. I really wasn't looking to purchase a new 3DS, but I couldn't pass this up, hearing how fast it was selling in stores at most places I wanted to grab it before the resale prices went up online. I never had the XL, I always hated how bulky it was, so when I found out the Animal Crossing bundle was a smaller version, like the original 3DS I had to get it. The system feels sturdy too, just like the previous models, yet feels lighter. I really enjoy designing houses without money caps like you have in Animal Crossing New Leaf (which I still adore). Happy Home Designers is super fun, at least to me. I thought I wasn't going to like the Happy Home Designer specific one but it's probably my favorite! Also getting the game with this was a steal. The plates that it comes with are super cute too. The colored buttons are a plus and I love it on the white of the new 3DS. It has a bigger screen than my older 3DS but still isn't much bigger in size than it (maybe a bit bigger by like half an inch if that).
Tumblr media
0 notes
sir-adamus · 3 years
Note
what did you think of the wayforward game? I’m pretty stoked honestly, I was worried it would be just another grimm eclipse but this looks like a step up from that. The art is actually much better and while the small glimpse of UI and graphics was kinda… hm. I still think they have time to polish it. I’s more noticeable on yang’s model but it seems they’re using the 3d-ish approach (kinda like bloodstained but chibi)
i mean the thing with Grimm Eclipse was that it was an indie title developed off of a demo a fan built (who they hired to make it into a full game), so it was always rough around the edges because it wasn't something they'd ever done before (and y'know, development and resources costs and what have you) - Arrowfell is being handled by a seasoned game development studio and it's still in pre-alpha stages (and WayForward isn't a big enough studio for that to mean 'this is how it's gonna look when it's done and we're lying about it being pre-alpha'), and i figured when they announced it that it was gonna be some kinda side-scrolling game (some people were expecting a fighting game because ArcSys are attached but i never did because it would be an ArcSys alone title if that were the case - at the absolute most this is ArcSys publishing a smaller title to see if RWBY games will sell internationally enough to justify developing a fighting game for the show)
so i'm excited, i think what we've seen looks neat, that there's seven minutes of RT animated cutscenes definitely helps it feel like its part of the show's universe and everyone attached to the project seems super promising (Dale North who is doing the soundtrack and has a few titles under his belt, has apparently collaborated with Casey for some vocals on the soundtrack, and his music team for the game also includes Peter Jones who does composition work for RWBY itself and Caleb Hyles - who provided the vocals for Hero in volume 7 and has done a couple of RWBY covers on his channel including a duet of RLR Pt 2 with Casey)
the thing i wasn't expecting was for it to be a Metroidvania game, i was expecting more of a sidescroll beat 'em up, but this encourages exploration, collecting items to progress and apparently crafting items (including outfits for the characters) which i think is gonna offer a deeper experience than if it was just a beat 'em up
so yeah, overall i think it's gonna be good, a fun little adventure with cool animated scenes (which is the extra mile, honestly), great looking art, the models could use a little more polish but it's not like they're bad, the stages all look good - i haven't played any WayForward titles but i've heard good things about Shantae and River City Girls, so yeah. looks like it's gonna be a fun game
35 notes · View notes
leapingtitan · 4 years
Text
The Final Season - Episode 1 Thoughts
I've watched the first episode around 3 times on my own and over a dozen times from anime-only live reactions on YouTube. Those are always something to have a field day with every season, and are part of the whole enjoyment post-watching the episode on your own.
Obviously I'm only reviewing this based on the first episode, so it's way too early to judge The Final Season as a whole. However, I will say that my strategy to keep my expectations low definitely worked. I was very hyped, don't get me wrong, but after Season 3 Part 2, I realized that production and scheduling has never been this show's strong suite and things behind the scenes were always chaotic. And it was my mistake to realize it this late and have unrealistically high expectations of the manga's adaptation.
But enough about that. I'm just gonna say it right now. I absolutely loved this episode and was completely blown away by it. It was a rollercoaster ride from start to finish and boy, the staff wasn't kidding when they said the first episode was like a movie. It definitely felt like that, and it went by in a flash. Now, on to the individual points.
Story/Adaptation
Flawless. Everything was executed perfectly and went beyond my expectations. The thing that stood out to me the most was how many things were changed from the PV in terms of scene construction, camera angles, and overall storyboards. There was only one shot that we reused from the PV, namely the one with Zeke and Reiner inside the airship where they're referred to as the spear and shield. Everything else was redone, which was a huge surprise. Wit was always very faithful to the original manga panels with how they used them as a big reference for most of their cuts, but this one changes them up a lot. Personally, I am 100% fine with it and as someone who has read these chapters in the manga dozens of times over the past few years, seeing them like this was a pleasant and very welcome surprise.
The anime-only additions here are notable and also quite welcome. Falco's line in the beginning in particular stood out the most in the long-run, but the addition of the Eldians' terror being shown as well as the scene before the ED was very welcome. I would like to assume that this was Isayama's doing as whenever the anime usually adds/changes up things, it's his request to do so. He sort of considers the anime to be the "definitive" version of the story that he, for one reason or another, couldn't do in the manga himself when that particular chapter came out. Season 3 Part 1 (The Uprising Arc) is a prime example for this. Once again, I'm very content with what was done here and I trust MAPPA will do the story justice.
A small but very neat thing is the fact that we got to keep the title cards and the info eyecatches mid-episode. Really added to the whole sense of consistency.
Animation
When the initial trailer came out, many people were concerned about Shigeki Asakawa (Director of Photography)'s odd and excessive usage of blur filters on top of the scenes and were wondering if they would remain in the final product, given her track record with other shows like The God of Highschool. Luckily, that is not the case here as the scenes look very clean and the minimal blur on top adds a bit to the muddy/gritty atmosphere of what's going on. Personally, I don't mind it at all and I barely notice it anyway. MAPPA's biggest strength to me is the usage of effects like blood and explosions. You feel the impact of everything and with such an action-packed episode, it made everything so much better.
The usage of 3D CGI for the Titan Shifters has been the biggest controversy surrounding this first episode. When I first watched it, it didn't bother me at all. Personally I care more about a model fitting in the action sequence rather than how it looks for the most part. Right now I would say I'm neutral. It's not the greatest CG ever conceived in anime but it definitely does not look out of place and is pretty decent. For the Jaw Titan, I couldn't tell what was CG and what wasn't for the most part. For the other Titans it's more obvious, but it's not too jarring. Obviously, if it was up to me and the production committee/NHK didn't push their scheduling shenanigans onto MAPPA, I would have gotten every Titan in 2D, but you can't have everything. If they choose to focus on more important scenes later on and cut corners in this first episode as a result, that's understandable. I can live with it. And again, even then, it's not that bad in my eyes.
Now, the character designs are just absolutely stellar. In multiple interviews, it’s been stated that they wanted to stay true to Kyoji Asano’s designs at Wit while also being consistent with Isayama’s style in the manga. And boy did they absolutely nail it. It’s exactly what as they said. Tomohiro Kishi could not have done a better job with the characters we’ve seen so far and I am beyond impressed with his work. I look forward to seeing the rest of the characters in this arc.
Sound
I've been following Kohta Yamamoto's works for a few years now, ever since he started working with Sawano (and being mentored by him to an extent) in early 2017. Although he's been involved with AoT before, particularly with the character songs in Season 2, whenever those two would collaborate on a project it would usually be because Sawano is too busy to compose a full soundtrack. So what usually happens is, Sawano does one track and variations of it (think ShingekiNoKyojin, ThanksAT and T-KT), and nothing else. Meanwhile, Yamamoto handles the rest of the music for the show. On top of that, Yamamoto's style as a composer is different from Sawano's as he comes from a rock/guitarist background as opposed to Sawano, who is a pianist and is classically trained. My biggest concern for The Final Season was that we would get a similar case as with the other shows where Sawano doesn't put in too much effort, while Yamamoto essentially becomes the main composer. Although it looks like this is in fact the case after this first episode, let me explain why I don't think it's a bad thing.
After the premiere of the first episode, both Sawano and Yamamoto tweeted that it was in fact Yamamoto who is handling the majority of the Marley Arc's music. And after this first episode, I have to say I'm impressed. His initial track that he made for the PV was a bit off-putting to me because it sounded like every epic blockbuster Hollywood trailer background track ever, but after the way it was used in this episode alongside a few other tracks, I have to say I'm pleasantly surprised. It fits what's going on, and overall delivers a fresh sound to the show that is very appropriate given the massive change in narrative. Back during S3 Part 1, Sawano stated in an interview that he was already burned out and had trouble coming up with new music for AoT given how many tracks he had already composed for it. Given how few new melodies were in S3 Part 2;s music, I think this should be clear. Especially now that we're going into yet another season. To summarize, I think Yamamoto's work here is a result of three conditions that just happened to line up perfectly. The change in narrative, which the new composer style reflects. Sawano being busy. And Sawano being burned out with AoT. Now personally I still believe we're going to get at least one new original Sawano track with variations of it for the big climax moments this arc, and he may compose more music for the 2nd half of this 16-episode season, since that's technically a new arc. But we'll see. As a whole though, I'm satisfied with what I've heard from Kohta Yamamoto in this first episode.
The last point to make in regards to the sound is Masafumi Mima who, apart from Sawano, the voice cast, and some freelancers, is the only one from the previous seasons' staff members to return here. And once again, his work here is absolutely phenomenal. The mixing and usage of sound effects in this episode was stellar and truly felt like I was watching a war movie. It enhanced the action tenfold and I could not want it any better. Music usage is something that goes through the director (Yuichiro Hayashi), but ultimately the sound director is the one who implements the track (instrument layering/stem editing) and does the mixing. The usage of Kohta Yamamoto's music here was very well done, and although the track from the PV repeated quite a bit, it didn't get repetitive at all. Also, the sound director remaining consistent here means we got to keep things like the titan transformation sound effects, which may be a small thing but was very welcome and added to the whole consistency.
Opening/Ending
I'm gonna wait until Shinsei Kamattechan releases the full version of the opening in a single or album to fully judge the song, but boy do I love this opening. Although I'm not sure if the TV-size version is my favorite AoT opening yet, I have to say that it's without a doubt the most fitting OP this show has had until this point. It perfectly showcases the themes of war that this arc focuses on and has this lowkey disturbing eerie vibe with the dissonant chords and mixing of the vocals that feels just as "mysterious" and "tense" as the show itself. I love it so much, honestly. Now, Isayama was a fan of Shinsei Kamattechan prior to them doing the S2 ED, and was the one who got them on-board to do it. Although that song isn't really my thing it's also a perfect fit, which leads me to believe that Isayama himself most likely chose the band again, namely to do this OP. And it's fantastic. I love the song. The visuals also have a very distinct style with all the colors and white backgrounds and I love how it's more metaphorical and symbolic (I guess "abstract" as well?) rather than flat-out just spoiling everything like the last arc's OP did.
The ED by Yuko Ando is fantastic. The first time I listened to the full song on its own I couldn't stop getting chills. Love the production aspects of the song and it's just really nice altogether. The visuals are quite interesting especially towards the end and I also like them a lot. Not much else to say about the ED. It's amazing. Go listen to it.
Conclusion
As a whole, I kept my expectations extremely low prior to the premiere despite my hype. As a result of that, not only were they exceeded, I was absolutely blown away by this first episode in pretty much every way. It may still be too early to judge, but from what has been shown here so far, I am absolutely looking forward to see MAPPA adapt the rest of this amazing story, or about as far as they can get with 16 episodes.
18 notes · View notes
whispersafterdusk · 4 years
Text
Lost in Time - ch 14
It'd been four days since their tussle with the spy; they hadn't heard or seen any hint of them, and so far the only injury that had turned up at Xu's clinic had been a woman who had fallen on a bit of wood.  Asher had gone into town long enough to get his broken tooth pulled (front right tooth on the top...he looked like a doofus when he smiled now) and had immediately returned to camp to hunker down and wait out the spy's next visit while the Civil Corps members had gone on a manhunt across the marsh and into the neighboring desert area.
So far, nothing.
They'd briefly discussed the suits again; Eli couldn't make up her mind on whether this Access suit thing was an original (less worrying) or if Duvos had figured out how to piece one together (really worrying).  Asher shared her worries -- the thought of Duvos mass producing those things for their soldiers, even if they weren't working like they did in Eli's time, would still pose a huge problem if the continent ever went to war again. ((Continued below cut))
He did know she'd given up on the trail cameras for now but she was still working on something out in the tent; it used a lot of the same pieces that she'd set aside for the cameras but also several new, different ones that she'd sent Petra and Selene after. The centerpiece of these new additions was a detached screen that she'd marked out dimensions on - she was either cutting it down to size and needed the middle-most section or she was dividing it into a rectangle and eight smaller squares that were all roughly the same size.  She hadn't done anything with the screen yet aside from measuring and marking out those squares but there were small piles of nigh identical looking chips, boards, and wires that were already assembled and sitting in a neat little line on the rubberized canvas under her cot that he assumed had to be put together first before the screens could be attached to them.  
It had been a fascinating sight to watch her work with such tiny components; he hadn't had a chance yet to ask her what those things were (interrupting her while she was working on them seemed like a poor idea since it looked so...fragile, in a way) but he was looking forward to seeing the finished product, learning what the gadgets were for, and why she needed so many of them.  It also piqued his curiosity about Old World tech in general; so much of it seemed purposely designed to work with pretty much anything else.  Maybe Old World technology didn't so much depend on the parts as it did the programs to run it...which in turn made him wonder, assuming they ever got to a point where they knew how to read and create new programs, if all the old relics could be made to work again like they did back then rather than being pieced together with spotty knowledge and prayers.  
Behind him Adam, Arlo, and Eli were all asleep inside the tent with the front flaps pulled closed to block out as much of the unusually plentiful sunlight as possible - there wasn't a cloud in the sky and it was considerably warmer today than it had been lately; he appreciated the warmth and imagined his sleeping companions probably did as well but found himself going back and forth on whether he was truly grateful for the "sunny" part of this sunny day.  On the one hand, that suit made the spy near-invisible but not intangible so they should still cast a shadow so if the spy was dumb enough to try sneaking in close in broad daylight Asher was hopeful he would spot that before they got close enough to be a danger.  On the other hand he doubted they would actually be that stupid. The constant prickle at the back of his neck - the feeling of being watched - wasn't a sensation Asher enjoyed, and it also wasn't something he was used to experiencing for such a prolonged period of time; he had no proof though that he WAS being watched, and that was probably bothering him more than the prickling was.
The grumpy sigh he huffed out whistled a bit as it exited through the gap his missing tooth had left behind; that annoyed him to no end too. Asher didn't consider himself an overly vain person but damn it he'd liked how he looked; it had taken a couple years to be at peace with the sunken in scar across his nose but at least that made him look...adventurous.  Dashing.  Daring.  A missing tooth made him look like a drunkard, and it would be a long trip to Seesai to get a replacement that wouldn't prematurely discolor.  Adam was right in that he could easily get a tooth closer to home but, again, discoloration was a problem -- whatever that woman in Seesai did to keep the false teeth from coloring was a closely guarded secret...no one knew what she did or what recipe she used, not even her family if they were to be believed.
He supposed it was a question of if he wanted to look stupid with his tooth gap or look stupid with a yellowed tooth in a few years. Neither thought was especially attractive and brought with it a sort of helpless frustration that, coupled with the prickling feeling of having eyes on him, made him want to get up and move around to burn off the pent up energy and emotion.  
His thoughts were interrupted by the sound of rustling grass; before he could truly react to the sound Eli came into view and he relaxed slightly.
"You're up - uh, early.  Or however you want to consider it."
She shrugged as she sat down on one of the rocks ringing the firepit.  "Eh, it happens.  Sometimes you just don't sleep."
"Any new ideas?"
For a time she didn't respond; silently Asher surveyed their surroundings - everything still seemed to be as it ought to be.  He still felt twitchy though...he was ready for action, or for anything that wasn't sitting here keeping watch.  Maybe with Eli awake he could exercise or something.
"Not really," Eli finally responded.  "I can think of twelve different ways to disable that suit but they all require tech that doesn't exist anymore.  And it's not something I could put together from stuff that's left here."
Asher nodded, then glanced back toward the tent; when she'd come out she'd left the tent flaps open and he could barely detect movement inside -- Arlo shouldn't be up for awhile yet but it was looking like Adam was waking up.  "So what's all that stuff you've been working on then?"
"Hi-Defs."
"I've no idea what those are."
"They're wrist-mounted computers.  A lot of their functionality isn't going to work right in this day and age but back in mine they were onboard guidance systems with maps of all the regions, could make and receive calls, they kept track of addresses and your appointments and bank accounts and whatever else you wanted to track, they could project 3D images, take pictures... They could do a lot of things depending on the model you had."
He blinked at her; only half of that had sunk in as he'd gotten a bit hung up on the concept of a wrist-mounted computer.  "Really? Why those then?  If they're not going to work right, I mean.  What will they even be able to do?"
"I want them mostly for communication and maps of this region. I'd need signal transmitters in some strategic areas but once I get it all tethered to the facility they should work.  It's going to take a lot of footwork to get maps updated since it'll have to be manual scanning rather than satellite surveillance...or, hmm.  Maybe some satellites survived."  She paused for a moment, then shook her head.  "Nah, shouldn't rely on that.  Arlo mentioned there's a space station segment out in the wastes but even if there's enough left there to scavenge I doubt I could get a link going with anything that might be left up there, and even if I managed it I still wouldn't have a way to issue orders or anything like that." There was another pause and a sigh, and a wistful glance toward the sky before she returned her attention to him.  "Mine will be the sort of central control for them all outside of whatever computer station I decide to run them off of. My aim is to give them to anyone involved with the security of this facility."  
"Huh." Him with a high tech device...not something he'd considered before.  The idea was...kind of exciting, to be honest.  "So maps and talking to one another.  Is that all we can hope for?"
"Communication and map display is, bare minimum, what I'm aiming for, with maybe a basic calendar and clock function.  I'll have a look at what I can immediately do once I've server-flashed Pauline and get at least one transmitter up for testing."
"...and you've lost me.  What's a server-flash?"
She laughed quietly.  "-right.  It's hard to determine what terms survived the years and what didn't - with Petra and Merlin it's at least a 50% shot that I don't have to define something for them.  So!   Server-flashing.  I take the main operational files for an AI and do a sort of...quick copy of their foundation.  Pauline's an AI but not a living AI so I don't need to worry about her personality or anything, just the uh...the semi-intelligent framework she runs on."
"Yeah, going to need that taken down a few degrees still.  Pauline seems just as smart as Stewart but she doesn't have personality?"
"Nope.  She's just a regular assistant AI -- a sort of input-output response machine with just enough programmed intelligence to appear sentient but she can't learn or grow as a...uh...well, not as a "person" exactly but she  -- she won't ever change.  She just is what she is.   AIs like her you could make infinite copies of and they'll never, ever stop being identical copies unless something on the outside alters them.  Stewart on the other hand, if I were to make a copy of him, that copy would develop its own personality if given enough time to learn and live and the same would happen with a regular living AI."
That...sort of made sense.  At least, it was simple enough that he could grasp it without her needing to explain it more in-depth.  "And you're going to use her to run the Hi-Defs."
"After some minor reprogramming yes."
He nodded slowly; having a little, easily accessed map right on his wrist would be neat, even if it was just of Portia.  And if it worked well here maybe it could be expanded out into the other cities and nations too...and, oh man, would that make mapping the Peripheries way easier too if all they had to do was walk through it with the Hi-Def recording or whatever it did to create the maps -- suddenly he could think of all sorts of possibilities and perks to having one of the things.  "What would be the range on these things?  How would they figure out and store maps?"
"Range depends on what kind of signal strength I can get.  Hi-Defs have their own localized signals so they'll all be able to 'talk' to one another within a certain range, and also interface with the signals coming from the transmitters at a much wider range.  I'm pretty sure I'd only need sixteen or so at some key points to cover all of Portia and a bit of the outlying areas.  As for updating or creating maps it'll have to be manual scanning -- someone is going to have to start from an already mapped point and then let the Hi-Def scan the territory as you travel through it.  It'll take awhile but the program that runs a Hi-Def is robust enough to piece it all together without too much extra work needed.  And they have their own onboard storage to hold it all."
"Neat...and amazing."  As a more comfortable silence fell Asher tossed a few thick branches onto the fire and nudged them into place with a blackened, straight branch he'd purposely kept as a sort of log poker.  If Adam was stirring too then he should probably get the fire's heat evened out so he could start cooking. "Did you end up camping a lot as a ranger?"
"Yeah.  I went camping for fun too."
He carefully poked at the fire for a moment.  "...do you miss doing that?"
There was a long pause before she answered.  "I miss a lot of things."
Asher winced a bit.  "I'm sorry, I shouldn't have asked that."
She shook her head and flashed him a strained smile.  "Nah, don't be afraid to ask things.  The funny thing with pain is the more you experience it, the easier it is to tolerate."
"I don't think it works that way with this kind of...you know."
With a shrug she turned to pick up the cooking kit (which was in a large leather satchel that had seen better days) that was off to the side of the firepit.  "Works well enough for now.  I don't want you guys walking on eggshells around me, and I can't hide from it forever.   Hell, I can't hide from it even if I wanted to."
Asher was quiet as she handed the satchel over; he pulled the kettle out and stood to go fill it from the water barrel they'd installed just inside the tent flaps, then came back and sat it among the coals to start boiling.  A feeling of guilt had settled like a rock in his stomach -- that had been such a stupid thing to ask her.  "If you ever want to...talk, or something.  I'll listen."
The smile she gave him this time was less strained.  "I know.  It's appreciated."
As he bent to re-arrange a few half-burned logs she got up and walked out of his immediate line of sight; behind him somewhere he heard Adam's low voice and then the man's plodding footsteps as he came over and took Eli's place on the rock.  Asher just managed to catch the sight of Eli disappearing into the tent as he glanced back but she quickly came back into view a moment later.
"I'll be back in a bit - I need to grab a few things from town."  She had her pack slung over a shoulder but it hung limp and empty.  "Don't bother cooking for me."
"All right.  If you're sure," Asher replied.
"I am." With that she began to jog toward the path that, eventually, led back into Portia.
Asher watched her go and then sighed heavily, looking over to Adam.  "You ever feel like a massive idiot sometimes?"
"Sure," Adam grunted.  "Then I remember I'm not you and feel better."
Asher rolled his eyes and resisted the urge to whack the man with the fire poker stick; when he didn't rise to the man's banter Adam gave him a strange look.
"What did you do?"
"Nothing.  I think.  How do you want your eggs this time?"
------------------------------------------------------
Dr. Xu had acquired a wooden chair with a really comfortable cushion and a small wooden table for Harrison to work at; it sat in the corner near the front doors so it would be out of the way of everything else in the clinic but its position did mean that usually, when someone walked inside, Harrison was the first thing they saw.  Already several tourists looking for headache or muscle ache cures had approached him at the table to ask after the medications, even when Dr. Xu was clearly within view at his desk further in the room.
He kept telling himself to find humor in the situation but it was starting to get a little annoying - especially after someone actually moved a stack of books out of the way to "speak to him" with Xu staring on in surprised confusion.
It was enough to have him dreading the sound of the doors opening, and so today when they slid open he actually flinched and carefully peered over the top of the book he had propped up in front of him.
To his surprise it was that girl from days ago - the one who had fallen on the driftwood and gotten it through her arm.  She looked bright eyed and chipper, with no other obvious injuries, and he inwardly groaned as she looked around, spotted him, and came right over.
"Hey there!"
"Hello.  How's the arm healing up?"
She smiled and slipped her coat off, then pulled her sleeve up to show the bandage there.  "It's all fine and dandy - itchy, but doesn't seem infected or anything."
"Well, that's good." He went silent as she pulled her sleeve back down and got her coat back on, then cleared his throat awkwardly.   "So...what did you need then?"
"Ah, hello there -- how is the arm?"
Harrison sat up a bit straighter as Xu came over; the girl gave the doctor a smile.
"It's all good.  A bit itchy but seems to be healing."
Xu nodded.  "Excellent to hear.  Now, what brings you back to the clinic?"
The girl's smile faltered a bit and Harrison swore he saw a tinge of pink appear in her cheeks.  "Ah...well, uh, I came to um.  Talk to him, actually-"  
She pointed shyly to Harrison, and he blinked at her in confusion.  Talk to him?  Why?
Xu seemed just as confused as he was.  "Oh?"
"Yeah...um, private matter."
"Huh?" Harrison blurted out.
She turned her attention back to him and rubbed at her injured arm awkwardly.  "Um.  If you have the time, anyway."
"S-sure, I guess."  
He stood up and came out from behind the table; the girl took a few timid steps toward the door and when he followed along she headed outside into a much brighter day than Harrison had been expecting.
He raised a hand to shield his eyes and looked over to her.  "What did you need to talk to me about?  Did I do something wrong with your injury?"
She shook her head, hard; it was hard enough to dislodge a few wisps of hair from the messy bun on top of her head.  "No no nonono, nothing like that.  I was just um, wondering if you'd...like to go get coffee or lunch sometime?"
With that the woman stood there, lightly scraping the toe of her shoe into the mud; Harrison felt like someone had abruptly switched off all the lights inside his brain.  She wanted to go get coffee, with HIM?
"Uh..."
"It's ok if you don't want to," she went on in a rush.  "I don't mind.  You're probably busy.  I shouldn't have asked."
"N-no, no, it's-" Harrison interrupted.  "Ah - no one has ever asked that before.  I think my brain shut off." He offered her a weak, slightly sheepish smile, and to his surprise she returned it.   "But...why me?"
"I...dunno.  You're from Lucien, like me.  I don't meet a lot of Lucien natives when I travel around.  And, you're.  Um.  You know...cute, so I thought, why not?"
Now it felt like his ears were on fire.  "A-ah," was all he could say.
An awkward silence fell and it went on entirely too long for Harrison's liking; he was hoping she would say something...he wasn't sure WHAT, but he wanted to hear SOMETHING, anything, that would take the burden of this conversation off him until his brain caught up.
"So..."
"Ah, uh, yeah, um, sure," he said finally.  "I-I mean, if you're sure."
The girl's face brightened and she bounced on the balls of her feet for a moment.  "Hee!  Yay!  Ok, so when are you next free?"
"Later this evening?" he offered.
She nodded.  "All right then - later this evening.  Down at that restaurant in the square?  The knight one?"
Harrison nodded, feeling lightheaded; he completely missed what she said as she waved and then headed off down the hill.  Too late he returned the wave, and then leaned against the clinic doors behind him.
"What...just happened..." he muttered, rubbing at his forehead.
He, Harrison, had a date tonight.  
...wait, did she ever even give her name?
"Oh boy..."
---------------------------------------------------
"Haven't seen you in a bit," Django said as Eli walked through the door.
With all the afterimages swimming around (it was REALLY bright outside today) Eli could barely see him, and somewhat stumbled her way toward the counter.  "Been helping the Pigs out at the facility."
"Ah, that'd be it."
She managed to find a stool and sat down.  "I had to come back for some supplies and I'd like to take some treats out to the them as a surprise."
Django nodded.  "I see, hmm.  I just pulled an apple pie out of the oven, and I've got some Black Forest cake made just this morning.  Won't take long to whip anything else up either," he said as he flipped open a menu to the dessert section and slid it over to her.
"Thanks."  She picked it up and held it in front of her; with the afterimages it'd probably be another minute or two before she could clearly read it.  "Do you know if they've established any favorites?"
"I know Arlo doesn't really like sweets in general.  I haven't talked to Asher or Adam enough to know about those two."
Eli frowned; good thing she'd asked.  "All right, no sweets for Arlo then.  I know he likes spicy things at least.  How about...an order of vanilla pudding, some of that apple pie, and that spicy spaghetti stuff?"
"Sounds good."  
As Django headed off toward the kitchen Eli folded the menu properly and returned it to the pile, then leaned forward to brace her elbows on the counter and put her forehead in her hands.
Every idea she'd had so far to disable that suit all required things that weren't around anymore; the easiest would be a localized EMP to overload the projector circuits and force it into a reboot cycle where it wouldn't be able to disguise its user until it fully restarted itself.  A sliver shot would do similar in that it would disrupt the projectors by confusing its sensors with a quick burst of hard light mirror shards.  Or she could use a taser overload, or a bolt drainer, or a sys-dis (a system disabler - it would scramble all the circuit signals), or even a battery overcharger.  So many things she COULD do, if she was in her own time period...
But she wasn't, and simple ideas like trying to use water or some sort of paint or even dirt to try and short out or otherwise mark their target probably wouldn't work -- Access Suits had built in miniature shield generators evenly interspersed among the projector sensors that pulled double duty at repelling water as well as dirt, dust, or mud-like materials.  She couldn't safely rely on the hope that those generators were as damaged as the faulty projectors; if they were working correctly they might get two seconds, tops, of visual assistance if they were to try and douse the spy in something...two seconds could seem like forever in a fight but since there was no telling what else that spy might be armed with by now Eli was not about to risk anyone around her with so many unknown variables (it was as much for the spy's safety as well as their own that they be able to clearly see what they were doing the next time they clashed - she'd hated firing blindly at the spy and it'd be a really simple matter for someone to accidentally kill someone else).
"Something the matter?"
Eli jumped at the sound of Django's voice just over her shoulder.  "You walk really quietly when you want to."
Django chuckled as he moved back behind the counter; he had a few containers in hand that he neatly lined up on the counter in front of her.  "Old habits I guess, haha.  It'll be a few minutes on the spaghetti."  
She slid her pack off her back and pulled a cloth bag out of one of the front pockets, then sat it on the counter; before she could say anything Django picked it up and began to slide the containers inside.  
"It was an honest question though - something on your mind?"
Eli paused, then huffed out a sigh.  "Just trying to figure out how to hunt down a ghost, is all."
Django's eyebrows raised a bit.  "Wasn't aware we had a ghost problem outside of our haunted cave."
"Not a literal ghost," she replied, laughing quietly.  "More like someone pretending to be one."
"I see.  Not exactly your run of the mill problem to have."
With another sigh Eli rested her forehead on her hands again.  "I'm not exactly a run of the mill person."
Django nodded slowly, rubbing at his chin.  "...you know, how about we have a quick dart game while we wait on your spaghetti?"
There was something...odd, about his tone.  Eli eyed him but couldn't detect anything other than his usual smiling demeanor -- he sounded off but looked fine.
"...all right," she answered, standing up and aside as he shuffled out from behind the counter and led the way toward the back game room.
There were a few others in the restaurant; Eli found herself waving at folks as she went and narrowly dodging Toby who was waving a report card at her (she made a mental note that there were only two more months for Toby to prove he'd kept his grades up enough for training) and then she was in the game room with Django already retrieving the darts from a drawer in the prize counter.
He didn't say anything at first as he handed her the three green darts while he kept the red ones. "So.  Looking for a person pretending to be a ghost, you said?"  Django lined up a dart and then tossed it a breath later; it landed right on the border between a bullseye and the next ring out.
Eli huffed then laughed quietly.  "I feel like I'm about to lose.  Terribly."
Django tossed another one and it landed squarely inside the bullseye.  "I've had a lot of practice.  Where's this ghost person lurking?  Out at the facility?"
"...yeah," she answered after a pause.  "We have an uninvited visitor out there."
The third dart he threw, to Eli's surprise, flew well off to the left and embedded itself into the thick safety backboard that the dartboard was mounted on.  "When did this ghost show up?"
"Recently."
She watched silently as he went over and slowly took the darts down; when he was out of the way she took her first throw and it barely stayed within the board, embedding itself into a bottom right section that wasn't worth any points at all.
"Humor me.  Was it someone you think is on the smaller, lighter side?"
"I...guess.  Couldn't really get a good look at them, obviously."   Rather than taking her second throw she turned around to face him; he'd moved over to lean against the prize counter's front, arms crossed over his chest and a somewhat brooding look on his face -- seeing something other than his usual cheerful expression immediately made her forget all about the dart game. "All right, spill: what are you getting at?"
Django inhaled and exhaled slowly.  "Did Arlo tell you about that Rogue Knight we had, not too long ago?"
"Yeah, I've heard about it.  He said you were the one who was able to drive them off too.  You think this knight guy came back?"
He shook his head.  "No, I don't think your visitor is the same Rogue Knight I fought that day.  But you mentioning a ghost brought back some memories, from when I was younger.  Of a different, more dangerous knight, in her own way."
Eli walked over and dropped her remaining darts onto the counter.  "Are knights just a common thing now?"
"Not anymore.  In the older days - meaning, the older days of our current era, between the Calamity and when humanity was finally recovering - folks took up the title of knight as they fought to protect their homes and people from both man and monster alike.  Humanity didn't have much left back then...just a lot of old stories and memories of how things once were, but the legends that were even older than the Old World still managed to survive.  Such stories helped keep the survivors alive, and while it's a tradition that's been mostly overwritten by the Civil Corps and other law enforcement nowadays, there's still a fair few of us who stick to those old stories and the honor that comes with claiming the title of knight."
Eli watched him as he spoke; the brooding look had given away to something more resembling a thoughtfulness - a softer, more introspective look, and as he talked his chin was slowly dipping down so his gaze ended up on the floor just in front of his feet.
"So..." she said quietly into the pause that followed.  "Why did me mentioning a ghost make you think of another knight?"
Django finally lifted his gaze and flashed her a grim smile.  "I drove that Rogue Knight off with the belief that he wouldn't dare step foot here again.  I still believe that, in fact.  But I've been on my guard for any hints of other troublesome knights that might show up to try and finish the job he left undone.  It just so happens that I know of a woman who called herself the Ghost Knight -- I knew her when I was a younger man.  We even fought together a few times to clear out monster nests or drive off bandits."
Eli's eyes widened.  "You're kidding."
"I wish I were.  You mentioning you were looking for someone pretending to be a ghost brought her to mind."
"Who is she?  What's she look like?  Why would she be here?"
"I don't know.  I never learned her real name, and she never learned mine.  I never even saw her face - only the strange suit of armor she wore.  As for why she's here-"
"Is she a mercenary for hire?" Eli interrupted.  "What - how did - how do knights function?"  At his mildly surprised look she slumped her shoulders a bit.  "Sorry - didn't mean to interrupt you."
Django chuckled and pushed off from the counter, moving to line up to throw his darts again.  "Not a problem.  I can only guess at why she'd be here -- same reason the Rogue Knight was, I wager.  I wouldn't call her a mercenary...that's not what we did.  But, it's been over a decade since I last spoke with her, and people can change."
Eli shifted and leaned against the counter almost in the same spot he'd just vacated, putting him and the dartboard at her back as she stared a hole into the wood in front of her; if this person was this Ghost Knight that Django had known years ago then that meant it was a good chance that this spy's having an Access Suit was just...a one-off. One person who got their hands on something that actually still worked.  That was one fear off the list, at least.
"Django... How did this woman fight?  What did she do as the Ghost Knight?"
"Scouting," came his answer, quicker than she'd expected.  There was the sound of the dart thunking into the board before he continued.  "No one was better at it than her.  And in a battle she was the best flanking attacker you could hope to have on your side."
"Flanking...  Does that mean she didn't take people on in a direct manner?"
"She avoided that as much as possible but she was still capable of defending herself if she had to."  Another thunk of a dart.  "Can I ask you a favor?"
"Sure."
She turned around from the counter in time to see Django turning as well, flicking his wrist and sending the dart at the board without looking or aiming; the dart stuck into the bullseye.
"If you find this person, and manage to capture them, I would like to speak to her."
"I... I mean, I'M willing to let that happen, but I'm not a Civil Corps person.  That's not likely up to me."
Django nodded, slipping his hands into the pockets of his colorful coat.  "If you can make that happen, I'd be indebted to you...  Excuse me, I should go check the spaghetti.  It ought to be done by now."
"Yeah, sure thing.  I'll head back up to the counter."
He disappeared through a small door into the kitchen and, as she said, Eli walked out of the game room and back to the counter where the rest of her order was sitting packed neatly into the cloth sack.
She looked over a shoulder at the restaurant's patrons; there were considerably more people here now than had been when she'd first walked in, and Django had purposely wanted to talk to her about it away from others.  She really, really wanted to ask him more about how this Ghost Knight woman fought, or where she'd come from, or--
'I'll come back when it's not busy, or maybe I can catch him at home.'
That he'd admitted he'd been on the lookout for any other trouble-making knights worried her...maybe she should also split her history lesson time between Isaac and Django.  
------------------------------------------------
"Bye, see you tomorrow!"
Django gave Sonia a small wave and a smile as she headed out the front door; there were a few spots left to sweep and then he could put out the lights and head home himself.
Normally he enjoyed the absolute silence of the restaurant late at night - it gave him time to daydream, or plan for the next day's operations.  Tonight though... He couldn't help but think of that Ghost Knight.  Everything he could recall about her had come flooding back in a rush when Eli had mentioned someone pretending to be a ghost; any other time he would have dismissed it as silly old memories but now...
He bent and swept up dirt into the dustpan, and then moved to carry it over to the waste bin.
Ever since he'd driven that rogue knight off he'd been constantly vigilant for any hint, no matter how small, that someone else had arrived to plunge Portia into chaos.  He imagined most people would think he was being paranoid without reason and so had kept such worries to himself...maybe he shouldn't have done that.  Portia's residents had been panicked at first and demanding more protections from the Civil Corps folks after the knight incident but, as time wore on, they'd fallen back into their lives without fear of outside threats; would anything be different now if Django had shared his worries with Gale?
"Too late for that," he muttered to himself.
He swept up the last little dust pile and dumped it into the bin, then went to put the dustpan and broom away.
Once everything but a single lamp was powered down he dipped behind the front counter; for the most part he stored napkins, silverware, and small dessert plates behind here but after that Rogue Knight had left he'd started stashing a small box out of sight behind the formal cloth napkins that were only used during holidays.
The box was about the length of his hand from fingertips to the heel of his palm, and was just barely shy of being perfectly square.  Django popped the latch open and lifted the lid to reveal a delicate-looking pair of gloves made of silvery wires, each with a single wire that was much longer than the others that ended in a tiny plug; they were very hard to see among the loose cloth that padded the inside of the box, and he knew from experience that even when worn they were difficult to spot.
As he looked the gloves over he had his usual mixed feelings about them; hidden beneath his shirt and jacket were a pair of matching armbands hugging his biceps that had very small charge generators on it -- wearing the gloves with the lead wire plugged in allowed him to charge up and release a controlled shock that went off with a bang, a bright flash of light, and repelled anything he hit along with delivering a strong sting to his target.  
Much like the memories of the Ghost Knight now all his memories of having found these relics came rushing back; he'd once been a young, stupid man, with lofty ideals about what it meant to be a knight without truly understanding anything about knighthood.  He'd thought that finding these gloves had been the ultimate stroke of luck -- something to make him an unstoppable force of good in the world.  He'd been hilariously proven wrong, over and over, until he began to treat them as tools to compliment his own skill, rather than relying entirely on them.  
When he finally understood what the gloves true purpose ought to be he began to win more often and eventually they had earned him the title of Storm Knight; when he'd realized that his dependence on them had basically shaped his reputation he had almost thrown them away. The fear that someone else would make the same mistakes he did (or worse - that someone would use them to harm others) had made him keep them, and steadily he relied on them less and less over the years until he'd mothballed them five years before he retired. The Rogue Knight had been threat enough that Django had felt the need to take the gloves out of storage and thankfully with them - and with his reputation - that had been enough to scare the knight off.  
The problem with this Ghost Knight was Django knew reputation alone wouldn't drive her away.  She had fallen into the same pitfalls he had: thinking that Old World technology made her invincible, or at the very least better than everyone else.  Rather than learning and improving she had stagnated...and he'd watched it happen.
"You could have been one of the best..." he sighed, closing the box and tucking it under an arm.
She really could have been...maybe he should have fought her harder on her reliance on that suit.  Maybe she would have listened if he'd fully explained his own mistakes with the gloves.  Maybe he could have trained with her to show her there was a more honorable way of living. But then again, maybe there wasn't some magical combination of words that would have swayed her to his side and stopped her from getting mad and literally stabbing him in the back.
As he headed to the front door he reached his free hand around to rub at a spot on his lower back.  That old scar ached and itched when it was cold or wet outside but it was an old wound he'd learned to ignore; tonight it was a dull throbbing pain - probably exacerbated by the sweeping, or so he told himself before pausing to really examine that thought.
There used to be an old wives tale about how an injury caused by a mortal enemy would burn and ache when that enemy was nearby.  The Ghost Knight had been his companion once...he didn't think for a moment that they could be friends again but he could spare a bit of hope that the old tale was true and that he would know exactly when he was needed if it was truly her in the region.
3 notes · View notes
recentanimenews · 4 years
Text
OPINION: Sports That Deserve to be Featured in Anime
Tumblr media
  People often ask me the question: Which anime are you most excited for this year? 2021’s slate of anime has made that a very hard question to answer indeed. Is it the second season of my favorite slice-of-life anime Laid-Back Camp? Or is it the return of my favorite anime film director Mamoru Hosoda and his upcoming feature film Belle? Amid such illustrious names, it is easy for a less-heralded sports anime to go under the radar. But this particular one is special, and to say I am excited for it would be an understatement.
  The announcement of an anime adaptation of Burning Kabaddi sent me and most Indian anime fans into raptures. For those who don’t know, kabaddi is a contact team sport played largely in South Asia, where the aim is for one player to touch as many members of the opposing team as possible without getting caught — and by “caught,” I mean getting unceremoniously thrown to the ground like a ragdoll. It’s like a mix of tag and wrestling. Here in India, the sport is taken very seriously, with the Pro Kabaddi League representing the highest level of competition. So to have Japan, a nation where the sport doesn’t have much of a following, produce an anime (the favorite medium of so many people here) about the sport came as a very pleasant surprise that touched the hearts of many anime fans here. It goes to show how the simple act of representing a culturally unique activity can have a far-reaching impact. 
  More than that, it illustrates an important aspect of sports anime: they can get us excited about sports we don’t know or care about in real life. My lack of knowledge about mahjong didn’t stop me from enjoying Akagi; on the contrary, I was inspired to (unsuccessfully) try and learn the game myself. Similarly, all Haikyu!! fans I’ve met have had one thing in common: they don’t watch real-life volleyball. It doesn’t matter whether you like the sport or not. Good visual direction and entertaining characters can keep you fully engaged. This makes anime the perfect medium to explore more obscure or underrepresented sports, like the earlier example of kabaddi. Let’s look at a few more underrepresented sports I’d personally love to see in anime form.
Fencing
Tumblr media
  Love Live! characters promoting fencing
  Japan is no stranger to fencing; after all, the men’s foil team took home silver at the 2012 London Olympics. Yet there is no fencing anime, and no notable fencing manga I can think of either. In fact, this seems to be a problem that extends outside Japan: there is little fencing-related media in general. The one notable example that comes to mind is CS Pacat’s graphic novel series Fence (which incidentally seems to have a lot of manga/anime inspiration).
  This is kind of a missed opportunity, I feel. Anime always does a great job when it comes to animating swordplay. Who can forget the epic final battle of Sword of the Stranger, or the internet-breaking moment that was Demon Slayer Episode 19? The choreography, the expression of speed and weight, the soundtrack — all of these combine to create a memorable spectacle. And fencing is little more than a refined form of sword dueling. It is a sport almost tailor-made for anime.
  Beach Soccer
Tumblr media
  Image via DAYS
  Soccer is quite well-represented in anime. Classic soccer anime like Captain Tsubasa have inspired people, both inside and outside Japan, to take up the sport. But traditional soccer isn’t the only way to play the game. For instance, beach soccer. Beach soccer is not simply soccer played at the beach. In many ways, beach soccer is the antithesis of soccer. A neat, one-touch passing move? A staple of traditional soccer, but near impossible on the treacherous surface of the sand. An overhead “bicycle” kick? Rare in traditional soccer, but happens all the time in beach soccer. Traditional soccer is a team game, beach soccer is all about individual skill. The differences go on.
  In my opinion, these differences make beach soccer better suited for anime than traditional soccer, despite the latter being my favorite sport. Overall movement, both of the players and of the ball, is slower, which makes it easier to animate. The increased frequency of goals and the focus on individual flair makes it an attractive spectacle even to those who are not into soccer. And hey, when every episode is a beach episode, you’re in for a good time!
  Equestrian Sports
Tumblr media
  Image via Umamusume: Pretty Derby
  I’m cheating now since this is a broad category of sports rather than a single one, but whatever. Equestrian sports range from standard horse racing to Olympic disciplines like show jumping, to other forms like combined driving and rodeo. The formula is common: a horse and its rider must complete challenges. Training horses to do so is no small feat.
  You know what else is no small feat? Animating horses. Animals, in general, are a challenge to depict in motion, and horses particularly so, with their elongated body proportions and fluid movement. The go-to approach to animating horses in motion is to model them in 3D CGI, as seen in the likes of Attack on Titan. It’s a challenge I’d like to see a studio like Studio Orange tackle, with their successful rendering of animal shapes and textures in 3D CGI for Beastars. Why do I want to see an equestrian sports anime? I think the bond between human and animal is not something we often see in the medium. Seeing both rider and horse, as equals, work together to improve themselves, can make for an inspiring experience. It would be an interesting and unique character dynamic.
Cricket
Tumblr media
  Image via HIDIVE
  Princess Principal is an anime I hold close to my heart. I love the steampunk setting and the fun and lovable characters. I love how it does not shy away from heavy topics, yet never turns into an edgefest. But most of all, I love it for one particular scene, in which Chise describes her daily routine at the school. The topic turns to sports. When I saw what sport they were playing, I let out a loud cheer.
  I have a complicated love-hate relationship with cricket. I was once a very dedicated fan, before falling out of love with the sport in recent years. These days, outside of a cursory glance or two at newspaper scorecards, I do not follow the sport at all. Despite all this, a cricket anime would mean the world to me. Not just to me, but to many anime fans from this part of the world. To say cricket is the most popular sport in South Asia would be underplaying its popularity. Even outside of the region, cricket has its fans — in Australia, in New Zealand, in the UK, in the Caribbean, and in South Africa. But in South Asia, the sport takes on a different form altogether. People from all walks of life huddled in front of a TV screen watching their larger-than-life idols play the familiar game that we all grew up playing on roadsides, completely losing their minds when a player hits a six or a bowler takes a wicket — that is the essence of cricket. That is what I fell in love with. And it will take an anime that captures that for me to be able to fall in love with the sport all over again.  
Which sport would you like to see as an anime? Let us know in the comments below!
Tumblr media
    Do you love writing? Do you love anime? If you have an idea for a features story, pitch it to Crunchyroll Features!
  By: Manas B. Sharma
2 notes · View notes
radramblog · 4 years
Text
Ninty Direct Feb 2021 Thoughts
That was uh. Kind of disappointing, actually.
I suppose it was inevitable that we weren’t seeing Pokemon since they’re gonna do their own announcement. But like. Coulda done better here.
Tumblr media
(oh no you’re now introduced to my awful awful handwriting, is this better or worse than my cursed interests? you decide)
Anyway I wrote down everything they announced so here we go
Pyra/Mythra in Smash: I don’t give a single shit about the Xenoblade series, but it’s one of like 2 IPs Nintendo has had in the last decade so sure whatever they can have second a character as a treat. I’m mostly just annoyed this wasn’t a third-party character.
Fall Guys Switch: This feels inevitable. It also feels about 5 months too late.
Outer Wilds Switch: I’ve heard some absolutely excellent things about this game, so fair enough. I’m not sure I’d buy it on the Switch, but I haven’t bought it at all yet, so.
Famicom Detective Club: This looks like a Ren’py game if it had an actual budget, but still used Ren’py for some reason. Prooobably not biting on this one chief.
Samurai Warriors 5: The only Warriors game I’ve played is the first hyrule warriors, and the only Nobunaga game I’ve played was Pokemon Conquest (it’s a trip), so. I don’t understand the obsession they have over there for this bloke, like imagine if Australia made like a tv series a year and a large handful of video games about Ned Kelly or something.
Legend of Mana: Shit I should go play Octopath Traveler huh
Monster Hunter Rise: Those monster designs looked pretty kickass, and those human designs made me crack up laughing. I’ve never played Monster Hunter, and I don’t think this is gonna change that.
Mario Golf: Hey look they confirmed Waluigi as playable ahead of time so people wouldn’t complain, good job guys. The multiplayer of this looked silly as hell, but I’m not spending 80 bucks on wii sports tennis for a multiplayer mode ill drag my mates to play all of once before we go back to playing Beetle Adventure Racing.
Tales from the Borderlands: Wait telltale is still around? Ok…? I haven’t played Borderlands and don’t really care for the Telltale style so nah
Capcom Arcade Stadium: They could have made a peripheral like the NES/SNES mini, but they didn’t, and it’s for the best. The fact that one of the games is free implies to me that the rest are going to be overcosted, though.
Stubbs the Zombie: What the fuck am I looking at. Apparently this is a remaster of an old Xbox game, but I’ve never heard of it. Weird as fuck, but sure.
No More Heroes III: No more Heroes is a franchise that I’ve never played, but always wanted to. It seems right up my alley aesthetic-wise, and the gameplay looks pretty solid too- probably gonna try one of the older ones first, though.
Neon White: Speaking of aesthetic. This looks anime as fuck and edgy in a good way, and the gameplay looks real fun. I actually really want to check this out, and no, it’s not just because of the skull masked goth gf on the cover. (Doesn’t hurt, though.)
DC Super Hero Girls Teen Power: Jesus, this looks like a bad tie-in game from the mid 2000s. Not like Battle for Bikini Bottom, more like a Jimmy Neutron. And while I really liked the Jimmy Neutron game as a kid (shame about the show), this doesn’t look like it’ll stand up to that…high bar. Listening to this trailer made me want to die a little bit inside.
Plants Vs Zombies: Battle for Neighbourville: I miss PopCap. Peggle 3, never.
Miitopia: This looks cute, and will probably lead to the same sort of 3am DMs that happened with Tomodachi Life. If it’s a full priced game, it probably won’t sell at all.
Animal Crossing New Horizons Mario items: uhhh sure. Don’t have that game, so.
Triangle Strategy: Aww fuck it’s a final fantasy tactics that looks like octopath and it might have an actually good story, shiiiiiiiiit. I’m gonna give the demo a try before I land on this, but I’m optimistic.
Star Wars Hunters: When was the last time we had an actually good Star Wars game? And don’t say Fallen Order. Yeah, didn’t think so.
KO City: Ah, the bottom of the barrel. Didn’t think it would take this long. At this point, the pseudo-cartoony style everything has because they’re trying to ape Fortnite is extremely grating on me. (I definitely thought this ad was for Fortnite stuff at first)
World’s End Club: OK this one has me actually hyped. I knew that Kodaka (director/writer of the Danganronpa series) and Uchikoshi (director/writer of the Zero Escape series) were working on a joint project, and we’re finally seeing the results. Both of them have multiple excellent games under their respective belts, and this new game looks like a fun spin on what I’m sure a lot of people were expecting from the pair. Literally both of them have made a game where (spoilers I guess, Keara stop reading here you haven’t played VLR yet) there’s a death game going on while the characters are unaware the world fucking ended, so to see the idea of the death game getting interrupted and the characters actually having to live in the dead world is really cool. I’m paying cloooose attention to this one.
Hades (Physical Release): Dang now if I buy hades I can choose to have some of my money go to EB games or JB hifi or something. Cooooooooooooool.
Ninja Gaiden Collection: This just made me wonder why Ryu Hayabusa isn’t in Smash yet. Is it because there’s already a Ryu?
Age of Calamity DLC: I don’t think I mentioned this in my post yesterday, but I would have put money on DLC for this game coming out. I still haven’t played it, but the first Hyrule Warriors had so much fucking DLC so this was inevitable in my eyes.
Bravely Default 2: Uhhh its another JRPG man idk what you want me to say. Didn’t play the first one, apparently its good.
Ghosts n Goblins Resurrection: Kinda funny having this next to the free original in the Capcom Arcade Stadium. Capcom is reviving old franchises, I guess? Where’s Mega Man Battle Network, cowards?
SaGa Frontier: I’ve heard good things about the SaGa series, but this looks awful. Not like gameplay wise, the style for the models and shit in game just disinterests me.
Apex Legends: Is anyone still playing this game?
BOTW 2 (no news): I’m not mad, I’m just disappointed. Next Direct, I guess.
Skyward Sword HD: I’m not mad, I’m just disappointed.
Tumblr media
Seriously though, I was expecting 3 of the best Zeldas ever made to get ports, and we got the one that I wasn’t interested in. Fuck you too, I guess.
Splatoon 3: I actually was super interested in this, seeing as the trailer looked like it was gonna be for some like… side game, 3D RPG or something, exploring the origins of the Splatoon world? But then it’s just Splatoon 3. And like, I know people really like that series, but it never appealed to me. The world is neat! But I’m not interested in the series as it is.
And that’s the tea.
ADDENDUM:
Tumblr media
shit that’s this weekend? huh ok -New Hearthstone expansions revealed, kinda like WOTC does with magic every so often, just like “here’s the next couple sets btw”. Since they do nothing but plagiarise off each other and MTG is having a set based on another WOTC property this year (D&D), there’s going to be a Starcraft set. -Diablo 4 release date that will not be stuck to since COVID is still a thing -people are hoping for starcraft 3. Blizzard to announce Starcraft 2 Episode 1. -New WoW expansion announced, determined objectively to be “worst ever” before trailer is even finished
2 notes · View notes
ladala99 · 5 years
Text
More Thorough Thoughts on Mystery Dungeon Rescue DX Demo
Intro
When I was a kid, the Pokemon Mystery Dungeon series was peak hype. You could actually play as a Pokemon, going on adventures in randomly-changing environments so nothing is ever exactly the same. The story blew me away, surprising me with how emotional video games could be. And that was just the first game, as the second improved upon so many things.
Here we are again, remaking the first games. I’m really excited for people who never played Red Rescue Team and Blue Rescue team to experience the story of the Ninetales curse for the first time. It’s a great story in a great game and it deserves to be seen by more people.
Graphics/Art Style
In addition, this game fixes something I never imagined would be fixed: the art style. When the Mystery Dungeon games transitioned to 3D, they lost the series’ original art style to be replaced with the generic cartoon art style every 3D cartoon game feels like it has. With these filters, it not only regains what the drawn graphics of the original imply, it recreates the concept art with its hatched shading and bold lines. Look at any screenshot of the game, and everything other than the Pokemon looks like a drawn picture, not a 3D environment. It is so pretty and it works so well.
Aside from the Pokemon, though. The filters make them fit in for the most part, but it is very clear that these 3D models (the same ones used in everything since Gen V - GameFreak, you taking notes?) are not made specifically for this game. It’s not bad that they stick out, since in a way, they should, but it does break the concept art look that everything else has.
It does keep Super’s walking animations, too, unfortunately. They animated four-legged Pokemon very generically and it doesn’t look great. The originals had unique animations for every Pokemon, mainly because every Pokemon had unique sprites. Now the uniqueness is largely gone. It’s not a dealbreaker by any means, but I miss Skitty’s pounces as it wanders around town.
Changes from the Originals
The personality quiz will sometimes suggest Pokemon from the opposite gender compared to the original. I haven’t tested it thoroughly, but when I took it, I chose girl and it gave me the Pokemon that used to be male-exclusive for that personality trait.
And now you can choose your starter regardless of the test results. I like the best-of-both-worlds approach here. You can also choose Partner Pokemon that used to be exclusively Heroes in the original, so that’s very neat.
Dungeon mechanics have been updated to be an evolution of Super’s mechanics. The demo ends too early in the game for me to form a full opinion on this. So far, I haven’t noticed it change the difficulty, as moves didn’t really have Base Power in the original as far as I noticed, so Tackle was just as good as Slam. Better even, as it has more PP. Now, you start with better moves, but it doesn’t seem to make it all that much easier. It was already easy.
I can’t say I’m the hugest fan of “press A and the game chooses the best move for you to use,” but if you use Super’s move button combo, you can choose a move yourself, anyways. And there is a “do nothing” button combo, so I’ll just have to get used to using that rather than pressing A when I want to do nothing.
Overall, though, moves are handled a lot better than they were in the originals, at least on the accessing them front. Some people are upset about the lack of a Basic Attack, but I made my farewells when Gates to Infinity came out and made them useless. It makes Max Elixirs less useless.
Story-wise nothing has changed so far other than Diglett being introduced slightly earlier, while also making you a shortcut to the Pelipper Post Office. Not sure if that means more story additions are on the way (I hope so!) or if it’s just a convenience thing with an in-universe explanation.
Really small thing that bothers me, though, is that wandering NPCs in town have zero weight to them. In the originals, NPCs had set ranges and you couldn’t move them. Now, you so much as brush up against them and they slide away from you. Even Gates and Super did it the original way. It feels wrong and cheap the new way; at least in most games that let you move NPCs, you need to exert some force. As it is here, I try to talk to them and push them away in the process.
Conclusion?
As far as I’ve seen so far, I’m pretty excited. But there’s still more to talk about that I will under the cut! It involves mild spoilers found out through the game’s Help Menus.
Pokemon Availability
Here’s something that’s neutral-to-negative: all signs point to these games consisting of only Gens I-III, evolutions/pre-evolutions(?) of Gen I-III Pokemon, Megas and Primals of Gen I-III Pokemon, and Lucario. More than the original? Yes. But in this day and age, it’s not very many. We criticized Sword and Shield for cutting the cast, and even before the DLC those games have more than this game does.
I understand it as an artistic choice. It’s the same reason Let’s Go, Pikachu and Eevee only have Kanto Pokemon. But when I get a new Pokemon game, especially Pokemon Mystery Dungeon, I want to use Pokemon I’ve never used before in that context. And I’ll be shocked if any of the newcomers are available before the post-game.
And not even Alolan Formes are in. The game’s TMs indicate that this game was developed to release during Gen VII, but they didn’t even do the obvious and make the Ninetales that lives on an icy mountain ice-type.
Shiny Pokemon Exist
That’s all we know, but that’s really cool. Apparently the Friend Bow helps recruit them.
Exp. All
Something that started in Gates to Infinity and continued into Super Mystery Dungeon is the fact that every recruited Pokemon gains experience along with you, regardless if they are on the adventure or not.
They changed the name of Friend Areas to Rescue Camps, and one of the Rare Quality descriptions seems to indicate that Pokemon in Rescue Camps gain experience with you.
Unlike with the main series, I don’t really mind it. I find the game more fun when I’m bulldozing my way through everything than I do when I’m struggling. But that’s just me.
I can see this being a disappointment for some. It’d be nice to be able to turn this on or off, especially since it would be funny considering the main series took away that option. But I’m just speculating now.
IQ Replaced
Instead we have Rare Qualities, which it seems some Pokemon come with, but others can be obtained through gummis. Gummis now only come in two varieties rather than the type-based ones, and thus are likely a lot rarer. Likely. I’ve got a job sitting in my Accepted Jobs list that rewards one so maybe they’re not all that rare.
Absolute Mover has an equivalent, so that’s all I really care about here. If I can have a Caterpie that crashes through walls, I’m happy.
Six Additional Story Beats?
The original Red/Blue Rescue Team had 12 total story portraits on the loading screen. DX has 18. This could mean one of two things:
One, it could have more actual events in the story. This I’m hoping for, but...
Two, more of the game’s story could have portraits. The original only showed the Legendaries you encountered, but there’s important events that happen that don’t involve Legendaries. Plus not all of the post-game events had portraits.
So, I want to be excited, but at the same time, I can’t get my hopes up.
Conclusion
I’m still excited, but it’s not exactly what I wanted from another Mystery Dungeon game. The gameplay’s still fun, of course, and I’m excited to see the rest of the game in this beautiful artstyle, but I have to temper my expectations. This isn’t Gen VII Mystery Dungeon where I can play as a Litten, nor Gen VIII Mystery Dungeon where I can have a Sobble partner.
This is Gen III+. It’s the original but prettier and with new mechanics. I’ll definitely love it, but it won’t be what I was hoping for.
8 notes · View notes
littlemisssquiggles · 5 years
Text
Tumblr media Tumblr media Tumblr media
sketchfab
“Treska Singboard” 
Based on this concept art illustration by Anna Terskova, this is my first official hand-painted 3D project as well as my first upload to Sketchfab. For those of you who don’t know, Sketchfab is this cool site where 3D modellers can upload their models and what’s cool about is that it has a viewer where folks will be able to interact with the models. Meaning you can rotate it and look at the model as it is right there. It’s really fun especially if you’re someone who’s interesting in 3D modelling and art.
I’ve been using Sketchfab mainly as a means of inspiration, to scope out other 3D artists. You have no idea how much cool 3D artists I’ve discovered via Sketchfab, Artstation and surprisingly Twitter. I’ve been specifically eyeballing the artists who create 3d art with hand-painted textures. As someone who’s been practicing digital art for the past twelve years (back when I first joined Deviantart and ultimately left and transitioned over to Tumblr years later) I’m really interested in doing this style of 3D art since it fits perfectly with my way of creating art. 3D models textured with texture maps painted digitally using your favourite digital art software---yep that suits this squiggle meister and 3D artist-in-training perfectly. Not to mention that it looks really cool once it’s all done. I would love to use this technique to create the environments for my art going forward but…one step at a time---I’m not exactly an environment artist. But y’know what they say? Practice makes perfect and a great way to start is actually practicing the technique you wanna do, right?
Those of you who also follow me over on Twitter and/or Instagram might’ve seen me occasionally dropping WIP posts of my myself experimenting with hand painted 3D models. It originally started me using polypainted sculpts in Zbrush but now I’ve switched over to testing out creating lowpoly models in Maya with the Zbrush sculpt for additional details. This way I get to utilize what I learnt from Animschool. From there, I then UV’d my models in Maya (my UVing skills still need polishing though) before painting my textures using a combination of Paint Tool Sai---my go-to digital art software---and Blender 2.8.
I’ve heard good things about Blender and you’d be surprised how many hand painted 3D artists use it in their workflow. I can understand why though. I definitely prefer the feel of painting in Blender over Zbrush. But despite this, Blender can’t beat Sai for me. This is why I prefer to use them both together interchangeably with Sai doing the more heavy lifting. That’s my preferred workflow currently especially now that I’ve used it in the completion of my first 3D art project.
As someone who is still relatively new to 3D modelling and hand painted texturing, I feel very proud of what I was able to accomplish with this piece. I learnt a lot while working on this. It was neat challenge. This is why I’d like to express the important of experimentation in your art. Never feel shy or bad about taking time to do so. As artists, we’re always growing no matter how experienced we become. All artists experiment with different techniques and medium at some point during their creative periods and it’s no different for 3D artists.
Speaking for myself here, it took quite a bit of trial and error with this new technique that I’m diving into but I feel like I’ve finally discovered a 3D art workflow that suits me. Using Maya together with Zbrush for modelling while combining Sai with Blender for texture painting works well for me. Other 3D artists might prefer to use one program that can do all of this but, hey use what you know and what works well for you and this is what is working for me right now honestly.
Overall, this project was pretty cool and fun to complete and I’m hoping to do more hand painted models going forward. And what’s cool now is that, thanks to Sketchfab, I can share my projects with you folks on my blog via their viewer. So from now on, whenever I share a 3D art project, don’t hesitate to click the embed Sketchfab viewer and take a good long looksee at my model. Trust me, it’s really cool.
Anyways, that’s all for now folks. See ya in the next squiggly 3D project!
~LittleMissSquiggles (2019)
13 notes · View notes
game-meak · 6 years
Text
A Proper Postmortem
Maybe?!  Heck if I know how to actually format a good post but let’s try.  As game development went on for almost four years, this is probably gonna be long... and also give away basically the whole game oops!  Read on with caution.
Tumblr media
Sometime around July 2014, a month after the initial release of my first game, my room was being remodeled and I was stuck with nothing for free time but a garbage laptop I could do anything on, an old flip phone, my sketchbook, and my 3DS.  So beyond playing an obscene amount of Animal Crossing and Tomodachi Life, I at some point went “hey, what if I made a second game starring the kids.”  So I started trying to plan it out!  And it went
absolutely nowhere that I intended it to go!!!
Tumblr media
For instance, this is the very first page of sketches.  This squirrel was supposed to be really important.  It’s not.  I don’t even KNOW what’s up with that duck.
A thing I like to think about before I set off making any of the story, assets, or scripts for my games tend to be themes and motifs.  And I kept circling back to a very important, very personal “theme.”  Without using the internet at large as my therapy couch, I was emotionally abused and taken advantage of multiple times in my life and it greatly impacts how I interact with people to this very day, as you’d expect events of such a degree would.  Particularly, I kept thinking that the RPG Maker fan crowd tends to skew young and be in the teenage range and at ages 14-16, I could’ve used something to help.
Of course, my entire thought process isn’t necessarily one of charity and selflessness.  It was also a way of me expressing what I’d dealt with in ways I’ve only ever communicated with my friends who were also victims of the same circumstances, the closest I would let myself come to personal stories and retellings with a cover of plastic children and wild adventures.  It was also in some ways a way of me verifying to myself that something ongoing was, in fact, bananas and should not have been happening, but that might be another story for another time.
As you can probably guess, Haze and Seal came into the picture since I needed to make two characters who would have this struggle.  A lot of decisions came about because of my personal experience.  They’re 15/16 because I was at the time of the incidents that primarily inspired me to make this game.  They’re both nonbinary because I am.  They love anime because I did (and do...?!)  One of their friends is even directly modeled off how one of my friends looked in high school.  To that degree, I guess someone, somewhere can call them self inserts.  But they’re also not, since I didn’t want to just do a personal retelling with fictional characters.  I’d just write a memoir or something at that point.
Haze’s design came first, and then Seal’s was sort of made as a foil to them.  Haze’s “colors” are pink, black, grey, and red.  Seal’s are teal and light purple... and also black.  Haze had a rabbit motif (which got toned down as I went on), Seal had an owl motif (which is now just a single mention in their list of likes...), etc.
Tumblr media
Though in the beginning, the story was entirely different.  Initially, everything took place in the neon-ish areas with black sky and reflective, celestial water (that I, very eloquently, call “spacewater”).  The idea was that Haze and Seal were beings from another dimension and that their “fighting” was causing a rip in the universe that the kids stumbled into and therefore got wrapped up in this mess.  I had an entire script written and started making assets and when I went to sum up the game’s plot in a neat paragraph, I realized... I hated it!!!
So I chucked all I had done by that point writing-wise and started again.
In fact, I rewrote a lot.  After the first it was mostly small tweaks and adjustments, but the biggest ones (and the ones that still present a challenge to me!) usually involved trying to make Seal feel like a believable character.  I had shown an early draft to someone who said that Seal felt too much like trying to get back at someone, so I scrapped a ton of their lines and tried again.  I still worry whether or not they come across too Strawman-y, but I’ve done the best I can and whatever criticism people have can apply to my next writing attempts.  It’s very hard to separate yourself from subject matter you feel really personally attached to.  I don’t want to write them in a way that you immediately hate them, or hate me for writing such a blatant “villain” character, but in a way that you can formulate your own thoughts.  That said, though, I am violently allergic to people who call Seal a “tsundere,” even in jest.  So I guess I want people to have their own thoughts as long as it’s not that specific one...! (;;;;)
You may be thinking “heck, this is a lot of paragraphs in and you haven’t even brought up gameplay thoughts” and yes... that’s very true.  Shamefully, for a game where I thought “I should definitely, absolutely focus more on making it a Fun Game than a walking visual novel” I might’ve actually dropped the ball in that area.  I’d like to think I was more adventurous than I had been with my first game.  Some parts do kind of fall into the “walk to the next cutscene, find a key to unlock the next cutscene” pit, but I did put effort into figuring out what I could do with RMXP.  My obligatory “please don’t use this engine here, people thinking of using RPG Maker” statements here.  In the final product, though they’re very simple, I’m most proud of the chalkboard puzzle and the paint sorting puzzle.
Tumblr media
Even if, y’know... I somehow neglected to include the letter “k”
Speaking of, I’m not sure if this is a general RPG Maker thing, a “man I hate RMXP” thing, or a “meaka cannot gamemake” thing, but I had several event/puzzles just up and quit on me a few times.  Like they would work fine for months and months, but one day I’d go to them and just nope, suddenly they’re not working, sorry.  Copy+pasting the event to a new map wouldn’t work, so I’d have to manually redo the event.  One of them was the chalkboard puzzle.  The other was the sliding puzzle when Tony is by herself.  Which I’m also aware slows the game down a ton, but I have legitimately no idea how to fix that... I tried and I could never get to to not lag like crazy.
Like I said, I started in July 2014.  I’d shipped the game off to my beta testers in March 2018.  A vast majority of that time was spent creating the visual assets since everything you see in the game is custom.  All the sprites, all the tilesets, every little pixel of it.  All me!  Needless to say... it was very exhausting and very time consuming. I grossly underestimated how much time I thought it’d take.  I never accounted for the very real possibility of burnout, which is incredibly silly considering I was making something entirely by myself that was also an occasionally difficult subject matter...!  There were quite a few weeks where I touched nothing because I couldn’t bring myself to and even a few times where I just considered deleting everything and cancelling the project.  I knew I’d be mad at myself if I quit, especially as I got later into production, so I just tried my best to make sure I didn’t turn it into a huge chore.  Obviously, there were parts that were more tedious than others, but this game really is a very large labor of love that I put a lot of my heart into.
Part of that time is also a little bit of indecision.  Did you know I went through 3 possible title screens?  I sure did!  I’ve also publicly posted about redoing both Haze and Seal’s bust sprites before.  I almost redid all of the kids’, too, but I didn’t wanna get caught in the loop of remaking everything, so I opted to just leave them as they are.  Most of them don’t bug me as much.  M...most of them!
Tumblr media
I’m hopping back on the Story train since obviously that was my main focus, but the decision to have Seal sort of “reveal” their true nature (or at least have a jealousy-related anger burst) to Octavio as an animated cutscene was one I’d decided pretty early.  Which is also why, unsurprisingly, I was debating getting voice actors for a hot minute.  But I wouldn’t have used it anywhere else in the game, so I opted not to.  I also wanted to keep the file size low, but that wound up not happening so much, h-haha...   For someone who uses the only engine without native support for videos, I sure do like making animated cutscenes, huh.
Anyway.  This scene originally bridged Octavio’s section of the game to Pablo’s, which would’ve been (for some reason) in an abandoned hospital.  But that didn’t pan out because it didn’t fit what I wanted the game to be and also by switching the order of the two, it builds up more tension(?) on the kind of character you expect Seal to be.  I hope their very first “fuck off, maybe” took someone out there by surprise!
This also was the point when I decided I wanted to commission an original soundtrack, since nothing quite got across what I wanted at the time.  Which is when I put out my silly ad post and somehow managed to get the amazing ProjectTrinity to compose for me...!  I’m still amazed by the sheer quality of music he made for my little RPGMaker game.
Having the teen characters curse was also something I waffled on for a bit.  Clearly, I dwell on the important things as a writer.  I wanted it to contrast the cutesy, kidlike way the siblings talk and also the sort of squeaky-clean image the witches (particularly Seal) present to the kids by contrasting how they talk to each other, most importantly how Seal talks to Haze and their other friends.  I did have the same issue with the Mother in my first game, but I opted to not have her curse at all either since she’s childish in her own way, too.  But that’s not for THIS game’s postmortem, get otta here!!!
Tumblr media
I also very much was set on a “battle” with words being the final event of the game.  Though I had a hard time imagining what that would be initially, but eventually arrived at a sort of fake battle system that was introduced in the mine.  The setting for this battle changed with time (everywhere from the park to the academy and in between) was considered...!  The dirty secret is that while I did like the decision to make it take place in the voids between worlds, I also sort of did not want to draw the staircase in the witch academy.  Originally, the kids would’ve also helped Haze “reach” Seal (who was putting actual obstacles in the way), but I guess in my own way, I wanted to give Haze the ability to confront Seal on their own, one-on-one.  Or something like that...!  I also didn’t want to add too much needless backtracking.
Tumblr media
I’m... unsure what other point I really want to make, so I guess I’ll end this here unless anyone has anything in particular that interests them they’d want me to answer!
All in all, this game means a lot to me and took a chunk of my life to make and I really hope it’s able to reach at least one person who might need it, even if it’s only a little. 
To all of you who gave it a try, thank you, truly, from the bottom of my heart.
A shameless link to the game:  [itch.io] & [RMN]
17 notes · View notes
antagonist-chan · 6 years
Text
So, I watched this TF2 video, and the creator actually encouraged discussion, so I ended up commenting this:
Ooooh, an invitation for TF2 discourse. And for once, I actually feel like I could contribute something. Not sure why I feel like I can contribute more now than usual. My two main qualifiers- I am *not* a very consistent player (I've been playing since 2012, but I only have under 500 hours), though I've been trying to fix that by playing more consistently, and I *am* interested in game design, and am actually interested in making custom content for TF2. I absolutely agree on the Crossbow and Ubersaw. I'm not usually one of those "avoid the meta out of principle" people, but I *am* with Medic because of how overused I feel the Crossbow and Ubersaw are. Especially the Crossbow. Thing is, I can *not* think of a way to fix the crossbow without either filling it to the brim with downsides (which would push it into the "trash" category) or removing the healing thing or letting the other primaries heal (which would make its entire existence redundant). I agree with most of this video, really, but this is something I've thought for a while and haven't really heard anyone talk about before. I hear people talk all the time about how bad it is that the Ubersaw outclasses the other melees, but while people acknowledge that the Crossbow outclasses the other primaries, nobody really says it like it's a bad thing, at least not that I've noticed. Other weapons that need buffs: the Back Scatter and Soda Popper. The Back Scatter's concept is really neat, but it's basically useless, and the Soda Popper... I don't get why it was nerfed in Meet Your Match. It's not like I've ever heard anyone complain about it or anything. Also, I feel like its model should be changed. Back when its stats were still based around mini-crits, it made sense for it to have a Crit-A-Cola on it. The Soda Popper was basically what you'd expect it to be like if you attached a Crit-A-Cola to a gun. But ever since the December 2013 patch, it's been a *mobility tool*, like Scout's *other* soda: The Bonk! Atomic Punch. As someone who does 3D graphics stuff, I'm pretty sure that replacing the Crit-A-Cola with a Bonk would only take about five seconds of work. Back to the Back Scatter, I think the bullet spread being removed could help? The reduced clip size seems like enough of a downside. As for the Sharpened Volcano Fragment... now this is a bit of an out-there idea, but perhaps its popularity in Medieval mode could be expanded on? People use it in Medieval mode because the Pyro has no other means to set people on fire. Similarly, a lot of people use the Manmelter because it can extinguish teammates, which makes it pair well with the Phlog's lack of airblast. So... maybe, indirectly buff it by introducing a Pyro primary that doesn't actually set fires? It'd be really weird, and it might not even work, and the Pyro just *got* a ton of new weapons, but... it's a thought, at least. Alternatively, you could replace its downside with something slightly less debilitating, like swing speed. Hell, is the Fragment even that bad compared to stock? It's clearly terrible compared to Pyro's other melees, but nobody really uses stock, either. Maybe the answer is giving it some of the abilities of other melees, like maybe letting it join the Homewrecker and Neon Annihilator in destroying Sappers. The Warrior's Spirit is a tough one. I'm just now realizing that I've never actually used it, and the stats actually sound really good on paper, so I don't even really know what's wrong with it. I should try using it so I can figure it out... The Pomson just needs a rework from the ground up. It's not nearly as unfair as it used to be, but its main upsides of fucking with Medics and Spies are still just plain *mean* and not even useful. The main thing that works about it is its similarities to the Cow Mangler and the Bison- that it doesn't need ammo. I'd say, get rid of everything else and start from the ground up. The disguise kit rework would be *awesome*. It's also a good idea because disguises are supposed to be integral to Spy, but they're not that great these days. I actually had an idea for a Spy primary at one point that was a disguise tool- it did significantly less damage (maybe even no damage at all), but firing it would not only not take down your disguise, it'd make your disguise fire *their* weapon. In addition to a Demo Market Gardener, there should be a Market Pardner, to borrow a term from Sketchek and Uncle Dane- a Market Gardener for Engie.
3 notes · View notes
stuartledrew · 4 years
Text
Neat Thought...
We're viewing our pasts, from our presents, as we step into our futures.
That is to say:
When I look at you, I'm seeing where you were, not where you are.
The speed of light Doppler effect...The “light barrier”/screen...Am I on yet?
Anyway...
Be nice.
Be happy.
Be you.
How?
We're a light/dark energy/matter, double rainbow...Well, we will be...
Once you find the “you” that you were born to be.
Balance, harmony, diversity, eternity...Life.
Or...
An eternal, double, infinite, single wave length (...-1.0.1...)...Life?...
Take your pick.
Some interesting things start to happen, when you think in terms of the speed of light, being directly connected to, the number of beings on the network. - Truly just beings there are.
The more of us who join, the more harmonic we become.
We begin to think as one mind, not the same thought, just the timing of...We begin to beat...And all time exists at the same time.
Just a thought.
https://stuartledrew.tumblr.com/
Another neat thought:
Given that I'm viewing my past on a slightly convex screen (time plane), with a very concave retina, + rod/cone placement + transmission speeds = 3D = Evolution (Hunting)
Oops...Got a bit lost there myself...
We're the present, a singularity of time.
We're centered.
So...
Simpler biology...Concave, to concave, flipped...
Anyway... Enjoy...
https://www.youtube.com/watch?v=NAEppFUWLfc&list=RDMMNAEppFUWLfc&start_radio=1
“Stone walls do not a prison make,
Nor iron bars a cage.” Richard Lovelace
https://www.youtube.com/watch?v=YkgkThdzX-8&list=RDMMNAEppFUWLfc&index=2
https://www.youtube.com/watch?v=HTTAPCUtbc8&list=RDMMNAEppFUWLfc&index=5
https://www.youtube.com/watch?v=UpoP4YSFKGA&list=RDMMNAEppFUWLfc&index=4
https://www.youtube.com/watch?v=vZA5heWazIQ
https://www.youtube.com/watch?v=QGJuMBdaqIw
https://www.youtube.com/watch?v=xCorJG9mubk
P.s.
This will be my last post, tweet, comment...ANYTHING!!!...On this subject.
In 2008 I got a “tap on the shoulder”. That night I was run through the gamut...I was once Jesus...No, apparently I was Satan...Nope...Wait...I was God...Until I screamed out into the darkness, “NO!!! It just doesn't work!!!”. Then I got to thinking...
I told the doctor (I was “told” to), and ended up being diagnosed as schizophrenic, and being hospitalized. Tip, unless for some reason you wish to be hospitalized, don't tell a doctor that you were once god. Anyway, whilst hospitalized, I briefly lost my temper with my psychiatrist, and got assigned an interview with another psychiatrist, to confirm that I was bipolar too...WHAT?...
Anyway, at that meeting, things got a bit emotional. The psychiatrist's student, started crying and had to leave...And I got a confirmation of bipolar disorder...WHAT?...
I made an RCMP officer cry once too, a male one. He was left to “watch over me” in a room at the hospital, on one of the occasions that I had been told:
“This is a big thing! A REALLY BIG THING!!! You understand that, right? Well the only way they're willing to get you guys together, at the moment, is in a controlled environment. Get yourself checked in to the hospital.”...Phone RCMP...Say “This is Stuart Graham LeDrew I live at...I used to be god, and I fear that I may do harm.”...BINGO!!!...Hospitalized, but no meeting!...No kidding!...Nearly 13 years!...Anyway, back to the RCMP officer I made cry...We talked for a bit and I asked him, “If it isn't, EVERYBODY, what's the bloody point?”, and he began to cry.
Long story short:
Either I'm pure probability, and simply mad.
Or I'm right, and we all win!!! But if so...Where is she? It's the communications era! I'd have been there the next day.  If I hadn't been told, that I have to wait here. Katy has to choose to come to me. I must just be mad! The next day!!! I'd probably have been arrested and detained, but I'd have had to!!!
The way I figure it...
If I'm just mad: I have hyper-inflated lungs, and COVID's on the rise, shouldn't be long now.
If I'm right: Maybe I have to go through all of them, one-by-one, for some reason, and I'm just losing again. C'est la vie.
If I'm, right, right: It has to work, first time. Otherwise,  it's just a trick of sorts, possibly unjust, and personally unacceptable. Something may be back...BUT IT WON'T BE ME!!!
And I'm not “Going long”, that's just the same thing, a trick.
If anyone can hear me...You can't mess it up! Why? Because I'm still here!
HELP!!!
Or not...Your choice...That's the point!
Well, one more.
I WILL FIND A WAY!!!
I'm back, but then again, I did say that I'd find a way.
Perhaps it would illustrate my point, “Stuff like this doesn't 'Just happen'!”, if I give you a few examples.
I was 'told' to go upstairs 'right now!', and watch a video...”Which one? 'You will know.'. I did so. The video was:
https://www.youtube.com/watch?v=xCorJG9mubk
Which is basically a synopsis of this whole thing.
Then, one evening at 10:10 on the 10th, I wondered, “What is 101010 in binary?”. Turns out it's 42. Douglas Adams' “The Meaning of Life, the Universe, and Everything”.
In the video, “This is the part of me”- Katy Perry, at 2:23 Katy is wearing a watch. It's 10:10, and the minute hand is pointing to the 10 on the outside dial. I only just noticed this fact, and I've been watching it for years.
I first encountered Katy with the release of the “I kissed a girl” video. I was walking through the living room, and the video for it came on tv...Our eyes met...I walked away thinking “Oh well, just another talented, pretty girl, they'll “throw away” in a couple of years.”. I mention this because as I said, our eyes met...Then, I walked away at the end of the video. But what happened between those two events...(blackout)? It was odd, but I didn't think much of it at the time (loads going on). Now, did I see Katy, then get my “tap on the shoulder”, or visa versa? I couldn't tell you, it was all too long ago now.
In late 2010 there was a forum called “The Meaning of Life, the Universe, and Everything”, upon which I was posting. It was the usual stuff...Drunks in Florida, “Killing time”, and people only interested in their own theory's. So there really wasn't much point, but one day, a 12.5 year old girl, posted a link to:
https://www.youtube.com/watch?v=QGJuMBdaqIw&list=PLNNEgHxrnU5xrECkqd-mbgyOf6X7_6W9p&index=95&t=0s
And asked, “Is this the sort of thing that you mean?”. I told her that it was basically exactly what I meant, but thought nothing more of it. That's not strictly true. What I meant by it was that I made no connection to Katy or the “I kissed a girl” video. I don't think that I even noticed that they were the same person. If I had, I'd probably have thought something along the lines of, “Oh, still going...Gosh!”. As to the song itself...That has saved me countless hours of thought...We're all on our own “perfect road” leading us all to our own “perfect door”. No need to keep 'checking'/cross referencing etc:. BRILLIANT!!! Anyway...
All of this had fallen into the background, for a couple of weeks or so. It was odd, but nice, a quiet mind. Then on 3/14/2018 Stephen Hawking died. Within 4 hours of his death I had a basic understanding of how all this works. I explained it all on physics forums. My model fixed all of the various problems/oddities in their model, but they would have none of it. Got banned!
Christmas 1987 my mother asked me what I'd like for Christmas. I usually got her to get me a record, but this year the really wasn't one that I had my eye on. So I said “Pop goes the world by Men Without Hats.”, because I thought that the girl in the video was cute. Turned out, I never really listened to it, I didn't really care for it much. But!!! Now, the anomaly in the video that has been bugging me for years becomes clear. What anomaly? What are those floating bubbles with the red bits on them? Do they mean anything? Because, again, the video is pretty damn on-the-nose!
https://www.youtube.com/watch?v=3zUUtf7gOe8
Or the video for “Imagine” - John Lennon, he was a tad over zealous, here and there, but, imagine. Why do they zoom in on the window that has “THIS IS NOT HERE” printed on it? I'm demonstrating that it isn't, so...
And finally, well for now anyway, in 1994 Elastica released “Connection”. Huge amounts of this process have related to music videos. “Connection” was one of those “instant fav's”. The original video is a masterpiece, but could cause epileptic seizures due to the quick cuts.
https://www.youtube.com/watch?v=gY2s4hJ8kuA
“Another heart has made the trade, Forget it, forget it, forget it, I don't understand how a heart is a spade, But somehow the vital connection is made.”
I have to know this! How is a heart a spade? It's ridiculous! It could be anything! Oh well...
Then two days ago, for no reason the thought Juice Newton “Queen of Hearts”, so I played the video. 35 seconds in...
https://www.youtube.com/watch?v=P0DK-0fIKCw
I could go on. My day, everyday, is just a continuous “coincidence” stream. Stuff like this doesn't “Just happen”!!! Well technically it does, but...
I will find a way...I mean, what else ya' gonna do?
Especially after the most powerful moment of this whole thing...
The weekend before my birthday in 2017, Katy had a “Witness Weekend”, four days, on air 24 hours'ish, a day. I'm not entirely sure why I watched, Katy was “relevant” by then, “Firework” had saved me so much time. I watched probably 3-4 hours, or so, each day, but I have a problem with, “I may be wrong...”, so I didn't want to feel like a stalker.
Katy had a psychiatrist come in to the theatre, to have a session with. As the session progressed, Katy started to cry, and Katheryn came out. Our eyes met...And it was literally like a double laser out of her eyes! Then I knew! Her image was burnt into my soul...She must “Meet her Prince Charming!”, it doesn't have to be me, but she has to be happy...I hear tell...
“Friends describe Katy and Orlando, as 'More than in love'.”...
Then there's Daisy Dove...
I think it's wonderful. Orlando's a really nice guy (he played himself on “Extras” with Ricky Gervais), life's complex sometimes, and it's a big house...Anyway, I'm either quite, quite mad...Or right...
And it REALLY SUCKS not knowing for sure, for sure, because I am ya’ know?
0 notes
shirlleycoyle · 4 years
Text
What Alternate Reality Games Teach Us About the Dangerous Appeal of QAnon
This story was originally published on mssv.net by Adrian Hon (@adrianhon)
The far-right QAnon conspiracy theory is so sprawling, it’s hard to know where people join. Last week, it was 5G cell towers, this week it’s Wayfair; who knows what next week will bring? But QAnon’s followers always seem to begin their journey with the same refrain: “I’ve done my research.”
I’d heard that line before. In early 2001, the marketing for Steven Spielberg’s latest movie, A.I., had just begun. YouTube wouldn’t launch for another four years, so you had to be eagle-eyed to spot the unusual credit next to Haley Joel Osment, Jude Law, and Frances O’Connor: Jeanine Salla, the movie’s “Sentient Machine Therapist.”
Tumblr media
Close-up of the A.I. movie poster
Soon after, Ain’t It Cool News (AICN) posted a tip from a reader:
“Type her name in the Google.com search engine, and see what sites pop up…pretty cool stuff! Keep up the good work, Harry!! –ClaviusBase”
(Yes, in 2001 Google was so new you had to spell out its web address.)
The Google results began with Jeanine Salla’s homepage but led to a whole network of fictional sites. Some were futuristic versions of police websites or lifestyle magazines; others were inscrutable online stores and hacked blogs. A couple were in German and Japanese. In all, over twenty sites and phone numbers were listed.
By the end of the day, the websites racked up 25 million hits, all from a single AICN article suggesting readers ‘do their research’. It later emerged they were part of one of the first-ever alternate reality games (ARG), The Beast, developed by Microsoft to promote Spielberg’s movie.
The way I’ve described it here, The Beast sounds like enormous fun. Who wouldn’t be intrigued by a doorway into 2142 filled with websites and phone numbers and puzzles, with runaway robots who need your help and even live events around the world? But consider how much work it required to understand the story and it begins to sound less like “watching TV” fun and more like “painstaking research” fun. Along with tracking dozens of websites that updated in real time, you had to solve lute tablature puzzles, decode base 64 messages, reconstruct 3D models of island chains that spelt out messages, and gather clues from newspaper and TV adverts across the US.
This purposeful yet bewildering complexity is the complete opposite of what many associate with conventional popular entertainment, where every bump in your road to enjoyment has been smoothed away in the pursuit of instant engagement and maximal profit. But there’s always been another kind of entertainment that appeals to different people at different times, one that rewards active discovery, the drawing of connections between clues, the delicious sensation of a hunch that pays off after hours or days of work. Puzzle books, murder mysteries, adventure games, escape rooms, even scientific research—they all aim for the same spot.
What was new in The Beast and the ARGs that followed it was less the specific puzzles and stories they incorporated, but the sheer scale of the worlds they realised—so vast and fast-moving that no individual could hope to comprehend them. Instead, players were forced to cooperate, sharing discoveries and solutions, exchanging ideas, and creating resources for others to follow. I’d know: I wrote a novel-length walkthrough of The Beast when I was meant to be studying for my degree at Cambridge.
QAnon is not an ARG. It’s a dangerous conspiracy theory, and there are lots of ways of understanding conspiracy theories without ARGs. But QAnon pushes the same buttons that ARGs do, whether by intention or by coincidence. In both cases, “do your research” leads curious onlookers to a cornucopia of brain-tingling information.
In other words, maybe QAnon is… fun?
ARGs never made it big. They came too early and It’s hard to charge for a game that you stumble into through a Google search. But maybe their purposely-fragmented, internet-native, community-based form of storytelling and puzzle-solving was just biding its time…
This blog post expands on the ideas in my Twitter thread about QAnon and ARGs, and incorporates many of the valuable replies. Please note, however, that I’m not a QAnon expert and I’m not a scholar of conspiracy theories. I’m not even the first to compare QAnon to LARPs and ARGs.
But my experience as lead designer of Perplex City, one of the world’s most popular and longest-running ARGs, gives me a special perspective on QAnon’s game-like nature. My background as a neuroscientist and experimental psychologist also gives me insight into what motivates people.
Today, I run Six to Start, best known for Zombies, Run!, an audio-based augmented reality game with half a million active players, and I’m writing a book about the perils and promise of gamification.
It’s Like We Did It On Purpose
Tumblr media
Perplex City “Ascendancy Point” Story Arc
When I was designing Perplex City, I loved sketching out new story arcs. I’d create intricate chains of information and clues for players to uncover, colour-coding for different websites and characters. There was a knack to having enough parallel strands of investigation going on so that players didn’t feel railroaded, but not so many that they were overwhelmed. It was a particular pleasure to have seemingly unconnected arcs intersect after weeks or months.
Tumblr media
Merely half of the “Q-web“
No-one would mistake the clean lines of my flowcharts for the snarl of links that makes up a QAnon theory, but the principles are similar: one discovery leading to the next. Of course, these two flowcharts are very different beasts. The QAnon one is an imaginary, retrospective description of supposedly-connected data, while mine is a prescriptive network of events I would design.
Except that’s not quite true. In reality, Perplex City players didn’t always solve our puzzles as quickly as we intended them to, or they became convinced their incorrect solution was correct, or embarrassingly, our puzzles were broken and had no solution at all. In those cases we had to rewrite the story on the fly.
When this happens in most media, you just hold up your hands and say you made a mistake. In video games, you can issue an online update and hope no-one’s the wiser. But in ARGs, a public correction would shatter the uniquely-prolonged collective suspension of disbelief in the story. This was thought to be so integral to the appeal of ARGs, it was termed TINAG, or “This is Not a Game.”
So when we messed up in Perplex City, we tried mightily to avoid editing websites, a sure sign this was, in fact, a game. Instead, we’d fix it by adding new storylines and writing through the problem (it helped to have a crack team of writers and designers, including Naomi Alderman, Andrea Phillips, David Varela, Dan Hon, Jey Biddulph, Fi Silk, Eric Harshbarger, and many many others).
We had a saying when these diversions worked out especially well: “It’s like we did it on purpose.”
Every ARG designer can tell a similar war story. Here’s Josh Fialkov, writer for the Lonelygirl15 ARG/show:
“Our fans/viewers would build elaborate (and pretty neat) theories and stories around the stories we’d already put together and then we’d merge them into our narrative, which would then engage them more. The one I think about the most is we were shooting something on location and we’re run and gunning. We fucked up and our local set PA ended up in the background of a long selfie shot. We had no idea. It was 100% a screw up. The fans became convinced the character was in danger. And then later when that character revealed herself as part of the evil conspiracy — that footage was part of the audiences proof that she was working with the bad guys all along — “THATS why he was in the background!” They literally found a mistake – made it a story point. And used it as evidence of their own foresight into the ending — despite it being, again, us totally being exhausted and sloppy. And at the time hundreds of thousands of people were participating and contributing to a fictional universe and creating strands upon strands.”
Conspiracy theories and cults evince the same insouciance when confronted with inconsistencies or falsified predictions; they can always explain away errors with new stories and theories. What’s special about QAnon and ARGs is that these errors can be fixed almost instantly, before doubt or ridicule can set in. And what’s really special about QAnon is how it’s absorbed all other conspiracy theories to become a kind of ur-conspiracy theory such that seems pointless to call out inconsistencies. In any case, who would you even be calling out when so many QAnon theories come from followers rather than “Q”?
Yet the line between creator and player in ARGs has also long been blurry. That tip from “ClaviusBase” to AICN that catapulted The Beast to massive mainstream coverage? The designers more or less admitted it came from them. Indeed, there’s a grand tradition of ARG “puppetmasters” (an actual term used by devotees) sneaking out from “behind the curtain” (ditto) to create “sockpuppet accounts” in community forums to seed clues, provide solutions, and generally chivvy players along the paths they so carefully designed.
As an ARG designer, I used to take a hard line against this kind of cheating but in the years since, I’ve mellowed somewhat, mostly because it can make the game more fun, and ultimately, because everyone expects it these days. That’s not the case with QAnon.
Yes, anyone who uses 4chan and 8chan understands that anonymity is baked into the system such that posters frequently create entire threads where they argue against themselves in the guise of anonymous users who are impossible to distinguish or trace back to a single individual – but do the more casual QAnon followers know that?
Local Fame
Tumblr media
A Beautiful Mind
Pop culture’s conspiracy theorist sits in a dark basement stringing together photos and newspaper clippings on their "crazy wall." On the few occasions this leads to useful results, it’s an unenviable pursuit. Anyone choosing such an existence tends to be shunned by society.
But this ignores one gaping fact: piecing together theories is really satisfying. Writing my walkthrough for The Beast was rewarding and meaningful, appreciated by an enthusiastic community in a way that my molecular biology essays most certainly were not. Online communities have long been dismissed as inferior in every way to “real” friendships, an attenuated version that’s better than nothing, but not something that anyone should choose. Yet ARGs and QAnon (and games and fandom and so many other things) demonstrate there’s an immediacy and scale and relevance to online communities that can be more potent and rewarding than a neighbourhood bake sale. This won’t be news to most of you, but I think it’s still news to decision-makers in traditional media and politics.
Good ARGs are deliberately designed with puzzles and challenges that require unusual talents—I designed one puzzle that required a good understanding of ancient Egyptian hieroglyphs—with problems so large that they require crowdsourcing to solve, such that all players feel like welcome and valued contributors.
Needless to say, that feeling is missing from many people’s lives:
“ARGs are generally a showcase for special talent that often goes unrecognized elsewhere. I have met so many wildly talented people with weird knowledge through them.”
If you’re first to solve a puzzle or make a connection, you can attain local fame in ARG communities, as Dan Hon, COO at Mind Candy (makers of the Perplex City ARG), notes. The vast online communities for TV shows like Lost and Westworld, with their purposefully convoluted mystery box plots, also reward those who guess twists early, or produce helpful explainer videos. Yes, the reward is “just” internet points in the form of Reddit upvotes, but the feeling of being appreciated is very real. It’s no coincidence that Lost and Westworld both used ARGs to promote their shows.
Wherever you have depth in storytelling or content or mechanics, you’ll find the same kind of online communities. Games like Bloodborne, Minecraft, Stardew Valley, Dwarf Fortress, Animal Crossing, Eve Online, and Elite Dangerous, they all share the same race for discovery. These discoveries eventually become processed into explainer videos and Reddit posts that are more accessible for wider audiences.
The same has happened with modern ARGs, where explainer videos have become so compelling they rack up more views than the ARGs have players (not unlike Twitch). Michael Andersen, owner of the Alternate Reality Gaming Network news site, is a fan of this trend, but wonders about its downside—with reference to conspiracy theorists:
“[W]hen you’re reading (or watching) a summary of an ARG? All of the assumptions and logical leaps have been wrapped up and packaged for you, tied up with a nice little bow. Everything makes sense, and you can see how it all flows together. Living it, though? Sheer chaos. Wild conjectures and theories flying left and right, with circumstantial evidence and speculation ruling the day. Things exist in a fugue state of being simultaneously true-and-not-true, and it’s only the accumulation of evidence that resolves it. And acquiring a “knack” for sifting through theories to surface what’s believable is an extremely valuable skill—both for actively playing ARGs, and for life in general.And sometimes, I worry that when people consume these neatly packaged theories that show all the pieces coming together, they miss out on all those false starts and coincidences that help develop critical thinking skills. …because yes, conspiracy theories try and offer up those same neat packages that attempt to explain the seemingly unexplained. And it’s pretty damn important to learn how groups can be led astray in search of those neatly wrapped packages.”
“SPEC”
I’m a big fan of the SCP Foundation, a creative writing website set within a shared universe not unlike The X-Files. Its top-rated stories rank among the best science fiction and horror I’ve read. A few years ago, I wrote my own (very silly) story, SCP-3993, where New York’s ubiquitous LinkNYC internet kiosks are cover for a mysterious reality-altering invasion.
Tumblr media
CITYBRIDGE/NYC
Like the rest of SCP, this was all in good fun, but I recently discovered LinkNYC is tangled up in QAnon conspiracy theories. To be fair, you can say the same thing about pretty much every modern technology, but it’s not surprising their monolith-like presence caught conspiracy theorists’ attention as it did mine.
It’s not unreasonable to be creeped out by LinkNYC. In 2016, the New York Civil Liberties Union wrote to the mayor about “the vast amount of private information retained by the LinkNYC system and the lack of robust language in the privacy policy protecting users against unwarranted government surveillance.” Two years later, kiosks along Third Avenue in Midtown mysteriously blasted out a slowed-down version of the Mister Softee theme song. So there’s at least some cause for speculation. The problem is when speculation hardens into reality.
Not long after the AICN post, The Beast’s players set up a Yahoo Group mailing list called Cloudmakers, named after a boat in the story. As the number of posts rose to dozens and then hundreds per day, it became obvious to list moderators (including me) that some form of organisation was in order. One rule we established was that posts should include a prefix in their subject so members could easily distinguish website updates from puzzle solutions.
My favourite prefix was “SPEC,” a catch-all for any kind of unfounded speculation, most of which was fun nonsense but some of which ended up being true. There were no limits on what or how much you could post, but you always had to use the prefix so people could ignore it. Other moderated communities have similar guidelines, with rationalists using their typically long-winded “epistemic status” metadata.
Absent this kind of moderation, speculation ends up overwhelming communities since it’s far easier and more fun to bullshit than do actual research. And if speculation is repeated enough times, if it’s finessed enough, it can harden into accepted fact, leading to devastating and even fatal consequences.
I’ve personally been the subject of this process thanks to my work in ARGs—not just once, but twice.
The first occasion was fairly innocent. One of our more famous Perplex City puzzles, Billion to One, was a photo of a man. That’s it. The challenge was to find him. Obviously, we were riffing on the whole “six degrees of separation” concept. Some thought it’d be easy, but I was less convinced. Sure enough, fourteen years on, the puzzle is still unsolved, but not for lack of trying. Every so often, the internet rediscovers the puzzle amid a flurry of YouTube videos and podcasts; I can tell whenever this happens because people start DMing me on Twitter and Instagram.
Tumblr media
This literally came a few days ago
A clue in the puzzle is the man’s name, Satoshi. It is not a rare name, and it happens to be same as the presumed pseudonymous person or persons who developed bitcoin, Satoshi Nakamoto. So of course people think Perplex City’s Satoshi created bitcoin. Not a lot of people, to be fair, but enough that I get DMs about it every week. But it’s all pretty innocent, like I said.
More concerning is my presumed connection to Cicada 3301, a mysterious group that recruited codebreakers through very difficult online puzzles. Back in 2011, my company developed a pseudo-ARG for the BBC Two factual series, The Code, all about mathematics. This involved planting clues into the show itself, along with online educational games and a treasure hunt.
To illustrate the concept of prime numbers, The Code explored the gestation period of cicadas. We had no hand in the writing of the show; we got the script and developed our ARG around it. But this was enough to create a brand new conspiracy theory, featuring yours truly:
My bit starts around 20 minutes in:
Interviewer: Why [did you make a puzzle about] cicadas?
Me: Cicadas are known for having a gestation period which is linked to prime numbers. Prime numbers are at the heart of nature and the heart of mathematics.
Interviewer: That puzzle comes out in June 2011.
Me: Yeah.
Interviewer: Six months later, Cicada 3301 makes its international debut.
Me: It's a big coincidence.
Interviewer: There are some people who have brought up the fact that whoever's behind Cicada 3301 would have to be a very accomplished game maker.
Me: Sure.
Interviewer: You would be a candidate to be that person.
Me: That's true, I mean, Cicada 3301 has a lot in common with the games we've made. I think that one big difference (chuckles) is that normally when we make alternate reality games, we do it for money. And it's not so clear to understand where the funding for Cicada 3301 is coming from.
Clearly this was all just in fun – I knew it and the interviewer knew it. That’s why I agreed to take part. But does everyone watching this understand that? There’s no “SPEC” tag on the video. At least a few commenters are taking it seriously:
Tumblr media
I am the “ARG guy” in question
I’m not worried, but I’d be lying if I wasn’t a touch concerned that Cicada 3301 now lies squarely in the QAnon vortex and in the “Q-web“:
Tumblr media
Here’s a good interview with the creator of the “Q-web”
My defence that the cicada puzzle in The Code was “a big coincidence” (albeit delivered with an unfortunate shit-eating grin) didn’t hold water. In the conspiracy theorest mindset, no such thing exists:
“According to Michael Barkun, emeritus professor of political science at Syracuse University, three core principles characterize most conspiracy theories. Firstly, the belief that nothing happens by accident or coincidence. Secondly, that nothing is as it seems: The “appearance of innocence” is to be suspected. Finally, the belief that everything is connected through a hidden pattern.”
These are helpful beliefs when playing an ARG or watching a TV show designed with twists and turns. It’s fun to speculate and to join seemingly disparate ideas, especially when the creators encourage and reward this behaviour. It’s less helpful when conspiracy theorists “yes, and…” each other into shooting up a pizza parlour or burning down 5G cell towers.
Because there is no coherent QAnon community in the same sense as the Cloudmakers, there’s no convention of “SPEC” tags. In their absence, YouTube has added annotated QAnon videos with links to its Wikipedia article, and Twitter has banned 7,000 accounts and restricted 150,000 more, among other actions. Supposedly, Facebook is planning to do the same.
These are useful steps but will not stop QAnon from spreading in social media comments or private chat groups or unmoderated forums. It’s not something we can reasonably hope for, and I don’t think there’s any technological solution (e.g. browser extensions) either. The only way to stop people from mistaking speculation from fact is for them to want to stop.
Cryptic
It’s always nice to have a few mysteries for players to speculate on in an ARG, if only because it helps them pass the time while the poor puppetmasters scramble to sate their insatiable demand for more website updates and puzzles. A good mystery can keep a community guessing for, as Lost did with its numbers or Game of Thrones with Jon Snow’s parentage. But these mysteries always have to be balanced against specifics, lest the whole story dissolve into a puddle of mush; for as much we derided Lost for the underwhelming conclusion to its mysteries, no-one would’ve watched in the first place if the episode-to-episode storytelling wasn’t so strong.
The downside of being too mysterious in Perplex City is that cryptic messages often led players on wild goose chases such that they completely ignored entire story arcs in favour of pursuing their own theories. This was bad for us because we had a pretty strict timetable that we needed our story to play out on, pinned against the release of our physical puzzle cards that funded the entire enterprise. If players took too long to find the $200,000 treasure at the conclusion of the story, we might run out of money.
QAnon can favour cryptic messages because, as far as I know, they don’t have a specific timeline or goal in mind, let alone a production budget or paid staff. Not only is there no harm in followers misinterpreting messages, but it’s a strength: followers can occupy themselves with their own spin-off theories far better than “Q” can. Dan Hon notes:
“For every ARG I’ve been involved in and ones my friends have been involved in, communities always consume/complete/burn through content faster than you can make it, when you’re doing a narrative-based game. This content generation/consumption/playing asymmetry is, I think, just a fact. But QAnon “solved” it by being able to co-opt all content that already exists and … encourages and allows you to create new content that counts and is fair play in-the-game.”
But even QAnon needs some specificity, hence their frequent references to actual people, places, events, and so on.
A brief aside on designing very hard puzzles
It was useful to be cryptic when I needed to control the speed at which players solved especially consequential puzzles, like the one revealing where our $200,000 treasure was buried. For story and marketing purposes, we wanted players to be able to find it as soon as they had access to all 256 puzzle cards, which we released in three waves. We also wanted players to feel like they were making progress before they had all the cards and we didn’t want them to find the location the minute they had the last card.
My answer was to represent the location as the solution to multiple cryptic puzzles. One puzzle referred to the Jurassic strata in the UK, which I split across the background of 14 cards. Another began with a microdot revealing which order to arrange triple letters I’d hidden on a bunch of cards. By performing mod arithmetic on the letter/number values, you would arrive at 1, 2, 3 or 4, corresponding to the four DNA nucleotides. If you understood the triplets as codons for amino acids, they became letters. These letters led you to the phrase “Duke of Burgundy”, the name of a butterfly whose location, when combined with the Jurassic strata, would help you narrow down the location of the treasure.
The nice thing about this convoluted sequence is that we could provide additional online clues to help the players community when they got stuck. The point being, you can’t make an easy puzzle harder, but you can make a hard puzzle easier.
Beyond ARGs
It can feel crass to compare ARGs to a conspiracy theory that’s caused so much harm. But this reveals the crucial difference between them: in QAnon, the stakes so high, any action is justified. If you truly believe an online store or a pizza parlour is engaging in child trafficking and the authorities are complicit, extreme behaviour is justified.
Gabriel Roth, editorial director for audio at Slate, extends this idea:
“What QAnon has that ARGs didn’t have is the claim of factual truth; in that sense it reminds me of the Bullshit Anecdotal Memoir wave of the 90s and early 00s. If you have a story based on real life, but you want to make it more interesting, the correct thing to do is change the names of the people and make it as interesting as you like and call it fiction. The insight of the Bullshit Anecdotal Memoirists (I’m thinking of James Frey and Augusten Burroughs and David Sedaris) was that you could call it nonfiction and readers would like it much better because it would have the claim of actual factual truth, wowee!! And it worked! How much more engaging and addictive is an immersive, participatory ARG when it adds that unique frisson you can only get with the claim of factual truth? And bear in mind that ARG-scale stories aren’t about mere personal experiences—they operate on a world-historical scale.”
ARGs’ playfulness with the truth and their sometimes-imperceptible winking of This Is Not A Game (accusations Lonelygirl15 was a hoax) is only the most modern incarnation of epistolary storytelling. In that context, immersive and realistic stories have long elicited extreme reactions, like the panic incited by Orson Welles’ The War of the Worlds (often exaggerated, to be fair).
We don’t have to wonder what happens when an ARG community meets a matter of life and death. Not long after The Beast concluded, the 9/11 attacks happened. A small number of posters in the Cloudmakers mailing list suggested the community use its skills to “solve” the question of who was behind the attack.
The brief but intense discussion that ensued has become a cautionary tale of ARG communities getting carried away and being unable to distinguish fiction from reality. In reality, the community and the moderators quickly shut down the idea as being impractical, insensitive, and very dangerous. “Cloudmakers tried to solve 9/11” is a great story, but it’s completely false.
Unfortunately, the same isn’t true for the poster child for online sleuthing gone wrong, the r/findbostonbombers subreddit. There’s a parallel between the essentially unmoderated, anonymous theorists of r/findbostonbombers and those in QAnon: neither feel any responsibility for spreading unsupported speculation as fact. What they do feel is that anything should be solvable, as Laura Hall, immersive environment and narrative designer, describes:
“There’s a general sense of, ‘This should be solveable/findable/etc’ that you see in lots of reddit communities for unsolved mysteries and so on. The feeling that all information is available online, that reality and truth must be captured/in evidence somewhere”
There’s truth in that feeling. There is a vast amount of information online, and sometimes it is possible to solve “mysteries”, which makes it hard to criticise people for trying, especially when it comes to stopping perceived injustices. But it’s the sheer volume of information online that makes it so easy and so tempting and so fun to draw spurious connections.
That joy of solving and connecting and sharing and communication can do great things, and it can do awful things. As Josh Fialkov, writer for Lonelygirl15, says:
That brain power negatively focused on what [conspiracy theorists] perceive as life and death (but is actually crassly manipulated paranoia) scares the living shit out of me.
What ARGs Can Teach Us
Can we make “good ARGs”? Could ARGs inoculate people against conspiracy theories like QAnon?
The short answer is: No. When it comes to games that are educational and fun, you usually have to pick one, not both—and I say that as someone who thinks he’s done a decent job at making “serious games” over the years. That doesn’t mean it’s impossible, but it’s really hard, and I doubt any such ARG would get played by the right audience anyway.
The long answer: I’m writing a book about the perils and promise of gamification. Come back in a year or two.
For now, here’s a medium-sized answer. No ARG can heal the deep mistrust and fear and economic and spiritual malaise that underlies QAnon and other dangerous conspiracy theories, any more than a book or a movie can solve racism. There are hints at ARG-like things that could work, though—not in directly combatting QAnon’s appeal, but in channeling people’s energy and zeal of community-based problem-solving toward better causes.
Take The COVID Tracking Project, an attempt to compile the most complete data available about COVID-19 in the U.S. Every day, volunteers collect the latest numbers on tests, cases, hospitalizations, and patient outcomes from every state and territory. In the absence of reliable governmental figures, it’s become one of the best sources not just in the U.S., but in the world.
It’s also incredibly transparent. You can drill down into the raw data volunteers have collected on Google Sheets, view every line of code written on Github, and ask them questions on Slack. Errors and ambiguities in the data are quickly disclosed and explained rather than hidden or ignored. There’s something game-like in the daily quest to collect the best-quality data and to continually expand and improve the metrics being tracked. And like in the best ARGs, volunteers of all backgrounds and skills are welcomed. It’s one of the most impressive and well-organising reporting projects I’ve ever seen; “crowdsourcing” doesn’t even come close to describing its scale.
If you applied ARG skills to investigative journalism, you’d get something like Bellingcat, an an open-source intelligence group that discovered how Malaysia Airlines Flight 17 (MH17) was shot down over Ukraine in 2014. Bellingcat’s volunteers painstakingly pieced together publicly-available information to determine MH17 was downed by a Buk missile launcher originating from the 53rd Anti-Aircraft Rocket Brigade in Kursk, Russia. The Dutch-led international joint investigation team later came to the same conclusion.
Conspiracy theories thrive in the absence of trust. Today, people don’t trust authorities because authorities have repeatedly shown themselves to be unworthy of trust – misreporting or manipulating COVID-19 testing figures, delaying the publication of government investigations, burning records of past atrocities, and deploying unmarked federal forces. Perhaps authorities were just as untrustworthy twenty or fifty or a hundred years ago, but today we rightly expect more.
Mattathias Schwartz, contributing writer for The New York Times Magazine, believes it’s that lack of trust that leads people to QAnon:
“Q’s [followers] … are starving for information. Their willingness to chase bread crumbs is a symptom of ignorance and powerlessness. There may be something to their belief that the machinery of the state is inaccessible to the people. It’s hard to blame them for resorting to fantasy and esotericism, after all, when accurate information about the government’s current activities is so easily concealed and so woefully incomplete.”
So the goal cannot be to simply restore trust in existing authorities. Rather, I think it’s to restore faith in truth and knowledge itself. The COVID Tracking Project and Bellingcat help reveal truth by crowdsourcing information. They show their work via hypertext and open data, creating a structure upon which higher-level analysis and journalism can be built. And if they can’t find the truth, they’re willing to say so.
QAnon seems just as open. Everything is online. Every discussion, every idea, every theory is all joined together in a warped edifice where speculation becomes fact and fact leads to action. It’s thrilling to discover, and as you find new terms to Google and new threads to pull upon, you can feel just like a real researcher. And you can never get bored. There’s always new information to make sense of, always a new puzzle to solve, always a new enemy to take down.
QAnon fills the void of information that states have created—not with facts, but with fantasy. If we don’t want QAnon to fill that void, someone else has to. Government institutions can’t be relied upon to do this sustainably, given how underfunded and politicised they’ve become in recent years. Traditional journalism has also struggled against its own challenges of opacity and lack of resources. So maybe that someone is… us.
ARGs teach us that the search for knowledge and truth can be immensely rewarding, not in spite of their deliberately-fractured stories and near-impossible puzzles, but because of them. They teach us that communities can self-organise and self-moderate to take on immense challenges in a responsible way. And they teach us that people are ready and willing to volunteer to work if they’re welcomed, no matter their talent.
It’s hard to create these communities. They rely on software and tools that aren’t always free or easy to use. They need volunteers who have spare time to give and moderators who can be supported, financially and emotionally, through the struggles that always come. These communities already exist. They just need more help.
Despite the growing shadow of QAnon, I’m hopeful for the future. The beauty of ARGs and ARG-like communities isn’t their power to discover truth. It’s how they make the process of discovery so deeply rewarding.
What Alternate Reality Games Teach Us About the Dangerous Appeal of QAnon syndicated from https://triviaqaweb.wordpress.com/feed/
0 notes
8bitsupervillain · 5 years
Text
End of the Year 2019: Games of the Year
Hello everyone, it's that special time of year again! Time for me to shower praise upon some games that I absolutely adored, while mentioning some games that I liked, but not really enough to put on this list. For a remarkable change of pace I have a full list of ten for the best of 2019, however I only have four for the pre-2019 so that's a bit disappointing. If you notice any glaring omissions for the best of the year the simple explanation is that I probably just didn't play it, or I didn't play it enough for it to enter consideration. I also didn't really play anything this year that stands out as particularly bad, there was maybe one game, but I don't have it in me to write a full length thing to expound upon its terrible state. There are also some games that I'm disappointed I didn't get to play, but hopefully I'll be able to in 2020.
Honorable Mentions:
Tumblr media
God Eater 3. I've sunk almost twenty hours in to this game, but I haven't played enough of it to really make a declaration that I think it's good. I still intend on playing the game to the finish, but for all I know the game could take a real nose-dive in quality towards the end. I have a desire to go back and play the previous God Eater games as well, so I guess that could be considered an endorsement. I like the visual style in this game, the models all look very nice, and the monster designs are pretty neat to look at as well.
Tumblr media
Remnant: From the Ashes. I never quite got to finishing this game, but from what I played this was a pretty fun little co-op shooter. There are some things that the game does that I don't particularly care for, some of the one-shot enemies in the swamp level, the confusing design of this one dungeon in the desert area being particularly troublesome things I remember. I would love to go back and finish this one, but as it stands it'll have to stay with an honorable mention.
Tumblr media
King of Fighters XIV. I'm not great at fighting games, but I still enjoyed this game a whole hell of a lot. But like I said I'm not great at the game, but it's a fun one to pop in every once in a while just to get annihilated by all the killers online.
Tumblr media
Death Stranding. Please don't post spoilers here. I've greatly enjoyed my time with this game, but as with Remnant and God Eater 3 I didn't finish this one. I've played maybe about twelve hours into this one, but I don't know if that's enough to really comment on the games overall quality. As with God Eater 3 for all I know it could take a real nose-dive in quality.
Tumblr media
Hollow Knight. I played a very little amount of Hollow Knight, but I liked what I've played so far. Hope to go back and finish this one before Silksong comes out.
The Elder Scrolls Legends. I quite liked the Alliance War and Jaws of Oblivion expansions. It's a shame they've cancelled all further expansions for this game, because I liked the story based ones they've put out in the past and I was hopeful for more sets in the future. It was never a particularly great game, but I liked what they had going for the longest time.
Pre-2019 Games of the Year
Tumblr media
04: Death Mark
This is a fun little RPG/Visual Novel horror game that came out in 2018 that I got a chance to play back in May. It's an investigation game where your character and a host of other characters are trying to solve the mystery of their death mark. A strange design that looks like a bite that materializes on their bodies one day. If they don't get to the root of the problem they die a horrible grisly death. I like the episodic nature of the game with each chapter revolving around a mystery involving a different type of vengeful spirit than the other chapters. There is a small combat element that happens toward the end of each chapter that isn't particularly deep to deal with as it's more puzzle-based rather than being an actual combat engine. It doesn't feature much in the way of blood and gore, but what's there is frankly mortifying to look at. I played it on the Switch, but the game is available on the PS4 and PC as well. Death Mark is definitely worth playing through at least once.
Tumblr media
03: Monster Hunter 4: Ultimate
I'm ever so slowly going through my 3DS backlog and finally played through this one. I can understand why people say that 4U is their favorite Monster Hunter game because it is just an absolute blast to play through. I really like the design of the monsters in this game especially Gore Magala and Masharu Magala. I don't know if I would recommend it over World or Generations Ultimate but I had a hell of a time playing through this game.
Tumblr media
02: Dragon's Dogma: Dark Arisen
I love the way the combat in this game feels. I love how you can climb on the monsters and start stabbing away at them. Magic and ranged combat feel really good, and I especially like the Pawn system so you can keep trying out other player's pawns until you hit that sweet spot of the type of combat you want to have for the game. The story is a little basic, kind of your typical "slay the evil dragon" storyline even though it's great how the game gives you a personal reason to want the dragon dead. Guy stole your heart after all, literally ripped it from your chest. I liked the story towards the end when you actually face off with the dragon and all that occurs from then on that was great fun. I played this on both the PS4 and the Switch port that came out earlier this year (I guess I could've put this in the 2019 category), and I was surprised at how well the Switch was able to play the game. The game doesn't look completely awful in handheld mode, and it kept a stable framerate throughout my playthrough. The PS4 and PC versions look better of course, but the Switch version keeps the spirit of the game rather well and is just as good to play there as on the other consoles.
Tumblr media
01: Nioh
Bill Nioh's adventures in feudal Japan was a great time. This game made me consider the notion of a mission/loot based Diablo done in a Dark Souls style to not be the worst thing I've ever heard. My only major complaint with the game is that there's too much vendor trash in this game. There's also the problem that you'll be constantly switching from one version of your weapon to another with barely any time to gain "familiarity" with your weapon. Familiarity means you hit slightly harder than you would with another version of that weapon, but with how many variations on whatever weapon your using you'll constantly be scrapping older versions of your weapon and armor without really raising your familiarity. I wish that the game would've gone with an experience meter per-weapon deal rather than loading you up with a million variations of each weapon. Like a leveling bar for Katana, Dual-Blades, Nodachi, and so on, there's already a skill-tree for each weapon, so I think an experience meter for each weapon would work better. It's not a deal-breaker by any means, but I think it might work better.  I like the mission-based focus of this game rather than being a pseudo-open world affair like most Soulslike games. I still need to play through the expansions before Nioh 2 comes out.
Games of the Year 2019
Tumblr media
10: Bloodstained: Ritual of the Night
This was a good Metroidvania to play through, and certainly better than I thought it was going to be. I enjoyed the various weapons you can acquire throughout the game, the spear and great swords were particularly fun in my playthrough for instance. I have some minor complaints that arise towards the end of the game, but they're not major issues. A boss fight or two will just absolutely destroy the framerate while you're fighting them (I can only imagine how they play on the Switch if the game was dying on the PS4 Pro). I liked some of the extra bosses you can fight like the Millionaire's Bane and the bonus boss that's Definitely Not Simon.
Tumblr media
09: Untitled Goose Game
An amusing game to play, and I had a fun time playing it. It's definitely not the deepest or longest game to come out this year (from start to finish the game is maybe four hours long), but it's a fun enough "nuisance simulator." It reminds me of playing a game like Hitman, cause Goose Game is definitely a stealth game, even if every time I completed an objective I unfurled my wings and honked to assert my dominance over the people in the village.
Tumblr media
08: Samurai Shodown
As previously mentioned I am not good at fighting games. Yet despite my being bad at them I find myself constantly going back to SamSho just to get obliterated online. I positively adore the art style in this game and the completely vicious gameplay. Unlike some other fighting games you can be destroyed within mere seconds of the match starting. If you play super poorly your opponent can cut your lifebar down from 100% to next to nothing with one or two moves. It's very exhilarating when that happens, or when they do a super that just destroys your lifebar. It reminds me a lot of samurai movies in that way where guy does the move and the opponent just stands there for a second then falls over dead. I get the impression that this is going to be a "small pond" scenario where there's the handful of godlike players and everyone else will just get bodied everyday, but I really love this game. I absolutely despise the final boss in the arcade mode.
Tumblr media
07: Sekiro: Shadows Die Twice
Speaking of games that are absolutely torture to play. Sekiro is really insidious, the first half or so of the game is relatively easy, but then you hit a certain boss and the game decides its done toying with you and will just start absolutely and utterly destroying you. Every single boss fight from that point forward are some of the most brutal and agonizing fights that have been put in a video game. I had to give up on playing this game for a few weeks because I was getting too tired of throwing myself against the wall in the hopes that this time I'll get the best of this bastard. After finally killing the final boss I had vowed to never play the game again. Then two days later I started a new-game plus playthrough. Whoops! I love the verticality of this game, being able to jump and use a grappling hook was absolutely great. Despite my complaints about the sheer difficulty of the bosses  I love the combat in this game. It is particularly exhilarating when a guy makes to stab you with a spear and you stomp it into the ground and take him out yourself. Masataka Oniwa and the Divine Dragon are hands down the best fights in the game, with the final boss being a particularly noteworthy bastard of a fight. Oniwa and the Dragon are great because of the sheer spectacle of the fights, whereas the final boss is great because of he is a great amalgamation of everything the game has thrown to you at that point. I liked this game a lot, but I certainly don't hold it against anyone who decides the difficulty is too much.
Tumblr media
06: Nioh 2 Beta
Meanwhile Nioh 2's beta was an absolute gem of a thing that I played this year. Sadly I didn't get into the private alpha towards the start of the year, but I did download the public beta and proceeded to sink nearly thirty hours into it. I love the new weapon they added to the game the switch glaive, which is a combination knuckle weapon/spear/scythe depending on your stance. In low stance it's a lot like Bloodborne's switch-axe or spear in that the blade covers your fist and you punch it into enemies. Mid-stance it turns into a spear, and high turns it into a scythe and I had great fun trying out all the forms in this beta. I adore the fact that the game gives you a devil trigger for your spirit animals, and I love the fact that this game has a character creator. It seems like they're keeping the volume of the drops to the same level as the first game, but that's fine. I cannot wait to get my hands on the full version.
Tumblr media
05: Devil May Cry 5
This was a great game, filled to the brim with some amazing set-pieces and great moments. It very much feels like a "greatest hits" version of Devil May Cry combining all the elements from the four original DMCs and also bringing over some stuff from DmC. I was worried a bit about the game being similar to DMC 4 and splitting the action into "Here's the Nero section, here's Dante's, and V's" but it worked out pretty well. It gives you a mission or two to get used to how the characters play but not too much time that it feels like "you've learned this character, but screw that learn Dante." It all blends itself really well. They each have their own feel which works really great with their differences in character, but for my money Nero is the best to play as. The story is also really fun to play through, it has some amazing moments even if some of the stuff is really silly. Also the game gives us Nico, and she's really great.
Tumblr media
04: Monster Hunter World: Iceborne
The jump in difficulty from the High-Rank quests to Master-Rank was crazy. Maybe it's because I got rusty, not having played World since roughly February, but I was not really prepared for the increase in difficulty. That said I still adore this game, plus they added both Zinogre and Stygian Zinogre, the only way they could've made an already great game even better is if they were like "and here's Gore Magala and Masharu Magala." I like the new hunter's hub, and they made the game so much better with all the variations of monsters they added to this game. I like the Seething Bazelgeuse and Blackveil Vaal Hazak a lot, and the Ebony Odogaron has an amazing looking set of armor. My only wish was that they add some variations to other monsters, I would've loved to see a variation to Kushala Daora or Teostra and Lunastra. I like the clutch-claw very much even if it's the reason my deaths in hunts has skyrocketed. I can't help but wonder what they're going to do for the next Monster Hunter. What can they do to improve this for the inevitable PS5 and Xbox versions? HD version of Gen Ultimate?
Tumblr media
03: Blasphemous
The past couple of years I've grown really dismissive of pixel-art 2D games. Just something about the way they look made me grow weary of them, and maybe I've missed out on some amazing games. Then I believe it was E3 2017 I saw a trailer for Blasphemous and I was instantly drawn to it. There was some combination of the religious horror and gore that just made me very excited. Then the game more or less disappeared, then I laid eyes on this game's trailer and I was instantly back in. This game is absolutely wonderful to play, I love the unlockable moves the game gives you as well as the amazing bleak tone and atmosphere in this game. I like the fact that the more you die in the game the more the game covers up your available MP meter, that's a nifty little mechanic, and I liked the paying money to cure yourself from that problem. It's flavorful, and fits with the tone very nicely. I plan to one day go deeper into why I think this game is as good as I think it is, from both a gameplay and aesthetic sense, but I don't think here's really the place to do it. It's a very good 2D exploration game, and I love it to pieces even if I do think some of the bosses aren't good.
Tumblr media
02: Fire Emblem Three Houses
Aside from Monster Hunter and Samurai Shodown I probably spent the most time with this game. One campaign playthrough took me over a hundred hours, and I'm presently ten hours into a second playthrough (of four). I went with the Blue Lions for my first playthrough and I really liked the story the game presented to me. It's not without its faults but overall I quite like what it did, I felt that it was a nice upgrade from the storyline from Fates. I get the distinct impression that there was originally going to only be the Red Eagles and Blue Lions routes but then someone at IntSys just went "give the Golden Deer a path" and so here we are. I don't entirely understand why there's the weapon degradation system in this game, for the relic weapons sure, but for your standard weaponry it doesn't make sense. That said I do really enjoy the missions in this game, there aren't any that really stand out as horrible. I like most of the characters in this game, and it kept me gripped for the entire length of the campaign. A ton of fun this game.
Tumblr media
01: Resident Evil 2
I played through this game six times in a month, and once more while I was writing this list. I really, really enjoyed my time with Resident Evil 2 and it is positively astounding that Capcom did such a great job with this game. There are some minor complaints I have with the game, the second run having the completely silly and superfluous handgun with its own ammo certainly stands out. However the game is positively gorgeous, sounds phenomenal and is just ridiculously fun to play. In addition to the wonderful base campaigns there's also the revised 4th Survivor and Tofu modes, then in the summer Capcom released the Ghost Survivor DLC missions which are fun little challenge modes to play. I love everything about this game Capcom really knocked it out of the park with this one, and I cannot wait to see what they do with Resident Evil 3.
The real game of the year was all the War of the Spark pre-release, and the drafts I did. Both IRL and in Magic Arena and Online. That and Core 2020 Pre-release.
Tumblr media Tumblr media
0 notes
magzoso-tech · 5 years
Photo
Tumblr media
New Post has been published on https://magzoso.com/tech/the-flux-beamo-is-a-1500-laser-cutter-with-simple-but-powerful-software/
The Flux beamo is a $1,500 laser cutter with simple but powerful software
Laser cutters are in a fun place right now. Gone are the days when the cheapest machines were tens of thousands of dollars, and when the “compact” models were roughly the size of a freezer. They’ve gotten affordable enough, and small enough, that a DIY home hobbyist can add it to their toolset without taking out a second mortgage or needing much more than some desk space… but they’re still a rare enough machine that saying “I’ve got a laser cutter!” makes people look at you like you’re a friggin’ wizard.
One of the latest entries into this space is beamo, a compact, 30W laser cutter and engraver built by Flux — a Taiwan-based team you might remember for raising $1.6 million on Kickstarter with its Flux Delta 3D printer/scanner/engraver back in 2014.
As with Delta, Flux is turning to Kickstarter for the launch of beamo. They sprinted past their goal of $25,000 pretty quickly, currently sitting at roughly $350,000 raised with a little over a week to go. The early-bird models are going for $849, with the company pinning the final MSRP at $1,500. Shipping/taxes aren’t included in those prices, and can cost a couple hundred bucks, so factor that in to any purchasing decisions.
While I tend to be a bit hesitant when it comes to crowdfunded hardware (having been burned too many times by products that either never arrived or did arrive only to be total garbage), Flux has been down this road before; in addition to Delta, it also crowdfunded and shipped Beambox (a slightly bigger, pricier, but more powerful laser cutter) just a few months back. In the case of beamo, it seems like the Kickstarter is primarily meant to help get the word out, rather than literally “kickstarting” the process. Production is already underway, and units are already rolling off the line.
Flux sent me one of those early units to check out for a few weeks. I haven’t had it long enough to do what I’d call a “review”; with things like laser cutters with their myriad moving parts and… you know, lasers, new issues can pop up months after you open the box, as components wear and maintenance is required. So consider this more of a “first impressions” kind of thing.
My first impressions, though, are good.
For reference, I’d classify myself laser experience as… moderate. More than most people you’d randomly ask, I’d wager, but less than if it were my job. I’ve put a hundred hours or so into training/creating with those aforementioned freezer-sized pro lasers, making everything from custom etched pint glasses, to bespoke Christmas ornaments, to personalized rubber stamps over the years. I tend to look for excuses to shoot lasers at things.
Getting it running
My beamo unit came ready to go right out of the box, mirrors aligned, moving parts all lubed up. I plugged it in, set up some basic ventilation, ran through about 10 minutes of software installation and configuration and started firing away. It all just worked on the first shot.
Speaking of ventilation: you’ll need it. Laser cutting is basically a tiny, super controlled fire… and that means smoke. Depending on what you’re cutting, that smoke can be super noxious. Cutting wood? It won’t smell too bad, but it’s still not something you want in your lungs on the regular. Etching a logo into felt? It’ll smell like you’re burning a trash can full of hair. Beamo uses a 200CFM exhaust fan to pull smoky air out of the machine, dumping it out through a 4″ exhaust hose that you’ll need to run through a window (or, if you’re feeling extra fancy, a dryer exhaust-style vent through a wall.) Expect to need about 8″ of clearance between the machine and any wall behind it for the exhaust hose and its bends, unless the path to the window is a straight shot.
The exhaust system is decent, but you’ll probably need to fiddle with how the hose runs to get it just right. If you’re venting through a window, you’ll want to figure out a way of sealing up the open gaps around the hose to limit any fumes that might float back into the room. Put time into getting it right. If the room still smells smokey hours after you’ve cut, you’ll want to keep working on your ventilation. You don’t want to breath that stuff in, especially if you’re running the laser more than occasionally.
Beamo’s built-in touchscreen. You’ll mostly control it over Wi-Fi, but you can access some basic functionality and monitor job progress here.
If you’re new to laser cutting, you should also put the time into learning what you shouldn’t put in these machines. Some materials are safe to laser cut, but tend to catch on fire easily. Some materials will just melt and screw up your machine. Other things (PVC!) will straight up emit chlorine gas when you hit them with a laser. If you’re moving beyond the basics of cutting thin wood/acrylic/cardboard or engraving glass, research it.
So what SHOULD you cut? Woods are a good go-to (though you’ll want to limit it to less oily stuff — because, again, fire). Cardboard is fun to cut for things like spray paint stencils. Leather is good, with practice, and you can do all sorts of really neat stuff with acrylic. You can’t cut glass, but you can engrave it; same goes for rubber, though that’s one you’ll want to source from a place that sells materials known to be laser safe.
The thickness of the material you can cut tends to be limited by a laser’s wattage, while height/width is generally limited by the size of the work area. At 30W, beamo’s laser can slice its way through wood about 1/8″ thick; its work area, meanwhile, comes in at 11.81″ x 8.27″. You can make a lot of cool stuff within those bounds, but be aware of them — buying a bunch of material only to get it home and realize you’re a few watts short of a complete cut is a bummer. If you foresee needing deeper cuts or bigger pieces, beefier lasers exist without too massive a leap in price. As examples: Flux’s other laser cutter, the $2,500 Beambox, bumps the laser up to 40W and the work area up to 15.7″ x 14.7″; the $2,500 base model from competitor Glowforge comes in at 40W with a work area of roughly 11″ x 19.5″.
(One potential advantage of beamo over the company’s previously released Beambox: whereas Beambox requires you to regularly fill up a water cooling reservoir to keep it running, beamo’s water cooling is closed-loop, so the same water just keeps circulating. I’m interested to see how this holds up over time.)
Fire the lasers!
Got everything plugged in, ventilation set up and your materials purchased? Time to cut! Well, almost.
You’ll mostly be controlling beamo through Beam Studio, a free piece of software provided by Flux for Windows, macOS and Ubuntu. As far as laser cutting software goes, I’m really quite pleased with it so far.
Beam Studio is super straightforward, but darn powerful for a free companion app. If you’re looking to cut out basic shapes, etch text or lay down some bezier curves, it can do it. Want to etch a picture of your dog into some wood to make a keychain? Just drop an image onto the work area, scale as desired, then move a slider to tweak the black/white threshold until it looks right. You can work in layers, setting up a raster layer to be etched and then a vector layer to cut it out immediately after.
Beamo has a built-in camera system, allowing you to quickly scan the work bed before dragging and dropping your designs wherever you want them. The first time you connect to beamo, you’ll be asked to calibrate the camera — a process that was considerably simpler than I expected. Put a piece of paper on the work bed, and beamo will fire a quick test pattern into it. Beam Studio will then snap a picture of what it just etched, projecting an overlay of where it thinks the test pattern is versus its scan. Nudge the overlay around until everything is perfectly stacked, and you’re set. You’ll want to re-run this alignment process every once in a while (it’s quick) if you need precise placement.
The camera system here really is incredibly useful. After about 30 minutes with beamo, I was doing things that are at best annoying on camera-less cutters — things like etching a design, cutting it out, then immediately flipping the cut piece and etching on the other side without worrying about precarious placement. I just rescanned the work bed, dragged the image where I wanted it on the freshly cut side B, and fired away.
The camera is quick, but not instant. Scanning the entire work area takes about 60 seconds. If you only need a certain area scanned (like, say, the top half of the work area, or the rough area around something you’ve already cut), fortunately, that’s an option. Just drag the scanning boundary box accordingly.
If you need to do something beyond what the free software can handle (or if you just prefer working in apps like CorelDraw or Illustrator), Beam Studio can import JPGs, PNGs and SVGs.
While more capable than I expected, the software isn’t without its quirks. Beam Studio will try to keep you updated with a progress ticker, but don’t rely on it too much for predicting timing. I’ve had projects shoot up to 40% in the first 30 seconds, only to take five minutes for the rest to complete. There was an occasion or two where the software threw out an error in Mandarin that I didn’t want to dismiss without a quick pass through Google Translate… but for the most part, it was solid, stable and fun to use.
In its base configuration, beamo’s laser is manually focused, meaning you’ll need to focus things by hand each time you place new material inside the machine. Fortunately, focusing it is super straightforward: put material in, rotate a piece of acrylic attached to the laser head, lower the laser head until the acrylic is just barely touching the material, then lock the laser head back in place and lift the acrylic out of the way.
Flux says that it’ll ship a $250 add-on module that introduces autofocus to the mix, but I didn’t get to test that. They’re also working on a $499 rotary add-on that will let you etch designs onto cylindrical items (think shot/pint glasses), but out of the box, it’s flat stuff only.
As with every single laser I’ve ever worked with, working with a new material — or even, sometimes, the same material from a different source — requires some fiddling. You’ll be tweaking the speed at which the laser moves, the power of the laser and how many passes it makes over the same path; you want to keep the power low enough to minimize scorching and maximize the life of the laser, while making sure you’ve done enough repeat passes to cut completely through. Beam Studio comes with a bunch of presets for different materials that can get you pretty close (and you can save your own favorites, once you’ve found them), but expect to experiment a little when you’re working with a new material for the first time. Buy extra material.
As for noise: operating with fans running full force, it’s not what I’d call “quiet,” but it’s not so loud that it’s uncomfortable to sit next to. The company’s specs pin it at around 65 db — louder than your average conversation, but a bit quieter than, say, a vacuum. The fans do whir endlessly when the machine is idling, so you’ll probably want to cut the power between cutting sessions.
If for some reason you need to open the lid while the laser is operating, beamo’s built-in automatic kill switch will cut power to the laser to protect your eyes. Close the lid again and the job can be resumed right from where you left off. While the company says that the acrylic lid provides sufficient eye protection for beamo’s 30W Class 1 laser (though they note that you shouldn’t stare right at the laser beam, lid or not), I absolutely recommend picking up and wearing a pair of CO2 laser safety goggles, especially when it comes time to pop the machine open and do any maintenance. Speaking of…
Foreseeable maintenance
Maintenance is an inevitable part of owning a laser cutter. As noted, I’ve only had the laser set up for a few weeks and everything came well configured, so I haven’t had to go digging under the hood yet. If something suddenly breaks on me during my time with the cutter, I’ll update this post accordingly. But either way, maintenance will be part of the process for owners.
Even if nothing breaks unexpectedly, some of the parts involved are “consumable” and thus expected to wear down with use. The lens, mirror and laser tube, for example, are expected to last about a year with regular use, according to the company’s estimates. The team says those parts should cost about $19, $9 and $139 to replace, respectively, and you’ll be able to buy them through their online store. Plan ahead for those recurring costs, and make sure you’re comfortable with the idea of eventually tearing the machine apart before you dive in.
You’ll also need to keep things clean to keep them operating well. Burning stuff dirties the optics, and dirty optics lead to weaker cuts and faster wear. You’ll want to pop the work bed out regularly to get rid of any debris, and keep all the moving bits lubed. There’s more to keeping a laser cutter working well than say, an inkjet printer.
Overall, though, so far so good. The machine looks pretty great on a table; it’s not quite as shiny and Apple-y as a Glowforge, but it should blend into a home office or studio pretty easily. It’s light enough to be easily moved by two people, and took me all of a few minutes to get up and running. If you don’t mind the occasional software hiccup, can figure out sufficient ventilation, are mostly working on projects that fit within beamo’s wattage/work area capabilities and are down to get under the hood for maintenance, beamo seems like a solid machine so far.
0 notes
adam16bit · 8 years
Photo
Tumblr media
Mega Man!
I remember getting Mega Man. I rented Mega Man 2 after seeing how amazing it looked in Nintendo Power, and remembered seeing some tiny pictures in that original black paperback Official Nintendo Game Player’s Guide.  (You can download it at that link for free.)  The subhead “Trouble in Monsteropolis” made it very easy to ignore when I read about the original game in 1987 - nothing about the box art or the game looked notable in the era of Goonies II, Metroid, and Zelda.  Had Nintendo actually given this a full feature in that book, it’d be obviously worth getting - but it didn’t. 
Like a lot of gamers, I never gave the original game a thought until I read about the sequel... at which point you had to put in some legwork to find a place to sell it to you, since nobody seemed to rent it in Phoenix. I eventually found it at a Lionel PlayWorld in - if memory serves - November 1990.  It was around $35, and arguably worth it.
An NES Classic, not on NES Classic
For whatever reason, Capcom and Nintendo let this one slide.  No real marketing got it in front of kids, and the more you look at the 1980s you realize that anything that was worth anything had only achieved its status  because someone paid a boatload of money to advertise to children.   After the second game came out, the original was basically  buried in the USA - you didn’t see it surface in its original form again until the compilations started in the Xbox/GameCube/Playstation 2 generation.  (It did see rerelease on the Playstation in Japan plus an enhanced version hit the MegaDrive in Europe. The PSP got a cutsey remake as Mega Man Powered Up. And of course downloads on Nintendo’s Virtual Console service from the Wii onward would come of the original.)
Nintendo Power never went back to give it a big look that I ever saw, and it was never rereleased as a “classic.”  Heck, it didn’t even make it to the NES Classic console in 2016 - the sequel did, though.
The game is famous for its box art, and let me assure you that toy companies are very aware of its place in popular culture.  What comes of it will remain to be seen, but that goofy yellow and blue armor with a dopey helmet and stupid knee pads are pretty much what video game box art was in the 8-bit era.   You’d get a nifty painting that only vaguely looks like what you saw on the TV, which is pretty amazing when you look at the Japanese artwork which seems pretty much exactly like what you saw on screen.
The Premise
In the game, an evil mad scientists reprogrammed robots made by a good mad scientist.   Mega Man avoided getting reprogrammed, so he gets to go and kill his brothers and absorb their powers.   Bomb Man, a demolitions robot, gave you bombs.  Guts Man had super strength which was actually really handy - you could pick up and throw parts of the scenery, clearing paths or attacking bad guys.  Cut Man had scissors on his head.  They can’t all be winners.   Fire Man, Ice Man, and Elec Man brought up some fairly standard powers that would get tweaked and brought back in sequels, kicking off an amazing gallery of bosses that sadly has yet to be completely represented in toy form.  (Super7′s MUSCLE line might change this.)
What made this game really amazing at the time was a stage select function - Capcom allowed you to pick which level you wanted to try.  If you sucked at a level, you could try another one until you finally worked your way through one of them.  The power of the boss you defeated would make it easier to kill one of the five remaining bosses, which gave the player a real sense of accomplishment.
It’s also worth noting this game differed greatly from its sequels in the sense that it actually used points to keep score - how quaint - and lacked any sort of password system.  Once you pulled the plug, you had to start over the next time.   As it’s actually only an hour or so worth of gameplay that’s probably for the best, otherwise you’d beat this game when borrowing it for a weekend.
Look & Feel
The music and graphics are still pretty good today, thanks in part to Capcom somehow never actually changing the hero sprite for a whopping 8 out of the 10 numbered games in the series.  The character isn’t merely iconic, he’s a franchise - you can buy hats and shirts with the pixel version of the character.  You can buy brick kits. You can buy models.   An Amiibo.  I’ve got a life-size Mega Man helmet replica on a shelf in the other room... and a Toy Biz figure based on his appearance in the Marvel vs. Capcom fighting game.  The character even scored an Archie comic book, which added some creepy similarities to the blue bomber and Sega’s own Sonic the Hedgehog.  Both are robust franchises with a lot of hits and misses, plus fans that run the gamut from being master trivia buffs, loyal customers, and in fan art circles deeply creepy.   I’ve been forwarded links I can’t unsee.
But that’s all in part to how good these games are - you work your way through a rocky mine, or frozen palm trees in an example of technology gone wild.  The levels of the first game showcase how the six bosses were put in positions to dismantle the very fabric of the areas they were set to govern, bringing with them legions of cybernetic stooges like robot penguins, flying torpedos, and little guys with guns who hide under a yellow hard hat.   These cannon fodder enemies may not be household names like Mario’s foes, but many of them are just as recognizable as anything in any other game series.
You can see that the game owes a lot to what has come before, specifically Astro Boy, but most good culture comes from standing on the shoulders of what has come before.   Zelda owes a lot to American fantasy games.   Metroid’s DNA largely comes from ALIEN and ALIENS.   The same can be said of cartoons and numerous big movie franchises - and the end result is something kids can hold on to for a new generation before someone, hopefully, remixes it again into something even better.   (I would argue pop culture has been bad at doing this since the 1990s.)
I Know You’ve Tried It, But If You Haven’t? Try It.
While Mega Man is a household name, this original game never really given the full push it deserved.  If you have a Nintendo 3DS and $20, I implore you to check your local Toys R Us’ electronics section for the Mega Man Legacy Collection.  It has all 6 NES games and a bunch of extras for $20.  I’ve already played through 1 and 3 - I skipped 2 for now having just played it on the NES Classic - and I have to say the first game really holds up well.  It’s not too hard, it’s not too long, and because it’s on a newer console you can actually save your progress or at the very least, suspend the game and come back to it.
The game has the strange distinction of being where most licensed wares go when Mega Man comes up.  The original cartoon, most remakes, and many toys all draw from this game - which isn’t the one most people know.  They know the sequel, Mega Man 2, because it was a huge seller, massively famous, and without question a better overall game.      You have to start somewhere, though, and this seems to be the place everybody but gamers kick off their relationship with the murderous blue power thief.
Marketing is the reason so many games got to be a big deal - Ninja Gaiden’s a fine title, but the feature (and cover) of Nintendo Power made games like it and Battletoads enormous hits, while a little game like Mega Man just came out at the wrong time when Capcom didn’t give a rip about their ad budget.   (Mickey Mousecapade, though, that made the rounds.)  Capcom would go on to do great things with more visibility, from the legendary DuckTales to the strange but enjoyable Chip & Dale Rescue Rangers to the bafflingly neat Little Nemo: The Dream Master.   Which I think holds the record of the oldest licensed property, but perhaps it was in the public domain by then.  I digress.  Get yourself Mega Man, and if you’ve got the time to try other early Capcom games you’re in for a treat.  I never tried Section Z, for example, until I came across the arcade cabinet for sale for cheap, and it’s great.
22 notes · View notes