#STORMFRONT STUDIOS
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USA 1993
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Console Sports Games of 1994 - La Russa Baseball '95
A very heavy baseball focussed year continues with La Russa Baseball '95, the fourth entry in the La Russa series of baseball games with this entry releasing exclusively for the Sega Genesis in the United States. the game also received a release in Australia as well.
Developed by Stormfront Studios and High Score Productions and published by Electronic Arts, La Russa Baseball 95 not only carries the La Russa licence but is fully licence with over 700 real life players as well as all 28 MLB teams. it offer two styles of play, the first a more arcade feel in Slugfest as well as a more sim like experience, the game also offers you the choice of playing or just managing your team.
1. Intro 00:00 2. Gameplay 00:15 3. Outro 12:24
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For more sports game videos, check out the playlists below:
Console Sports Games of 1993: https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
Console Sports Games of 1994: https://www.youtube.com/playlist?list=PLFJOZYl1h1CGSF_AK734XDflipeUo8Dr9
#youtube#la russa baseball 95#la russa series#baseball#sport#sports#sega#sega genesis#electronic arts#ea#stormfront studios#high score productions#baseball games#sports video games#video games#retro gaming#classic games#90s games#90s gaming#1994#1994 sports games
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The Boys Prequel Series Vought Rising starring Jensen Ackles & Aya Cash is in the works at Prime Video.
The Boys series executive producer Paul Grellong serves as executive producer and showrunner on Vought Rising, which comes from the main creative auspices behind The Boys franchise, led by the mothership’s developer, executive producer and showrunner Eric Kripke.
“We are excited to bring you the next deranged series from the world of The Boys, Kripke and Grellong said, before lifting the veil on the time period and premise of the prequel. “It’s a twisted murder mystery about the origins of Vought in the 1950s, the early exploits of Soldier Boy, and the diabolical maneuvers of a Supe known to fans as Stormfront, who was then going by the name Clara Vought,” they said, adding, “We cannot wait to blow your minds and trouble your souls with this salacious, grisly saga drenched in blood and Compound V.”
Ackles’ Soldier Boy and Aya Cash’s Stormfront have similar origin stories. Soldier Boy is the first American non-aging Supe, created by Frederick Vought during World War II. Stormfront was Frederick Vought’s first successful test subject for Compound V and she married him before they moved to the U.S.
Grellong and Kripke executive produce Vought Rising alongside Seth Rogen, Evan Goldberg, James Weaver, Neal H. Moritz, Ori Marmur, Pavun Shetty, Ken Levin, Jason Netter, Garth Ennis, Darick Robertson, and Michaela Starr. The series is produced by Sony Pictures Television and Amazon MGM Studios, in association with Kripke Enterprises, Point Grey Pictures, and Original Film.
#Vought Rising#The Boys Amazon#The Boys TV#The Boys#Soldier Boy#Stormfront#Jensen Ackles#Aya Cash#Amazon Studios#Sony Pictures Television#Kripke Enterprises#Point Grey Pictures#Original Film#Kickstart Entertainment#KFL Nightsky Productions#Amazon Prime Video#television#live action#live action television
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The multimedia extravaganza mostly dried up after Azure Bonds. The next SSI game got a tie-in novel, but no adventure book. TSR pretty much ignored SSI after that. In 1994, TSR opted to not renew SSI’s license. Black Isle made some notable D&D videogames, and then, for some reason, came Pool of Radiance: Ruins of Myth Drannor (2001), from Stormfront Studios (who had previously worked on the AOL Neverwinter Nights and the SSI Savage Frontier games). It wasn’t as bad as Temple of Elemental Evil (2003, and totally unplayable), but it was close.
Tie-in novels had been back for a little while, based on the strength of the Baldur’s Gate games’ popularity, so no surprise about this videogame also getting a novel. However, it also, briefly marked the return of the weird tabletop companion book, perhaps because the videogame was the first full digital implementation of the 3E rules (probably to its detriment, as it had been developed as a 2E game and been converted mid-development).
Anyway, Pool of Radiance: Attack on Myth Drannor (2001), exists, one of the not very common soft cover 3E books. Novelty: it ties into the videogame, rather than re-enacting it. The plot centers on the machinations of the Cult of the Dragon and their attempt to use a pool of radiance to empower one of their dracolichs. It seems mostly OK, but veers into some truly weird shit, like the naked man and the deepspawn living in weird symbiosis? I dunno, there are some mysteries I refuse to investigate, even for you, dear readers. A box of text at the end explains that the characters in the videogame destroy the body of the dracolich, but the heroes of the tabletop have the chance to destroy its phylactery and make victory permanent. Seems like a lot of work, honestly. Let the dracolich be free to eat garbage and do crimes, I say.
The art is nice, at least. Ted Beargeon and Vince Locke inside, a nice Brom on the cover.
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Tron Deadly Discs
Greetings Programs!

Today we'll be taking a look at the first of 3 Mattel video games published the same year as the original Tron movie: Tron: Deadly Discs. Originally released for the Intellivision console, it was also made for the Atari 2600 (under Mattel's M Network label) and the Mattel Aquarius (although this was actually ported in 1983). Each version has different aspects that will be covered in a bullet list down below.
The Intellivision version was programmed by Don Daglow and Steven Sents. I couldn't find much on Sents unfortunately. Daglow, however, programmed notable games like "Utopia" and "Dungeon" and even went on to found the now defunct studio Stormfront Studios Inc. They were responsible for games such as Neverwind Nights and several Tony La Russa baseball games. The Intellivision version came with the cartridge, an instruction manual, 2 overlays for the controller, and a nifty little flyer with deals for the movie.


As far as I can find, the Atari 2600 came with just a cartridge and an instruction manual. The Aquarius version came with the cartridge, instruction manual, 2 controller overlays, and a keyboard overlay.


All three games follow the same premise: you play as Tron, locked in the game grid and forced to fight against endless waves of enemies. Intellivision Master managed to get 19 million points, which I believe is the current world record! The enemies will appear through doors around the edge of the arena and you can keep them "jammed" open by throwing your disc at them. You can use said doors to travel to the opposite side of the map if there's a corresponding door. Basic enemies will attack by throwing their own disc; they're not harmful if Tron touches the enemies themselves (an exception would be the Guards in Intellivision and Intellidiscs). You have the ability to recall your disc in mid-fight, but it'll be rendered harmless as it returns.
During my research I stumbled upon Intellidiscs- a fan conversion of the Intellivision version for the Atari 8-bit/5200. It was published by Phaser Cat Games in May 2021 and programmed by Ryan Whitman, with sounds by Bobby Clark. At the initial release, you could actually purchase a physical cartridge that came in a custom box with an instruction manual and custom controller overlay. Wired-Up Retro has a great unboxing and playing of it. According to the site, this cartridge could be played on North America and NTSC TV sets. Don't worry, you can download the ROM for free from their site as well! This version also features battle mods, where you can battle up to 4 players. The enemies follow the same format as the Intellivision (shown below, just with different names). There are developer diaries if you wish to see some behind the scenes -> here.
What’re your thoughts? Were you able to play it during its glory days?
Here's link for a side by side comparison of gameplay for each version!
Want to try it out? Here you can download a ROM of the Intellivsion or Atari 2600 version, or try the Intellivision version out on archive.org!
Intellivision (review with gameplay)

Distinct enemies, each with own abilities:
Warriors- light blue, 1 hitpoint
Leaders- appear after 10,000 points, dark blue, special disks, 1hp, can increase other warriors' skills. Introduces brown (double damage) and white discs (lock-on)
Bulldogs- purple, move slower, 2 hitpoints, less accurate
Guards- orange, white paralyzing sticks to immediately end the game, 4hp, appear after 1 million points
Recognizers: will take out the usable doors in between waves after a certain amount of doors are jammed, 1 touch is instant death, will fire a stun attack to freeze Tron for duration of knocking out doors, can disable it by attacking the "eye" when it turns white causing it to leave at the bottom offscreen. Exclusive to this version.
3 different speeds for the disc
To play, you can use both of the controllers- one for disc direction, other to move Tron around. Otherwise the typical controller would be with one controller and the number pad would control the disc direction [insert pic of instruction manual]
Start out with 3 hitpoints, 1 life, move slower if got hit, restart at each wave
Progression- 20,000: increase HP to 4, 100,000: increase HP to 5
Warrior point value increases with your score
Tron is red for some reason
Features 16 directions (very fancy for the time)
Atari 2600 (review with gameplay)

No recognizers
Doors close after 1 use
Enemies only have difference in color and each color is assigned a specific point amount (for instance, the basic light green warrior is worth 10 points, while the gold warriors are worth 800 points)
Everything controlled with joystick
Once a warrior is defeated, another will spawn in 10 seconds unless you defeat the last warrior of that wave
Have 5 hp, regained at the end of each wave. Only 1 life
Mattel Aquarius (gameplay)
Similar gameplay as the previous- tossing disc to derezz 3 enemy soldiers at a time in waves
No recognizers
Doors situated in specific spots that can be left open if you attack them, will close once you use them
Tron can gain a shield- can use 10pts to gain it (from what I can tell based on gameplay)
Enemies worth 50pts, only one type (red colored)
Atari 8-bit/5200 fan game

Published under the name "Intellidiscs" by Phaser Cat Games
A fan conversion of the Intellivision released in May 2021, for North America and NTSC TV sets according to their site.
Can download the ROM for free and used to be able to buy the cartridge (came with instruction manual, custom overlay for controller, actual cartridge) -> here on their official website
Complete with a 4 person battle mode
Programming by Ryan Whitmer, Music/SFX by Bobby Clark
Game plays similar to original Intellivision version- recognizer (identifier in this one) takes out the doors, can go through door multiple times, different colored enemies with different abilities
Can block/crouch
Difficulty ramp (enemies come faster)
References under the cut!
- https://www.myabandonware.com/game/tron-deadly-discs-eah
https://archive.org/details/intv_TRON_Deadly_Discs_1981_Mattel
https://thecoverproject.net/ (covers for both games)
https://www.mobygames.com/game/8889/tron-deadly-discs/screenshots/ (in-game screenshots)
https://intvfunhouse.com/games/disc.php (box manual, overlay, flyer)
https://videogamevariations.com/AtariCompanies/MNetworkGames/TronDDManuals/trondd_manualA.htm M Network manual
https://en.wikipedia.org/wiki/Utopia_(video_game) Utopia
https://en.wikipedia.org/wiki/Dungeon_(video_game) Dungeon
https://www.youtube.com/watch?v=nowS8TypH94 side by side comparison of all games
https://www.gamesdatabase.org/Media/SYSTEM/Mattel_Intellivision/Manual/formated/Tron-_Deadly_Discs_-_1982_-_Mattel_Electronics.pdf intellivision instruction manual
https://forums.atariage.com/topic/320634-intellidiscs-now-available-for-the-5200/ forum with box art
https://www.deviantart.com/atariboy2600/art/Atari-5200-Intellidiscs-921972194 official art from the instruction manual
#tronblr#tron 1982#classic tron#tron#tron deadly discs#classic games#video game#apologies for this taking forever lmao life just kept getting in the way
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Me and stormfront core, anyways FILM STUDIOS PLEASE CAST UNATTRACTIVE VILLAINS OH MY GOD I AM TIRED OF BEING SENT DEATH THREATS ☹️
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The Dance- Chapter 06
Homelander x Supe OC
Notes: 18+ No warnings apply for this chapter. Each chapter will have individual content warnings as they apply to avoid spoilers. Find this work on AO3. Tumblr master post here.
Previous chapter.
“No, I believe you, Mom. You know you and Dad could never keep secrets from me, even before my powers manifested.”
“I just needed you to hear it straight from the horse’s mouth, Morgan,” her mother replied, her voice tinged with frustration. “Your father and I are only just learning about this whole Compound V nonsense. We would have never let some corporate whack jobs experiment on our baby.”
Her parents might have been a thousand miles away, but Morgan could practically feel her mother’s righteous fury radiating through the phone. It was a familiar heat, protective and fierce, but this time, it only deepened the knot of unease in Morgan’s chest.
Pacing around her apartment, she’d been on the phone with them for over an hour, venting about the chaos of the last few weeks. So much had happened since she moved into the tower, and the pace of it all was becoming impossible to manage. Every day brought new complications, and it felt like the ground beneath her feet was constantly shifting.
Life really seemed to take a turn after the charity ball. A-Train had returned to work, but that came with all manner of drama. Ashley’s “Girls Get It Done” initiative launched soon after, alongside pre-production for a new Vought Studios movie, and both seemed to consume her every waking moment. Even worse, Stan had been slipping through her fingers, always too busy or too elusive for a real conversation, and that was enough to drive her insane.
But the most unsettling piece of all? Homelander’s sudden disappearance.
He’d been gone for days now. No one seemed to have any solid answers about where he could be, just a series of excuses that never quite fit. The Seven had been swamped with work, but Homelander’s absence hung over everything like a dark cloud.
The one thing that oddly brought any sense of comfort to her was that Charlie hadn’t gone missing alongside him.
And then, like a nuclear explosion, Vought’s biggest secret hit the world. The revelation that the company had been manufacturing superheroes for decades—quietly spinning the narrative around them—had saturated every media outlet that afternoon. At the epicenter of it all, seeing the chaos unfold at the tower, Morgan couldn’t make any sense of it.
“Except now these same corporate whack jobs have her on their payroll.” Her father’s gruff voice broke the silence on the other end. “I don’t feel safe with you there, Morgan.”
She exhaled slowly, trying to keep the tension from bleeding into her words. “I know, Dad. But it’s not as simple as just leaving.”
“I’m not asking you to walk out the door tonight,” her father replied, softer this time, but still firm. “But you can’t trust them. If they could do this to you—lie to your face, rewrite your life—what else are they hiding? You’ve got to be careful.”
Morgan pressed her free hand to her temple, the headache from earlier making a slow return. “I know. Believe me, I’m being careful.”
Before her father could respond, Morgan heard a knock at the door. The sound was sharp and impatient, making her stomach sink. Whoever was at her door had no intention of waiting.
“Mom, Dad, I have to go,” she said quickly, her voice dropping to a whisper. “I’ll call you later, okay? And tell Sammy I said hi.”
“Alright, pumpkin,” her mom said, sounding reluctant. “We love you.”
Morgan hung up just as the door swung open.
Stormfront stood in the doorway, leaning casually against the frame with a smirk that set Morgan’s teeth on edge. If she knew it wouldn’t cause more problems than it would fix, she would have loved to give that stupid smirk a solid right hook. One of the biggest things holding her back was simply the fact she’d wind up hurting herself more than Stormfront in the process. Telekinesis was always an option, but the idea of hitting her seemed so much more satisfying.
“Hey Boo, I’m not interrupting anything, am I?” she asked with a bat of her eyelashes and a false smile.
“Oh, no, I was just wrapping up a call with my folks.” she said, mirroring Stormfront’s energy with a syrupy smile of her own. “Did you need something?”
“Nah, I was just swinging by to let you know Homelander’s back and Mr. Head Honcho himself just called a meeting.” she said far too casually.
Morgan blinked. Homelander was back? A chill swept over her, but she quickly pushed it aside. Stormfront’s gaze lingered, a little too long, as if she were waiting for a reaction. Morgan kept her expression carefully neutral.
Deciding not to wait any longer for a response, she gave her a quick up and down glance. “You know, I’ll go ahead to the meeting while you transform and roll out. Don’t worry, I’ll give you the Cliffs Notes on what you miss.”
Morgan should have known better than to take off her armor in the middle of the day. At the very least she still had her Kevlar bodysuit on.
“Yeah, don’t let everyone wait on my account,” Morgan replied with a tight smile. The door swung shut with a mental push before Stormfront could respond. Morgan didn’t care if she got out of the way in time.
Homelander’s return stirred a swirl of contradictory emotions. On one hand, relief—he was back within range. Given the duty Edgar had saddled her with, she couldn’t afford him running off like that. But on the other hand, unease—because now she was within his range too. Considering the day’s events, she could feel Vought’s proverbial noose tightening around her neck.
She pulled her armor into place, the familiar weight of it grounding her. Her presence here was important. Stan Edgar’s words came back to her, clipped and clinical: Your job is to keep him under control. I don’t care how you do it, but if you don’t, people will die .
That first meeting played back in her mind far too often, his implication chilling.
Mind control, isn’t that what you do?
She had refused. Using her telepathy to play puppeteer to someone like Homelander wasn’t a solution—it was a ticking time bomb. And if it went off, she would be caught in the blast.
No, her approach was subtler, more delicate. It had to be. She wasn’t going to rewrite his mind, wasn’t going to rob him of his free will—no matter how much Edgar might push her to. Instead, she walked the knife’s edge, nudging him in certain directions, steering him when she could. It wasn’t perfect, but it was better than triggering his already unstable ego.
She adjusted her gloves with trembling fingers, staring into her faint reflection in the massive window of her living room. The armor kept her grounded, but the real weight pressing down on her wasn’t the titanium alloy. It was the tension of living in constant uncertainty—every interaction with Homelander a gamble.
Why had he disappeared like that? Did he need space after the charity ball? Had she triggered something when she’d opened up? The image of Madelyn Stillwell—unintentionally conjured in his mind—still haunted her.
His reaction to it—so visceral, so raw—had startled her in ways she hadn't anticipated. It wasn’t just the flicker of pain behind his eyes, but the sudden vulnerability he’d let slip for only a heartbeat before it was swallowed by the usual bravado. That moment had given her more insight into him than anything she’d picked up in passing thoughts.
Morgan inhaled deeply, brushing off her unease. This was no time to dwell. She didn’t have the luxury of second-guessing herself. Not now. Lifting her chin, she mentally steeled herself for whatever awaited her in that conference room.
However, as she made her way from her apartment with long, purposeful strides, Homelander was already leading The Seven out—his usual swagger laced with something sharper, more volatile. Inside the conference room, Stan Edgar stood calmly by the large table, his hands clasped behind his back, eyes tracking Homelander’s departure with cold intensity.
Morgan barely had to look at him to pick up the threads of what she’d missed. She let her mind graze his, and the scene unfolded in an instant.
First came the mission: an intercept on the coast, a boat carrying a supe-terrorist. Edgar’s plan was clear—use this as part of his new narrative around Compound V. The blame was to fall on Madelyn Stillwell, a convenient scapegoat to cleanse Vought’s hands of the mess.
That led to Homelander, simmering with frustration, who barely kept his temper in check. His resentment toward Vought was palpable, seething beneath the surface. You are my real family. This guy… He doesn’t care about us— the phrase rang out in his thoughts. Edgar, however, remained cold and unaffected, letting the tantrum play out.
It took only a moment for Morgan to absorb all of this, her telepathy cutting through Edgar's composed exterior like it was nothing. But he knew it too.
“Remember your job, Ms. Daly,” Edgar said, his voice low and controlled. His gaze locked onto hers, unwavering. Keep him under control.
Trying to keep Homelander under control without a heavy-handed approach was already easier said than done. Whether he meant to or not, Edgar had thrown a variable into the mix that made it even harder. Stormfront was there to stir the pot in any way she could, and that was enough to keep Morgan on edge all the way to a grisly scene where their perpetrator had last been spotted.
The Seven had found The Deep, an absolute wreck, over the body of a whale that had a speedboat run through it. Their target had most likely escaped into a nearby storm drain, and from what The Deep had seen, they weren’t alone. Morgan saw the glimpse of William Butcher, the alleged murderer of Stillwell, flash through his mind and immediately she tensed.
Stormfront was already hellbent on finding their target first with every intent to snatch victory from Homelander. At that, she had no intention of sparing the man either. If she were to alert the rest of the team to Butcher’s presence, she might as well be throwing a match into an oil refinery.
The trolley was careening down the tracks and Morgan had to pick which direction it was going to go.
Ultimately, Morgan made the decision to quietly tail Stormfront through the winding passageways that wove beneath the city. Something in her gut told her it was the right choice.
The air in the tunnels was unnervingly still, the only sound the distant, uneven footsteps of Stormfront ahead of her. Morgan reached out with her telepathy, cautiously extending her awareness through the surrounding walls. Her mind brushed lightly against each of her teammates', just to ensure they were all still alright.
Then, a sharp, violent tremor shattered the eerie silence, sending loose debris tumbling from the tunnel ceiling. Morgan flinched, her senses momentarily overwhelmed. The force of a telekinetic push from someone else buzzed in her brain.
Their target.
It didn’t take long for her to realize what had happened: the target had struck, using his powers to collapse part of the tunnel. Homelander was buried under tons of concrete, but Morgan wasn’t worried. He’d be out of the rubble soon enough.
Her mental tether snapped back to Stormfront just in time to sense her quickening pace, as if spurred on by the chaos. Morgan hesitated for only a heartbeat before breaking into a run. Stormfront was getting close to the surface, and whatever she was planning wasn’t good.
By the time Morgan reached topside, Stormfront was already marching through a massive hole in the side of an apartment building. The cries of terror rang through the air, but Morgan could also hear the panicked thoughts of civilians mingling with those of the target. Cutting through it all was Stormfront’s bloodlust—and not just for the man they were supposed to be tracking. No one in that building was safe.
Morgan felt her pulse spike. She had to stop this.
Stormfront’s electricity crackled in the air, her hands raised, ready to send a deadly blast toward one of the unwitting civilians they were supposed to be protecting.
“Stormfront!” Morgan shouted, sprinting toward her. “Stop!”
A silent curse flared in Stormfront’s mind as she lowered her hands, sparing the man she was about to execute—simply for the color of his skin. A half-baked plan surfaced in Stormfront’s mind as her eyes darted between Morgan, the terrified family between them, and the hallway where the target had disappeared. Too much chaos was unfolding around her for Morgan to stop what came next.
Arcs of lightning sliced through the air as Stormfront shot through the ceiling, careening toward the roof. With each floor she crashed through, the building’s integrity weakened more and more. That whole section of the apartment was set to collapse on everyone inside.
Morgan’s telekinesis had never been her strongest suit, but instinctively, she reached out to the floors above to steady them.
Everyone, please, you need to evacuate the building in a calm and orderly manner!
Her mental plea was as calm and measured as Morgan could manage as she touched the minds of the remaining residents. The family in the ruined living room looked stunned, but they quickly shook it off, making a hasty exit through the hole Stormfront had blasted into their home. All Morgan had to do was keep the building stable long enough for everyone to escape.
Maintaining her focus on the crumbling apartment, she tried to keep tabs on the minds of those trapped on the upper floors. With every ounce of her mental strength, she fought to keep the structure from collapsing entirely. Her ears began to ring as a trickle of blood trailed from her nose.
She was nearing her limit.
Her body trembled under the strain, and any thoughts of Stormfront or the rest of the team had all but vanished. She could feel her grip slipping as she counted the minds that had made it outside, but the number still wasn’t high enough. Not everyone had escaped.
“Psyren!”
It was impossible to tell whose voice it was—Starlight? Maybe Queen Maeve? Either way, the shout shattered her concentration.
Her mental reach violently snapped back, and the building collapsed. In a last-ditch effort, Morgan made one more push upward, softening the descent of a large chunk of the ceiling just before everything went dark.
It was hard to say how much time passed by the time her senses slowly flickered back to life. The first thing she registered was the weight pressing down on her chest—layers of debris pinning her in place. Dust filled her lungs, and she could barely make out the distant voices cutting through the haze.
“Psyren! Can you hear me?”
Maeve’s voice—urgent, panicked. It wasn’t a tone Morgan was used to hearing from her.
A soft thud sounded nearby, the scraping of rubble shifting. Then, a new sensation—the pressure lightening, piece by piece, as someone began to dig her out. A shadow passed over her face, and for a brief moment, she caught sight of Black Noir’s unflinching form pulling aside a slab of concrete with ease.
More voices broke through—civilians, their thoughts a mixture of panic and resolve. Some of them were joining the efforts, moving debris with bare hands. Her mind, still sluggish from the strain, latched onto their thoughts briefly. They weren’t just saving her—they were pulling others from the wreckage as well.
Come on. Get up!
She urged herself to move as Noir reached out a hand. Wrestling through her pain and exhaustion with sheer stubbornness and willpower, she clapped her hand around his wrist and held on with what little strength she had as he pulled her upward. As she got her feet beneath her, she stood unsteadily atop the pile of debris, swaying.
For a moment, everyone that wasn’t still digging through the rubble looked up at her, a stillness falling over them. Closing her eyes, she sifted through their thoughts. They were scared. Psyren, a symbol of indomitable force and hope, had almost fallen. She needed to show them she was alright.
Eyes snapping back open, she thrust a fist in the air, signaling their triumph.
A murmur spread through the gathered crowd, some of them shouting in relief, others just staring in awe. A faint smile tugged at her lips—she could hear the gratitude and hope in their minds, mixing with the pain and fear. Despite how much she hurt, and despite how much her body protested, she stood proud beside Maeve and Noir.
“Easy, Psyren,” Maeve murmured, placing a hand on her shoulder to gently steady her.
Maeve’s hand was the only thing keeping Morgan grounded as the world tilted precariously around her. Every breath sent a sharp pain through her chest. Despite the armor, she could feel the dull ache of cracked ribs beneath it. Her head pounded, vision wavering in and out of focus, but she refused to let herself fall. Not yet.
“I’m fine,” she muttered, voice strained as she tried to wave Maeve off. “Just need a second—”
As she fought to even put words together, the rest of The Seven converged on the wreckage. Starlight and A-Train arrived first, Starlight’s face pale as she scanned the damage. A-Train’s usual bravado was missing, replaced by wide-eyed disbelief.
“Holy shit,” he muttered, catching sight of Morgan. “You’re lucky to still be standing after that.”
Morgan forced a tired smile, but didn’t have the energy to respond. The strain of her telekinesis, combined with the injuries she was trying to ignore, had taken a far greater toll than she was willing to admit.
Then came Homelander, descending from above, landing with a force that sent dust swirling around him. His eyes flicked between Morgan and the surrounding wreckage, sharp and calculating. The fury still simmering from his earlier clash with Stormfront only intensified when he noticed Morgan’s condition.
“Psyren,” he said, voice low and controlled, “what the hell happened here?”
“I—” Morgan started, her breath catching as the pain flared again. “I kept the building from collapsing completely… Everyone’s safe… I think.”
But as the words left her lips, Homelander’s expression darkened. His eyes narrowed as he looked her over, and she felt the sudden shift in the atmosphere—a mixture of concern and anger that caught her off guard. The way he was intently scanning her didn’t help either.
“You’re not fine,” he growled, stepping closer, his voice almost a whisper. “You’ve got two cracked ribs, and you’re bleeding internally.”
Morgan’s brow furrowed. She could feel the ache in her chest but hadn’t realized it was that bad. Even so, she squared her shoulders, unwilling to show weakness. “I can manage—”
“No,” Homelander cut her off, his tone final. “You’re done here.”
With dizzying speed, he scooped her up, cradling her with an unexpected gentleness. For a split second, Morgan considered protesting, but the throbbing pain and overwhelming exhaustion kept her silent.
Maeve shot Homelander a sidelong glance but didn’t argue. Morgan blinked, trying to focus. Behind him, Stormfront lingered, a smug look still plastered on her face. She glanced at Morgan briefly before shifting her attention elsewhere.
“I’m taking her back to the tower,” Homelander declared, ignoring the looks from the others. His grip tightened ever so slightly.
Morgan could barely keep her head upright, the fight quickly draining out of her. She hated to admit it, but Homelander was right. She wasn’t going to make it much further on her own.
“Just… don’t drop me,” she murmured, a weak attempt at humor, her voice barely audible.
A rare, almost imperceptible smile tugged at the corner of his mouth. “I’ve got you.”
He lifted off the ground, and the wreckage of the building fell away beneath them. Morgan let her head fall against his chest, closing her eyes. She caught the tail end of his thoughts—anger still simmering over Stormfront. She had stolen his thunder. But at least now, he still looked like their competent, compassionate leader in the end.
Song: Under Pressure by Queen and David Bowie Author’s notes: While I definitely had a few story beats from season 2 I wanted to include, there were definitely a few I wanted changed. I’ve really enjoyed pitting Morgan against Stormfront in this way. Not only is it a little cathartic, but I think this adds a certain layer to the dynamic that Morgan and Homelander are developing. I’m so excited to explore it further. Thanks again for reading! Let me know what you thought!
Next chapter.
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Byzantine: The Betrayal (Windows, Stormfront Studios, 1997)
A six-CD adventure game set in Istanbul. You can download it here, or download it pre-configured to run on modern versions of Windows here.
#internet archive#game#games#video game#video games#videogame#videogames#computer game#computer games#retro games#retro gaming#adventure game#adventure games#point and click#fmv#fmv game#fmv games#istanbul#turkey#cd rom#cd rom game#multimedia#1997#1990s#90s
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PGA Tour
PGA Tour is a series of golf video games developed and published by Electronic Arts - and later their EA Sports sub-label - since 1990. The series primarily features courses featured on the U.S. PGA Tour, and other notable courses (such as those that have hosted majors).
In 1998, EA began publishing their golf games with the endorsement of Tiger Woods. Following the Tiger Woods 99 PGA Tour Golf release, subsequent titles were named Tiger Woods PGA Tour and released yearly.
Although EA Sports developed most games in the series internally, some SKUs have come from outside developers including the first edition, Tiger Woods 99 PGA Tour Golf, which Adrenalin Entertainment developed in conjunction with EA for the PlayStation and Tiger Woods PGA Tour 2001 for the PlayStation, which was developed by Stormfront Studios. IOMO also produced versions of the game for mobile phones for the 2002, 2004, and 2005 editions.
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Hoy vamos a hablar de uno de mis juegos favoritos de carreras de 16 bits, el Mario Andretti Racing para Sega Genesis, que fue desarrollado por Stormfront Studios y publicado por Electronic Arts en 1994 bajo el sello EA Sports.
¿Dónde ver más contenido?
Twitter: https://twitter.com/ar_jorge1987
Newsletter: https://arjorge1987.substack.com/
Threads: https://www.threads.net/@arjorge1987
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USA 1997
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Console Sports Games of 1993 - Tony La Russa Baseball
Tony La Russa Baseball is the second entry in the Tony La Russa series of Baseball games from the 90s and is one of only two in the series to appear on home consoles, all other entries were either on the Commodore 64, MS-DOS or Windows.
Tony La Russa Baseball was released exclusively on the Sega Genesis in 1993 and released exclusively in the United States. Tony La Russa Baseball is the final entry in the series under the development studio name Beyond Software, with the studio changing to Stormfront Studios in 1993.
Licenced with over 500 real baseball players, Tony La Russa Baseball allows you to watch your team, play as your team or if you are looking for a more strategic experience manage your team.
1. Intro 00:00
2. Gameplay 00:15
3. Outro 11:53
Twitter (Gaming & AI Art)
https://twitter.com/zero2zedGaming
Instagram (AI Art)
https://www.instagram.com/random_art_ai/
For more sports game videos check out the playlists below
Console Sports Games of 1993
https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
#youtube#tony la russa baseball#sport#sports#sports game#baseball game#90s games#90s gaming#classic games#retro games#sega genesis#beyond software#Tony La Russa series
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Hot Wheels Turbo Racing
Developer: Stormfront Studios Publisher: EA Release: Genre: Racing If you are of a certain age Hot Wheels were a part of your childhood. As a child you could not own a car but a mini replica with some cool decals was a nice substitute. And how many of us tried to put together the elaborate race tracks only to have your car fly off into a wall at the first turn? Eventually I stopped trying…

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[Review] The Lord of the Rings: The Two Towers (PS2)
The first proper movie adaptation... or should I say two half-movie adaptations?
I grew up with the Return of the King game on Xbox. I was always curious about its predecessor, so I’m happy I was able to catch up with it... but boy is it rough. First of all, it’s part of the odd licensing/timing situation where there’s no Fellowship movie game (although there is a Fellowship book game under a different publisher, as per my previous reviews), so almost half the levels in this game depict events from the first movie (presented within the framing device of Aragorn telling stories to Éowyn prior to the battle of Helm’s Deep). And when they get to adapting The Two Towers, the two hobbit-based plotlines are completely dropped!
I understand focusing the game on the more action-heavy thread of the film, it makes sense for a straight-up 3D brawler of this type. It also means they can focus on developing just three playable characters (Aragorn, Legolas, and Gimli). But it makes it feel like a heavily-edited highlights package instead of a story, the bridging cutscenes—using footage from the films—doing little to help it feel coherent. Were they ever proud of those cutscenes, fading “seamlessly” between the FMV and the game engine’s models... it’s pretty funny seeing John Rhys-Davies’ face melt into the hideous gremlin that is the Gimli model. I’m sure it was impressive for an early PS2 game, but these graphical styles that aim for realism tend to age the worst.
So this is a beat-em-up style game, with lots of set pieces, cinematic flourishes, and a decent ranged attack. I don’t think it’s balanced too well though. Chaotic enemy spam too easily knocks you down and stunlocks you, and often your light attack is completely useless thanks to shields or enemies able to block, so you just spam strong attack most of the time. Trying to legitimately engage with the game’s mechanics is only for the superhuman, us mortals have to rely on cheesing enemy patterns and the rising attack/finisher strat. Unlike the sequel, this is also strictly a solo experience (with the occasional NPC buddy) so you have to get yourself out of every jam. And with very few checkpoints you’ll likely be playing these levels multiple times, not because you want to try another character but because you die and get sent back.
Between levels you get to unlock new attacks depending on your performance, so the strong get stronger and poor performance is punished by making subsequent stages harder. Sadly there’s no way to replay a stage with the same character if you’ve cleared it (until after you beat the game) so the whole thing is some kind of endurance run. Thankfully there is a difficulty setting and some cheats as a prop, although I was too proud to use them. I did settle on just clearing it once with the best character—Legolas of course, who has the most powerful, fast, and abundant ranged option.
As usual I liked the parts of the game that expanded on the source. You get a couple of levels in burning Rohan villages, giving you a chance to fight Uruk-hai and explode their copious bombs while rescuing civilians. Apart from that it’s just inserting a tonne more orcs to hew in the various film locations. There’s also a lot more trolls to fight than I remember from the films... I didn’t really relish seeing them though as they’re among the most tedious enemies to take down.
At least the game has authenticity going for it. Part of the package is mini-documentaries that show a bit of behind the scenes of the film while establishing the access the game had; they directly referenced miniatures in order to make the game environments match, for example. They also had the film actors reprise their roles (and conduct interviews for these extras); at least the ones that actually appear in the game. Aragorn’s voiceover narration is a bit laconic but apart from that they’re all plum professionals that deliver their new contributions well. In this sense the game feels like a competent companion to the films... pity about the rest of it.
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