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#You Have To Backtrack For The Majority Of The Main Collectables
postmakerkiwi · 1 year
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🌫️ Blue Mountaintops - Market Mesa 🔔
High atop the steep, flattened spires lies a sparse bazaar, a place for travelers to pop up shop, trade some wares, and leave just as quickly. The chill, howling winds may make the mountain seem uninviting, but stick around to see if the mesa's powerful bells can win you over.
photos via Moby Games
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DESTIEL TROPE COLLECTION 2023 | DAY 3 | S15 Fix Its
i wanna be your lover fighter | @angelwiththeblue-box
Rating: Teen & Up Word Count: 1,056 Main Tags/Warnings: Fix-It, Major Character Death, Hurt/Comfort, AU, Happy Ending, Summary: what if dean is the one who confesses first?
There's Something About Jenny | @whichstiel
Rating: Teen & Up Word Count: 1,965 Main Tags/Warnings: Jenny the vampire, Time travel Summary: A fix-it for the finale.
Heavenly | @sunshine-zenith
Rating: Teen & Up Word Count: 2,864 Main Tags/Warnings: Past Major Character Death/Set In Heaven, Post s15ep20, happy ending, humor, minor angst, Cas has some self worth issues Summary: Cas has been avoiding Dean in heaven, despite Dean's best efforts to find some information on the guy. The others made a point to bash over his head how Dean and Castiel had apparently been in love and could have been together for over a decade if he had just gotten his head out of his ass sooner (again, super unfair. It takes two to make up destiel, and it's not like Cas had been rushing to declare his undying love until just before he died for the last time. Unless you count that other time in the barn where he thought he was dying, but the angel totally chickened out when he backtracked with his “I love you all.” This wasn’t all on Dean, and he was taking that fact to the- well. Not grave. They’re all a little past that at that point). Luckily, eventually, Cas comes to him.
Sit in the Presence of the Sun | @aaronthe8thdemon
Rating: Mature Word Count: 3,125 Main Tags/Warnings: Post-Season/Series 15, Angst, Suicide Attempt, Major Character Undeath, Sad Dean Winchester, Not Actually Unrequited Love, Misunderstandings, Winged Castiel (Supernatural), Selectively Mute Dean Winchester, Angel Castiel Summary: “Why wouldn’t Dean want to see you?” “When I…” Castiel very deliberately continues watching the sun instead of Sam. “I’m not comfortable discussing this with you. I’m sorry.” “Okay…?” “It’s fine. Jack has already informed me that Dean doesn’t want any of us to bother him.” Now Sam groans. “Really? No, Cas! Dean doesn’t wanna see me or Jack! I’m pretty sure he just didn’t believe Jack when we tried telling him you’re back, and he fucking - escaped from the hospital when I wasn’t there and took off for Jody’s! He never said he doesn’t want to see you!” Castiel shakes his head. “That doesn’t matter. I… when I protected him in the dungeon, there’s no way around the fact that my actions were extremely upsetting for him. He doesn’t want to see me.”
There'll be peace when you are done - are you done? | @brainfuzz
Rating: General Word Count: 3,216 Main Tags/Warnings: Fix-it fic, no warnings apply Summary: Canon compliant right to the shitty end, and then goes and explains all the gaps and why that's not the end.
These Words Are All We Have (We’ll Be Talking) | @sunshine-zenith
Rating: Mature Word Count: 3,625 Main Tags/Warnings: Injury, Blood, Hurt Cas, Crying Cas and Dean, Dean has Self Worth Issues, Human Cas (S15 fix it), Hurt/Comfort, Getting Together, Bittersweet Ending Summary: When the Empty comes to collect Cas, Dean doesn't let it take him. The aftermath of this leaves Cas without his Grace and with a bleeding cut across his throat, and Dean questioning his worthiness of Cas's love.
this is the only thing i’ve ever had any faith in | @watchinghimrakeleaves
Rating: Teen & Up Word Count: 3,760 Main Tags/Warnings: season 15 fix it, post canon, human cas, retired hunter dean winchester Summary: The world is safe, Dean and Cas own a bar on the beach, and Dean is ready to ask Cas for something he could have never imagined he was allowed to have.
Devotional | @whichstiel
Rating: Teen & Up Word Count: 4,034 Main Tags/Warnings: The Empty, Resurrection Summary: A devotional is a little meditative prayer centered around a story. We start with THE WORD, follow up with a story, and walk away with a little revelation to ponder. I give you Castiel’s devotionals.
Signal | @diminuel
Rating: Teen & Up Word Count: 7,176 Main Tags/Warnings: S15 Fix-It, Interdimensional phone calls, Resurrected Castiel (Cas is still an angel), Crack Treated Seriously, Happy Ending, Fluff, Requited Love Summary: When the Empty grabbed Castiel he was prepared for this to be the end of him. There would be no more resurrections, no more loopholes, nothing but eternal sleep. But then his phone rings, piercing through the oblivion and Cas is wide awake. Turns out he’s got cell service in the Empty.
it's not a miracle you need | @brillemos
Rating: Teen & Up Word Count: 7,711 Main Tags/Warnings: No Archive Warnings Apply, Post-Episode: s15e19 Inherit the Earth, Fix-It, Angst with a Happy Ending, Alcohol Abuse/Alcoholism, Mutual Pining, Love Confessions, First Kiss Summary: Jack refuses to help save Cas from the Empty. Dean has no clue how to do it and enlists Sam and Eileen's help. It turns out the answer was within Cas all along, but getting there isn't easy.
how fast the night changes (WIP) | @closetoyou1970
Rating: Explicit Word Count: 7,915 Main Tags/Warnings: Season 15 Fix-It, Dean Rescues Cas From The Empty, New Relationship, Road Trip, Retirement, Grieving and Healing, Emotional Hurt/Comfort, Angel Cas Endgame Summary: Cas is back from the Empty, but Dean is still too traumatized by watching him die to set foot back in the bunker. With no apocalypse on the horizon and with a deathbed love confession still hanging heavy in the air between them, Dean suggests his go-to idea: that the pair of them take off together and drive around the backroads of flyover country until they figure it out. (Post-series road trip fic.)
if you ran away, just come home | @heller-castiel
Rating: No Rating Word Count: 9,172 Main Tags/Warnings: Grief/Mourning, Selectively Mute Dean Winchester, Woman in White Dean Winchester, Canonical Character Death, Fix-it, Angst With a Happy Ending, Human Castiel Summary: Dean wandered, after. The night that Chuck died, subsumed into Amara, he had silently climbed into his car in the dead of night, walking past Jack's room, past Sam's room. In his room, Sam laid in his bed with Eileen, and felt the air displace itself around where Dean slipped past in the hallway, instincts attuning him to movement just as they made Dean move soundlessly, without a thought to it. but Dean didn’t think of that. Dean only thought of moving, getting out, going - Going to something the bunker couldn’t be, anymore. Something he couldn’t ever go to. But he had to go.
Know And Understand | @aaronthe8thdemon
Rating: Teen & Up Word Count: 10,387 Main Tags/Warnings: Alternate Universe - Canon Divergence, Post-Episode AU: s15e19 Inherit the Earth, Time Travel, Episode: s04e02 Are You There God? It's Me Dean Winchester, Grief/Mourning, Angst with a Happy Ending, Emotional Hurt/Comfort, Implied/Referenced Alcohol Abuse/Alcoholism, Post-Traumatic Stress Disorder - PTSD, Angel Castiel Summary: The Cas that reappears in the bunker after Chuck is defeated isn't their Cas. After supposedly being taken by the Shadow, Castiel has no idea why he immediately crash-lands in Bobby Singer's wrecking yard just days after Dean was raised from Hell. Jack is just trying to fix everything and surprisingly, Gabriel turns out to be really good at damage control. In both times, Sam has no idea what the hell's going on anymore and at this point he's almost too scared to ask.
I would do anything for love... but I won't do that | @startswitheff
Rating: Explicit Word Count: 11,001 Main Tags/Warnings: Post-Canon Fix-It, Dean Winchester Uses Actual Words, Eventual Smut, Human!Castiel, Top!Castiel, Bottom!Dean Winchester Summary: When Dean pulls Castiel from the Empty, he knows he wants to be by his side for the rest of his life. But is he ready for everything that entails? Otherwise known as the “and that’s how…” fic.
Summer Blues | @deanabean
Rating: Mature Word Count: 11,193 Main Tags/Warnings: Retrospective, Dean Winchester-centric, POV Dean Winchester, Bisexual Dean Winchester, Selectively Mute Dean Winchester, John Winchester's A+ Parenting, Competent Dean Winchester, yCastiel and Dean Winchester are Jack Kline's Parents, Emotional Hurt/Comfort, Fluff and Angst, Angst with a Happy Alternate Universe - Canon Divergence, Post-Canon Fix-It, Established Castiel/Dean Winchester Summary: As Dean sits here alone in the dark of this summer's night, going through some sort of an introspection journey deep down memory lane _ as he’s finding himself doing more and more for a while now _ as he tries his hardest to make sense of things. Of memories. Yes, Dean thinks; hindsight is like looking through a sharp, new set of eyes. Sometimes disorienting, yet the closest thing to crystal clear.
Status quo ante bellum | @angelinthefire
Rating: Teen & Up Word Count: 11,201 Main Tags/Warnings: human!Castiel, light angst, canon-typical alcohol consumption Summary: Cas is back from the Empty, human, and convinced that his relationship with Dean is unsalvagable. Can Dean get his shit together in time to prove otherwise?
Dean daily | @fellshish
Rating: Mature Word Count: 11,840 Main Tags/Warnings: Epistolatory, denial, social media, fix-it Summary: Cas has been rescued from the Empty. Dean suffers from extreme denial about being in love with him. Epistolary / social media fic with Dean POV snippets for every day.
The Council Of Charlie Bradbury | @pointyearedelvishprincling
Rating: Teen & Up Word Count: 13,157 Main Tags/Warnings: post 15x18, angel!cas, selective mutism, angst with a happy ending, pov Charlie Bradbury, pov dean winchester, pov castiel, emotional hurt/comfort, LOTR references Summary: It's been a few weeks since Cas got out of the Empty, and Dean can't accept that there's finally peace in the world. Watching the camera footage of the dungeon scene on repeat probably isn't helping. Cas is content to give Dean space to heal, even if the loneliness at the end of the journey is settling in. On the request of Sam, not that she needed an excuse, Charlie spends the night in the Bunker trying to figure out what's going on with these idiots, and getting more answers than she bargained for. With the help of Stevie, she comes up with a plan that might finally bring Dean and Cas together.
something you love (something you lose) | @nessarose-thropp
Rating: Explicit Word Count: 15,308 Main Tags/Warnings: Post-Episode: s14e20 Moriah, Heavy Angst, Hurt/Comfort, Temporary Character Death, Rough Sex, Top Castiel/Bottom Dean Winchester, Suicidal Ideation, Grief/Mourning, POV Castiel (Supernatural), Hopeful Ending, Angel Castiel Summary: “Story's over,” Chuck says, “Welcome to The End.” And with that everything goes dark and cold. The darkness and rot of souls and bodies surrounds them. He doesn’t dare touch Jack again, just stares at his lifeless body lit only by unnatural moonlight. He’s vaguely aware of the threat slowly encircling them, but none of it matters. Nothing matters anymore. Somewhere, something deep inside of him-not his earthly body but his true angel self-awakens. It’s a type of power and heat he hasn’t felt in years. It’s uncontrollable and unforgiving. Light and righteousness and fury coalescing into something terrifying. Castiel lets out a scream, an anguished cry from his human mouth and a piercing angelic shriek, and with it releases whatever it was that had been growing within him. When he feels it leave, his consciousness finally returns to the present, to the Earth and to his vessel and to Sam and Dean and to Jack and it’s light out again. The sun is shining just as it was minutes ago, and there is no sign of any dark forces around them. No ghosts, no zombies, no demons, just two men, an angel, and the body of a dead Nephilim. - Jack is gone, Chuck is in the wind, and Cas must find a way to cope.
The Little Issue with the Mission to Perdition | @amaranthhiding
Rating: Teen & Up Word Count: 16,460 Main Tags/Warnings: Canon Universe, Post-Ep 15x19, Jack & Amara family bonding, Jack and Amara Try Fixing Things Together but Make Everything Worse, Team Free Will 3.0, Angst with Happy Ending, Hurt/Comfort, Castiel/Dean First Kiss, POV Alternating (Jack, Amara, Dean, Sam, Castiel) Summary: Chuck is defeated and his power now belongs to Jack and Amara. They struggle with adjusting to their newly-shared existence, and with big questions such as, how can (almost) all-powerful beings avoid becoming what Chuck was? What even is all that power good for when it doesn't allow Jack to save someone from the Empty who absolutely deserves being saved? Who thought it was a good idea to hand all that power to two beings who, together, have spent less years on Earth than the average human child? ...And why is there suddenly black goo everywhere?
In the Rolling Up of Sleeves | @the-elf-barbarian
Rating: Teen & Up Word Count: 20,344 Main Tags/Warnings: S15 fix it Cas is human/in heaven, Dean and Cas are dead/in heaven, Canon typical Alcohol Abuse, Canon typical reference to Child Abuse, Domestic Fic, Magical Realistic Heaven, Failure to communicate, The Unrelenting Search for Happiness, Hurt/Comfort but like... for Us Summary: When Cas arrives in heaven, sometime after sacrificing himself to the Empty - he and Jack realize just how wrong Chuck got it when he built heaven. And, just how much work they have in store to prepare heaven for the arrival of those they love. Meanwhile, in the wake of Chuck’s defeat, Dean finds a way to forge a life with this new, more free, world while grappling with the knowledge of Cas’s true feelings. When they finally meet in heaven, will they finally get the afterlife they deserve - learning and building, to make the Heaven they have spent so long fighting for - or will Cas’s fears about how he escaped from The Empty endanger it all? What was that, wayward sons, about there being peace when you were done?
to the wonder of all things | @hauntedpearl
Rating: General Word Count: 21,164 Main Tags/Warnings: Fix-It, Empty rescue, Hell rescue, Flashbacks, Angel!Cas, Love Confessions, First Kiss Summary: The Empty puts Castiel to sleep. The sound of prayer wakes him up. He follows this call echoing through the void and relives pieces of his life as he journeys towards the voice — towards freedom. Towards Dean.
One Week Later | @squirrelofcelestialintent
Rating: Explicit Word Count: 23,208 Main Tags/Warnings: Panic attacks, alcohol as a coping mechanism, bisexual dean, internalized homophobia, switching, gentle dom cas, identity crisis, graceless/human Castiel, discussions of sex work Summary: “Touch-starved”. It’s one of those terms (along with “alcoholic” and “abused child”) that Dean has worked very hard to keep on the other side of the big fat concrete wall in his brain. The one that, until now, only weakens when he’s truly, deeply shit-faced. But Cas has made a career out of breaking through Dean’s walls, it only makes sense that he’d tear this one down too, if he just died enough times. Ripped Dean’s heart out just enough so that the foundations of family and duty and sacrifice can crumble and leave Dean even more of a desperate, black hole of need than he was before. Chuck is dead, and Cas… Cas is back. And Dean is supposed to be happy. It’s time to decide what he wants to do with the rest of his life. But how can he do that, when every time he’s not physically touching Cas he starts to have a panic attack that none of this is real, and it’s all just another one of Chuck’s games? Who knows. So, he lets himself touch Cas. Constantly. It’s that or face a complete, Chernobyl-scale meltdown. At least Cas doesn’t seem to mind.
there's no cell service in the afterlife | @payphoneangel
Rating: Teen & Up Word Count: 27,404 Main Tags/Warnings: finale fix-it, Angst with a Happy Ending, Alcoholism, Family Dynamics, Jack Kline is Not God, Suicidal Thoughts, Empty deal, Blood and Injury, Implied/Referenced Homophobia, Masturbation Summary: Castiel is resurrected from The Empty. While Dean is recovering from casting the spell that brought him back, Cas checks his voicemail. Turns out, they both just might be able to say what it is they want.
Inherit the Earth | @malicmalic
Rating: Teen & Up Word Count: 29,167 Main Tags/Warnings: S15 fix it, Castiel Lives, First kiss, MPreg, TopCas/Bottom Dean, comfort, Jack is God, Light angst, Fluff, Happy ending. Summary: Prompt: Cas and Dean deal with a surprise pregnancy. Or the one where the world didn't end, Jack defeated Chuck and Dean and Cas got their happily ever after.
The Blood Curse | @labgeek2002
Rating: Teen & Up Word Count: 32,690 Main Tags/Warnings: Angel Cas, post season 15 fix-it, internalized homophobia, time travel Summary: Castiel has been rescued from the Empty, but the spell used to retrieve him tears a hole in the dimensional wall that acts as barrier protecting Earth from the pull of everlasting darkness. As the Empty feeds off of Castiel's grace to sustain itself, driving him closer to death with every passing minute, Dean becomes desperate to save him. The only way to repair the damage is for Dean, Sam, and Cas to travel back in time to obtain a witch's stone that's in the possession of John Winchester, circa 2002. A twenty-three year old Dean Winchester will serve as their guide as they navigate the tumultuous father-son relationship that transcends time itself before the Empty draws its final curtain.
Buffer Time | @sunshine-zenith
Rating: Teen & Up Word Count: 42,728 Main Tags/Warnings: Referenced to past character death (minor and major), slight psychological horror, sexual humor, mental health issues, Fusion/AU Hopping, everyone needs hugs, s15 fix it, Angel Cas, Happy Ending Summary: When Dean wakes up in his town's jailcell with a disoriented Cas, he happily roles with it. Sure, he knows he'll be the laughing stock of the town for a few days -- what deputy locks himself in his own jailhouse? -- but as long as Cas is there, things are fine. Until he realizes his memory is unusually fuzzy. Until Cas starts acting strange and morose. Until he starts having brief flashes of Cas being taken from him by an inky black entity. Until Cas starts talking about plot holes and tropes. Until he wakes up by a fire in the woods, on a quests to fight a dragon --no wait, in an ambulance, late for his shift as a surgeon-- no wait- Dean's just trying to figure out why he and Cas keep waking up in different genres and why Cas seems so distant, while Sam works with Eileen, Gabriel, and a few others to do the same on the other side of a laptop. (WandaVision inspired finale fix-it)
Creatures of Light | @aishitara
Rating: Mature Word Count: 44,075 Main Tags/Warnings: Angel!Cas, temporary MCD, temporary canonical MCD, canon-typical depictions of violence, Castiel and Dean Winchester have a profound bond, angst with a happy ending, creature!Cas, trueform!Cas, surrealism, non-linear storytelling, love confessions, heavy reliance on scenes from potentially triggering episodes of season 15. Summary: Dean is in Heaven. He’s got everything he could ever want at his fingertips, a literal eternity of peace laid before him for the having, but he can’t help thinking — how can it really be his Heaven if Cas isn’t there? Then one day, Dean goes for a drive. And at the end of it he finds something he truly did not expect. Another chance, maybe, to find Cas and confront him about his parting words to Dean. To figure out what it is he wants and to take it, for once, without guilt or shame. Another chance to live free.
And Neither Do You | @withclawsandsympathy
Rating: Mature Word Count: 45,309 Main Tags/Warnings: Canon Divergence, Blood and Violence, POV Dean, bi Dean, Angst with a Happy Ending, Dean Winchester is Loved, Body Horror, Horror, Character Death Fix, Fox-It, Quote: Family Don’t End With Blood (Supernatural), Angel!Cas, Finale Rewrite Summary: “Come, now,” he heard Cas rasp. It wasn’t coming from the phone anymore, but from right outside the door. Dean lowered the phone and took a hesitant step forward, his bare foot sinking into the damp, rotting carpet. “Cas, what’s wrong? I don’t … You’re not making any sense.” “I have something for you,” Cas said, and this time it came as a whisper in a language Dean didn’t know, yet somehow understood. Dean froze in his tracks, his hand hovering just over the doorknob. He wanted so desperately for it to be Cas on the other side of this door, but he knew deep down that something was horribly, horrifically wrong. The rise of a new, hands-off God has unintended consequences, and the promise of free will reaches further than anyone intended. In the absence of the one who'd locked them away, and beneath the cracked and abused surface of the Midwest, an Old God stirs. Here, death is not the peace you're looking for, and there's one person left to save. Or: family don't end in blood, and neither does Dean Winchester.
Finally (WIP) | @nanianela
Rating: Explicit Word Count: 70,698 Main Tags/Warnings: Season/Series 15, Sam Winchester/Eileen Leahy, Canon Compliant, Fix-It, Soul Bonds, Top Castiel/Bottom Dean Winchester, Post-Finale, Engaged Castiel/Dean Winchester, Magical Pregnancy Summary: Castiel manages to escape the Empty, but on borrowed time. Before he hands over his grace, he accidentally forges an angelic bond to Dean, his new life mate, and grace tainted with humanity has no place in the angel afterlife. The bond forces Dean and Cas to navigate new waters, as they can now see into each other’s minds and feel what the other feels. Grace sex between Dean’s soul and Cas’s grace becomes a new normal in the couple’s lives, until it causes something they never thought possible...
Carve a Palace From Within | @norahastuff
Rating: Mature Word Count: 75,930 Main Tags/Warnings: Background Eileen Leahy/Sam Winchester, mention of canon Cas/Djinn queen, 15x20 doesn't exist (except to dunk on), Castiel is Jack Kline's Parent, Introspection for everybody, The Power Of Love, Dean's Top 13 Zepp Traxx Mixtape, Billie is not a villain (this one's important to me), I will drag these idiots to the beach if it kills me, Cas is something between angel and human Summary: The world is saved, Chuck has been defeated, and with the help of Amara and Jack, they managed to rescue Cas from the Empty. It's over. It's all over. So, what now? Sam wants to continue on as a Man of Letters and help other hunters and Dean and Cas want to open up a Roadhouse-style bar, but old habits die hard, and it’s surprisingly easy to fall back into their established routine of monsters and hunting - that is until they run into trouble on a case and have to take a step back and evaluate what’s truly important. Just when it seems like things are finally falling into place, an old friend returns and they discover there's still one of Chuck’s messes they need to clean up. The cosmic forces at the top may have a plan to fix it, but it’s Dean who will have to play the pivotal role. In order to do so, he’ll have to confront his past, face up to who he really is and acknowledge just how far he's willing to go to get the job done. One thing’s for sure, though: this is their story and he refuses to let it end as a tragedy. They deserve better. They’ve earned the chance to be free.
Forget your perfect offering | @angelinthefire
Rating: Explicit Word Count: 81,785 Main Tags/Warnings: fix-it, angel!cas, top castiel/bottom dean winchester, angelic grace sex, minor homophobia, angel family, dadstiel, canon-typical alcohol use, panic attack, happy ending Summary: Cas was resurrected. Dean told Cas that he loves him, that he can have everything he wanted, but Cas has to stay with him. Cas promised that he would. The thing is, he didn’t realize how literal Dean was being. Now, Cas works on rebuilding Heaven with the angels, while he builds a new life with Dean. Neither of those things are as easy as Cas would have liked.
There Are Roads Left in Both of Our Shoes | @hawkland
Rating: Explicit Word Count: 117,878 Main Tags/Warnings: human!Cas, series fixit, road trip, nightmares, emotional hurt/comfort, switching Dean/Cas, soul bonds Summary: What happens when Cas wakes up in the Empty a second time, and rescues his own damn self? At first, it seems like the happy ending Dean thought he’d lost his chance to ever know. But as the two set out on a celebratory road trip and begin enjoying their new life together, there’s a darkness clinging to Cas that refuses to completely let go. They may need to make an altogether different kind of journey in order to put the past fully behind them. And meanwhile, where is Jack, anyway?
Beyond This Illusion | @skybird87
Rating: Explicit Word Count: 161,339 Main Tags/Warnings: Post Finale, Human Cas, Internalized Homophobia, Coming Out, Homophobic Language, Top Dean, Bottom Cas, Panic Attacks, Team as Family, Slow Burn Summary: “Are you serious, Dean? Your djinn-dream started with you dying?” Sam asks incredulously from the passenger. “Well, technically it started with us going on a hunt,” Dean points out. He licks his lips, jaw clenching. “I mean, there was Heaven, too, and that was pretty cool.” Sam stares at him. “Sorry, man, but that just sounds pretty lame.” He leans back and folds his arms. “Kinda sounds like something Chuck would cook up. Just you and me. No one else. I mean, really?” *~*~* In which some people come back, Cas learns to be human (the right way, this time), Dean Winchester finally realizes that good things do happen, and they all get their version of the post-credits, apple-pie life they deserved. AKA: Screw Chuck's narrative.
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the-sieve · 1 year
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main gameplay wise, yes Quantum Break is lacking, with them introducing powers or ways to get around obstacles that are either a. never used again or b. can be ignored/forgotten completely by the player aka me because they aren't essential to beating the game, even on the highest difficulty. by the time Control came out they had polished and refined a lot of the combat mechanics seen previously in QB, making the flow of combat smoother, more intuitive and fun, and cutting most of the fat from the bone.
QB also suffers from something I personally love these games for, the collecting of notes, diaries, recordings, music and videos that are hidden throughout the levels and add to the lore, and gives additional insights into characters and the world. QB however goes to the limit of this however, making these extras so integral to understanding the plot that you have to find them or risk missing out on key details. And some of these "extras" are so well hidden is such obscure places that even if you're the kind of player that explores behind every waterfall, in every crevice, you're bound to miss a good amount on you're first playthrough. and if you do find most, you'll be doing a lot of reading. a lot. or just standing around and listening.
again, Control does this much better, another improvement. You'll still be doing a fair amount of reading, and standing around and listening or watching something occur in the environment, but most of it feels additional, a reward for exploring and playing in the space instead of just necessitating important exposition dumps. also, Control doesn't have a counter telling you how many notes you missed, thank the light for that. and since you can go back and explore most of the game world at anytime, even if you miss something you can backtrack and find it later at your own leisure, unlike in QB where unless you want to play through an entire part again you are kind of just left accepting the loss and moving onward with the story and hoping that whatever you missed wasn't the key to understanding a characters motives.
but the reason you play QB, and the main line Remedy games, is for the story and those characters. And QB is as much a game as it is a movie, where what you do in game and the choices you make will reflect and change what happens in the show between acts. To an extent. But that all plays into the themes of fate, control (or the lack there of) over destiny, the inability to escape ones actions, being your own worst enemy, and so on.
if you like very meta stories about time travel and being doomed by the narrative but choosing to fight because fuck going gentle into that good night, and don't mind clunky combat and spending a majority of the game reading emails, then please play QB.
then go play Alan Wake. and Control. I am very normal about these games. Trust me. And you too can also be very normal about them as well. also the music is good. anyone remember Poets of The Fall?
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semi-imaginary-place · 6 months
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ffxvi, xv, kh discord rambling
Wow ffxiv's ffxvi event has major spoilers. It's the big reveal of the first arc? 2nd arc? I mean ffxvi isnt very good and not worth playing idk how much people care. Just comparing it to the ffxv event.
16's main problem is that it frontloads the game but doesn't set up the narrative for the rest. So the prologue feels amazing and the first half feels good but because it doesn't invest in the story and build up eventually the hype runs out and the story crumbles in the later half. A story doesn't need to be perfect it just needs to be convincing and with 16 the writing flaws eventually become so glaring that the game can't out run them with flashy distractions.
I like 15 better. 16 is very flashy and a hype beast but it has very little substance. All the surface level details are there like cool boss fights and good voice acting and music but the writing falls flat. The character arcs go no where or backtrack. The game cant decide if jill is important or not and the writers forget about her at multiple points.
15 is a hot mess between the different visions of the two directors but it manages to have heart. Like do you want world ending plot or fun road trip because a better road trip plot would be one where the goal is exploring or collecting the plot items scattered across the land. 15 also desperately needed royal's expanded last arc. With royal it's actually pretty good.
Do you remember that insane dev cycle for ff15? It was like 7? 10?? Years and started out as versus 13. I dont remember the actual timeline. But yeah versus xiii started out this urban fantasy with like battles between skyscrapers.
And then it just kept not coming out and dragging on and ob and i think there was something going on internally with the company because the game swapped titles and then directors.
Yeah they kept changing their minds about what they wanted the game to be and so the end result doesnt quite have that unified vision. I really respect the second director for taking this absolute disaster and making something pretty good out of it.
And nomura (first director) is SOOO SALTY about all this. I dont know if you're familiar with kingdom hearts but nomura poured all his versus xiii ideas into it. I mean noctis lucis caelum is night light sky and the kh3 character is yozora which means night sky. The cutscenes match one to one with the old versis 13 trailers. Urban fantasy with boss battles in the city. Sooooo salty.
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he definitely wanted to use these ideas. And then he got booted off the ff15 project. Hmm let me find that comparison video.
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Its not a perfect 1 to 1 match sync but this is VERY deliberate. Like the fictional game (just roll with it) yozora is from is called verum rex because nomura loves fake latin. And in the fictional trailer there ignis and luna 2.0 and yozora is the same pose as nostis was in advertisements.
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Game Night: Mega Man Phantom of Network
It’s truly amazing what fans can accomplish.  Even with some of the biggest series out there, it’s easy for one or two installments to simply fall through the cracks, never to be seen again.  Video game preservation has only recently become a significant topic of conversation, and still faces more than its fair share of pushback; even games from only a few decades ago have vanished without a trace.  But time and again, fans lead the charge in preserving more media than most of us thought possible, and there’s a recent major victory on that front involving a series that’s near and dear to my heart.
Mega Man Battle Network was pushed HARD by Capcom during the early 00s, rapid-firing installments left and right at all sorts of platforms…including mobile phones.  Keep in mind this was a pre-iPhone world: mobile phone games of this era had far less power to work with, smaller screens, fewer keys, less reliable internet connections, slower download speeds.  It was an exercise in pushing extremely tight boundaries, and it didn’t always pay off.  But despite the risk, Capcom decided to put two Battle Network spin-offs into these uncharted waters: Phantom of Network and Legend of Network.  While they seemed to be remembered fondly enough, and were notably included in the OCW artbook and Legacy Collection gallery, the games always proved somewhat elusive (at least from an American POV, as they were never localized) with little to no hope of us ever seeing anything more than all that concept art.
Enter fan preservation group SciLab Secrets, who managed to procure and dump both of these BN spin-offs as well as a few other Mega Man mobile games.  The Rockman EXE Zone, another prominent fan group, then began work on an English translation patch…and, for good measure I suppose, added a couple quality of life changes to create a truly definitive way to play these long-lost games.  Thanks to all these fine folks, I’ve now gotten the chance to experience these games, and after beating Phantom of Network I can’t help but want to talk about how it exceeded my expectations.
Spoiler-free tl;dr: PoN is far more ambitious than I thought an early mobile game could be, and all in all I have to say it sticks the landing.  It feels (almost) just like any other BN!  It takes a little finagling to get started, and the controls may take some getting used to, but once you hit cruising altitude it’s a fun and nostalgic ride, especially since the patch adds Buster MAX Mode to deal with some series-wide aspects that have come to show their age. (There is a lot of flashing, though!) If you like Battle Network, I urge you to try it for yourself!  It took a while, but BN 3.5 is finally here!
That’s right, PoN is set some time between BN 3 and 4, and leans moreso towards the former in terms of gameplay.  Believe it or not, the combat is actually a very faithful recreation of combat in the GBA games!  There’s some obvious visual differences, some changes to timing and whatnot, but there’s no denying that this plays like BN.  Outside of combat, things are noticeably scaled back: the Real World functions more as a visual novel, and the Cyber World abandons the main series’ isometric perspective for a simpler, vaguely RPG Maker look. (I might just be saying that because an RPG Maker BN fangame was a shockingly huge part of my childhood and this reminded me of that.  Who knows.) It’s all perfectly serviceable, and taking into account hardware limitations, I’m inclined to say that focusing the game’s resources on combat above all else was undoubtedly the right call.  While you can’t run around mashing R to find jack-in points (each area has a “Jack-In” menu option), sometimes new comps will be added to previous areas, and new Mystery Data will spawn in comps you’ve already cleaned out—there are no random GMDs in this game, just fixed BMDs, and if you don’t take time to backtrack you just might miss some.  I think these are interesting ways to emulate that incentive to explore, though the former only occurred a few times and the latter can be difficult to track.  Jacking-in is also how you access the Chip Trader and Request BBS at Higsby’s.  The BBS here works more like those from BN 2 and 3 than the one in 6: new batches of requests are added with each chapter you clear, and you can mostly tackle them in whatever order you want.  I say “mostly” because there are a handful of quest chains that you have to unlock one step at a time, including the classic quiz givers and (my personal favorite) an old man who sends you on treasure hunts with cryptic hints.  There’s one in particular that, uh…might need a content warning; I won’t go into detail but the job is titled “Please delete me”.  Things do work out, I promise.
One system change that sounds small but makes a huge impact is in the way battle rewards work.  In the GBA games, at the end of battle you get one random reward.  In PoN, you have separate chances to get zenny, a chip, and Bug Frags, often all three at once!  There’s still some randomness, obviously, but I remember being frustrated by the choice of focusing on grinding either zenny OR chips, and like this so much more.  Now I can accumulate ALL the resources at the same time!  And you still have ways to affect your drops: Collect to ensure you get a chip if your busting level is 6+, and MoneyMaker to double the amount of zenny you get.  Very handy, especially for the post-game grind.
Now, you’re probably thinking “Collect?  Does that mean this game has a Navi Customizer?”  No, but it has something very similar: the Skill Editor!  Opening the Editor will show you MegaMan’s Skill Slots—you start with 3 and can expand up to 12—and then a list of the Skills you’ve obtained, with each Skill requiring a certain number of Slots to be equipped.  Skills can include various abilities like SuperArmor, HP boosts, and level-ups for your buster’s Attack and Charge (there’s no Rapid for some reason).  Very simplified, right? (Reminds me of Star Force’s Ability Waves to a degree.) Well, there’s one other wrinkle in the system: each Skill has an Element assigned to it, out of Null, Fire, Aqua, Wood, and Elec.  The Element that takes up the most Slots then becomes MegaMan’s Element, bestowing the familiar weaknesses, panel interactions, and Style Change Charge Shots.  So, the Skill Editor is not only a NaviCust stand-in, it’s also an interesting mix of Style Change and BN1’s elemental armors, letting you swap your affinity on the fly to have a greater degree of control over it.  Of course, aside from Skills bought from shops, what Element each Skill gets assigned is randomized…buuut, there’s an NPC you encounter not long after getting the Skill Editor who, for the reasonable price of 100 BugFrags, can change the Element of one of your Skills to whatever Element you want.  Including Null!  The randomness of Elements has always been my biggest gripe about Style Change, so having an option here to circumvent that randomness feels so, so good.  And speaking of things about the Skill Editor that should’ve become series mainstays, you can (easily) acquire a Skill that dramatically raises your chances of encountering Navi Ghosts! (Ghosts also work differently: V2s are random encounters rather than fixed, the next tier ghost can be encountered immediately without needing to jack-out, and they go up to “SP” which is essentially V4.) These are real innovations to the established systems here, in an early mobile game spin-off of all things!  Wild!
I think that about covers the mechanical side of things.  As for the story…I’d say I enjoyed it.  I don’t think it’s a contender for best in the series, but it works well enough and does have some really interesting ideas.  The gist is that “phantom” copies of deleted Navis are appearing and wreaking havoc, and Lan and MegaMan need to figure out what’s causing this strange phenomenon in addition to dealing with the more immediate threats.  There’s a sub-plot involving a new transfer student in Lan’s class, Shuichi, and his Navi HatMan (he got Classic Magic Man’s aesthetic while MagicMan.EXE got the name); they get tricked into causing some chaos due to Shuichi feeling ignored by his dad, but things work out, he and Lan become friends, and he contributes what he can to solving the mystery of the Phantom Navis.  Pretty standard stuff.  What stands out to me, though, is that when Shuichi admits his involvement to his dad, Lan stands up for him saying that he also knows what it’s like to never have any time with your father.  As I’ve said before, playing the Legacy Collection made me realize there was a deeper nuance to the relationship between Lan and his dad that I felt tapered off as the series went on, so I really enjoyed seeing that incorporated here.  Back at the main plot, it turns out that the Phantom Navis are made from cache data; an old cache server was left running unsupervised in an abandoned lab (courtesy of a certain ex-SciLab scientist because of course), which has given rise to a sentient amalgam of cache data that calls himself…well, Cache.  Being thus abandoned, and having access to essentially a library of humanity’s mistakes in the cache data, Cache grows to hate humans and seeks a way to wipe them out.  As edgy as he can be, there is a tragic element to Cache that I think lends him a bit more presence: if someone had been there to monitor and properly care for the cache server, then even if the data had still become sentient, the resulting being at least wouldn’t have been all alone, would’ve known something other than loneliness and hate.  While not discussed, I think it’s telling that Cache not only keeps surrounding himself with Phantom Navis, he even creates an entirely new Navi to help him, JammingMan (who has a SUPER cool design I love him).  Especially taking into consideration JammingMan’s ability to disrupt the connection between Navis and NetOps.  Regardless, you can probably see where this is going: if someone tries to separate Lan and MegaMan, they’ll blow them away with the power of their bond, and that’s exactly what lets them finish off Cache before he can destroy critical networks all around the world.  BN is nothing if not consistent with its theming, and I do appreciate that.
I guess my takeaway on Cache is that he’s a great idea that leaves a little untapped potential, but in a good way.  Also it’s morbidly hilarious that a personification of lonely abandoned data is the villain of a game that was actually considered lost media for a time.  On a related note, the concept of cache data has some fascinating worldbuilding implications: it can be used to explain things like “image data”, Mega Chips, Navi Ghosts, maybe even how some Navis are able to return despite being deleted in previous games.  How much of this was intentional, it’s hard to say, but it’s a fun idea to think about.  Maybe if I ever write a BN fic I’ll get to play around with it myself, hah.
There is indeed a post-game area sectioned off by gates that require you to reach certain milestones of Library completion, as per series tradition, but only a few easy milestones, nothing too extreme.  Something I find interesting is that, while the secret areas in 2 and 3 prevent you from jacking-out, this one uses one-way paths to prevent you from returning to the entrance, meaning you HAVE to jack-out.  There are secret bosses here as well, and after defeating them they can be re-challenged at any time just like NetBattling friends, no ghost hunting required; it’s from these fights you can get the game’s 4 Giga Chips, along with a certain special Skill.  I’ve made it to the final gate—complete all BBS requests—but it may be a while before I can get past it because one of the requests wants a rare drop from Secret Area, which feels…excessive.
I would’ve valued the chance to experience Phantom of Network even if it was bad, but I’m far happier knowing it’s actually pretty good.  Part of that is definitely down to the patch, though: Buster MAX was essential to keeping my sanity during the “backtrack the whole internet” segment, as well as the area that reduces the size of your starting hand of Battle Chips.  Don’t be afraid to use it is what I’m saying.  But with that (mostly) done, Legend of Network is next, and I’m very excited to see what it has in store!
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jcmarchi · 5 months
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Tales of Kenzera: Zau Review - Spirit Over Substance - Game Informer
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Tales of Kenzera: Zau Review - Spirit Over Substance - Game Informer
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In Tales of Kenzera: Zau, the debut game from Surgent Studios, the use of the word “Tales” is more literal than it initially seems. To kick off the events of the game, protagonist Zuberi reads a book written by his late father about a place called Kenzera. He uses fiction to cope with his grief, just as the player might do with the plot of the game, and as the studio founder, who lost his father as well, did when creating the story to begin with. While combat and map design in Tales of Kenzera falters at times, this strong, emotional core was what pulled me through to the credits.
Zau is the protagonist of Zuberi’s book, and he’s who the player controls for the vast majority of the roughly eight-hour game. After his father’s passing, he goes to Kalunga, the god of death, to perform a risky exchange: defeating three great spirits to bring his father back to life. Kalunga, who simply appears as an older human man, accompanies Zau throughout his journey, providing wisdom and guidance to level Zau’s often reckless behavior. It is a stellar dynamic, and I enjoyed watching them butt heads as they struggled to deal with the other grieving characters of the game.
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Zau battles his way through the world of Kenzera using the Masks of the Sun and Moon, relics gifted to him when his father passed. The Mask of the Moon has more ranged options with ice abilities, while the Mask of the Sun is melee-focused with fire abilities, and both are fun to use. Because you can flip between them at the drop of a hat, combat feels creative, giving the player the opportunity to flip to whichever stance fits them best at that moment. That said, later encounters with large crowds of enemies with regenerating health bars sometimes tested my love of the combat, with late-game combat encounters feeling like a chore purely based on how long they took.  
The game is also rife with platforming challenges that make use of all your abilities gained up until that point in the story, but since you start with a double jump and a mid-air dash, movement is a blast from the start. Many challenges involve instant-kill spikes, which can be irritating, but quick respawn times generally keep me from pulling my hair out. This is not the case in certain challenge sections and some chase sequences in story missions, which require you to make it all the way through with only a handful of checkpoints. They’re not insurmountable, though, and allow the game to test player platforming skills as well as combat skills during boss sequences.
Tales of Kenzera’s main flaw is its map and world designs, which turn a pretty good game into one that’s uninteresting and unintuitive to explore. While most games obscure sections of the map until players explore them, Tales of Kenzera opens up an entire zone as soon as you enter a biome. It’s a minor convenience for navigating through the main plot but a nightmare for figuring out where you have and haven’t been. There’s no way to mark the map or see where you’ve previously visited, save for icons that mark collected items, so in some cases, it’s actually more difficult to backtrack to find secrets.
Even then, areas are pretty linear, thanks to objective markers making sure the player always knows where to go, so most secrets are just a quick little branch into a room to the left or an alternate path to the right. On top of that, most secrets only reward a small chunk of experience points, which is useful but not particularly exciting to discover and doesn’t do much to incentivize further exploration. However, there are also meditation trees that increase your maximum health and platforming challenges to unlock stat-boosting trinkets, so it’s still worth heading down the occasional side path.
However, the most frustrating element here is a specific set of secrets: Spirit Trials. Unlike most hidden elements, these combat challenges require the player to backtrack significantly and open an ability-gated area to proceed. I enjoy secrets, but there are only three Spirit Trials in the whole game, and they are the only way to upgrade your spirit bar and trinket slots, which are vital to Zau’s abilities. It’s a baffling choice to funnel both upgrades into one area and even more puzzling to hide them away like this, especially when their existence is not mentioned until you find one. If the map allowed you to mark certain areas to revisit or had a traditional un-fogging system to see where you haven’t explored, it would be one thing, and if it were the norm for other secrets to require a little more work to find, it would be another. But when the player is neither implicitly nor explicitly incentivized to search for major upgrades, it creates a balance issue.
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Despite my gripes with Spirit Trials and the map, I have a lot of respect for Tales of Kenzera: Zau, particularly in how it handles grief and self-reflection – it is one of the most thematically cohesive games I’ve ever played. Every element of gameplay and story is tied back into the dual struggle Zau and Zuberi face in coping with the loss of their respective fathers. Health upgrades come from points of meditation and the processing of emotion. Each character you encounter deals with loss in their own way, which grants perspective to Zau’s situation. Even combat upgrades represent Zau’s path to get closer to his father – if he can’t spend time with the man himself, he’ll spend time with the legacy his father left behind.
Tales of Kenzera: Zau conveys its somber themes with nuance and passion. It’s just a shame the gameplay doesn’t always match those highs, especially in a genre flooded with quality indies, because Zau’s journey – and Zuberi’s parallel journey – are stories I’ll be thinking about for quite some time
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joon-ipersgirl · 4 years
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O5 - “the coveted client”
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genre: mafia!au, angst, fluff, slow burn, mystery-thriller
pairing: namjoon x reader (f)
word count: 4.6k
warnings: cursing
summary: charismatic. beautiful. fearless without question. the ambitious team of seven young men in charge of spiral, downtown district's hottest new club, go above and beyond to provide 100% satisfaction to their clients.
after an eventful night out, you have no choice but to join the team for property damages greater than your intern salary. challenging a series of events that can no longer be left to coincidence, secrets threaten to burst at the seams as your professional and private life collide, and another - more sinister - debt is added to your total.
how far are you willing to go to pay back your pound of flesh? remember nothing is ever as it seems...
a/n: hello friends. here is part 5. leave a comment on how you're feeling about this story. i'm debating on discontinuing it from tumblr. thank you vi for reading as always. enjoy everyone :)
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full masterlist // series masterlist // previous // next
Training tonight @ 6pm. Don’t be late. You read the incoming text with a grin. Even in text, Suga is straight to the point. Shoving your phone back into your pants pocket, you leave the small kitchenette and head back to your small desk with a fresh cup of coffee in hand. You can still remember the looks of horror on the boys’ faces after Suga announced your immediate hire and it’s been two weeks since then. Was it wrong to take pleasure in their discomfort? Probably. Would you stop? Never.
“Is that a smile I spy on Miss Y/N Y/L/N’s face? The Devil must be here to collect his wife,” Paul exclaims as you sit back down. You laugh and prop your chin on your hand as you stare at him over your desktop screen.
“Can a woman not just be happy, Paul? Why does it have to come at the expense of a man?” you ask, a fake feign of hurt in your voice.
“Of course women can. Just not you,” he says with a shrug of his shoulders. You shake your head, your smile still present on your face. Paul would not ruin your good mood.
“Ouch. That one might have hurt if I actually gave a fuck about your opinion of me,” you say while reorganizing the folders Manager Kim had dropped onto your desk from the day before.
“Y/N! Language!” Laura chides as she walks into your cramped office space. You roll your eyes and flip through the countless papers on your desk to order them in order of priority.
It’s honestly a miracle that none of you manage to murder each other while you work though it’s crossed your mind several times. JM Events and Affairs is a lucrative event planning company, but apparently could not afford to at least place its clerks in a room larger than 500 sq ft. Being entry level is a struggle most days, but eventually it would all pay off and you would become a successful event planning guru. For now though, you’re stuck here with the imbeciles you had to call co-workers.
“Manager Kim wants to see us in her office,” James says as he pokes his head around the wall of the cubicle, his glasses slipping down the bridge of his nose. “Now,” he emphasised. He doesn’t wait for you to follow.
Paul shoots you and Laura a raised brow of confusion as you grab your notepads and file down the long corridor to Manager Kim’s well decorated office. She’s an older woman who’s been in the business longer than you’ve been alive. She credits her success to always staying ahead of the trend even if she didn’t create it, though most times she did. Her style is impeccable and she is meticulous as she is jovial. She’s, quite simply, a genius.
James has already taken a seat in one of the two plush grey chairs in front of her large, industrial sized desk. Rows of colorful binders are organized on her desk - no doubt detailing the new events the company is planning on hosting. Manager Kim enjoys the arts and it’s evident from the variety of paintings that hang on the wall. Today, she’s dressed in a powder blue knit sweater that matches whatever shade of nail polish she wears tucked into a pair of belted, high waisted wide leg pants. Her matching steel toe boots peek from underneath.
“Ah, good. You’re all here,” she begins as she sits behind her desk. You gesture for Laura to take the other available seat as you stand behind James and Paul stands next to you.
“We have a new client considering the company for an event. He’s very important for future networking opportunities so I expect the very best work from you.” Manger Kim usually wasted no time getting straight to the point and today is no different. “In fact, I’ve been monitoring your work very closely because I knew a client like this would be coming very soon,” she stands from her desk, navy blue binder in hand.
“What kind of event is he planning on having?” James inquires, his pen ready to take notes.
“He didn’t give specific details, but I’m sure if we can book him for this minor event, he’ll give us the main one. I’m quite sure of it.” Manager Kim snaps the binder shut and smiles at you all. Her white blonde bob is immaculate, not a single strand out of place.
“Should we start drafting ideas now?” Laura asks.
“Yes, I need several drafts from each of you by 4pm this afternoon. Please have them -”
“Are we just supposed to forget about the other events we have coming up? This guy didn’t even give us any major details for effective planning!” Paul interrupts. Manager Kim turns to look at him.
“Well Paul, if this client is of no importance to you -” Paul tries to backtrack, but to no avail as Manager Kim continues on “- I will not need your drafts or your portfolio.” She beams at him and Paul blanches. You grimace.
“As I was saying. Please have your portfolios and 4 drafts submitted to me by 4pm today. They should be in priority order and include everything from food to colors, entertainment and venues. Remember, the customers knows best -”
“- but finesse, finesse, finesse,” you, Paul, James, and Laura finish. Manager Kim should have that framed and put on her wall.
“Lovely. Goodbye,” she waves no longer looking at you, already lost in her grueling event editing process. You knew better than to loiter and the four of you head back to your small workspace.
“You really fucked up there Paul,” you say as you sit down at your desk.
“Thanks, Y/N,” Paul deadpans. He drops his head quite heavily on his desk. Laura winces.
“It’s okay, Paul. Maybe you can still show her something and -” she starts.
“You know Manager Kim isn’t the forgiving kind,” James interrupts. “There’s nothing more he can do,” he finishes nonchalantly.
“I hate to agree -” you begin.
“No you don’t,” Paul cuts in.
“- but James is right. Manager Kim is all about quick thinking and Paul failed that test. He’ll have another time to redeem himself, but he has to sit this one out. You should be happy, Laura. Less competition,” you say with a shrug and flip open your notepad to start drafting.
“Do you even have an empathetic bone in your body, Y/N?!” Laura hisses as she walks over to rest a hand on Paul’s shoulder.
“Sometimes,” you reply. “But everyone has to eat and I refuse to go to sleep on an empty stomach.”
Laura looks disgusted at your answer and she goes back to consoling Paul. James had left the conversation a long time ago and you admired his ability to ignore almost everyone around him. His coldness and detachment made him ruthless in an unsuspecting way and you’d learned the hard way not to underestimate him. Laura would learn eventually that while people thought it was the strong who survived, it was really those who were able to adapt to any environment that really thrived.
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It’s after lunch that you receive an email from Manager Kim requesting for you to meet her in the lobby in fifteen minutes without any further explanation. You ask no questions and sit in the lobby, counting the people that come out of the elevator that were not Manager Kim. It’s already 1:24 pm and you’ve just started your third draft. Creating on a time crunch with no real guidance is no walk in the park and you try to keep your frustrations under control as you run through possible color combinations for the event.
“Y/N! There you are! Let’s go,” Manager Kim calls as she exits the building without checking to see if you follow.
You scramble to grab your purse and notepad, scurrying across the lobby in the high heels she insists you wear. Manager Kim is already seated in a company car as you yank the passenger side door open and fall into the seat.
“Very good,” she says and wastes no time pulling into traffic. You awkwardly try to secure your seatbelt as she zips through the small spaces between cars. Gods protect you from this woman and her hazardous driving.
“Where are we going?” you ask after you manage to situate your purse, coat, and notepad in your lap comfortably.
“Downtown. We’re meeting with the client.”
“We?!” you repeat, surprised.
“That’s what I said isn’t it? We’re also late,” she says as she makes a sharp right turn onto Matthews St. You barely miss hitting a cyclist and you send up another small prayer for you to make it to your destination safely.
“What about the drafts and portfolios? Aren’t you going to review -”
“Did I say I wasn’t?” She glances over at you from the corner of her eye and you close your mouth. You would not fail this test.
Manager Kim pulls over into an impossibly tight space in front of a large corporate building that reads Hastings and Lewis. A well established law firm if you remember correctly. It has to be at least 14 stories high and exudes the architect’s vision of simple modern design with large windows and exposed steel structural support. You both exit the car and you align your steps with hers, your heels clicking in time against the marble flooring as you enter the building. You say good afternoon to the doorman who simply nods at you in greeting.
“Hello. How can I help you?” the receptionist asks behind the raised desk, her head barely visible.
“Yes, hello. My name is Madeline Kim. I have an appointment to speak with Mr. Cavallero at 2:15pm.” You glance at the clock behind the receptionist. 1:53pm. You bite your lip to hold your outburst. To be early is to be on time, you could hear her say.
The receptionist smiles and nods as she searches her computer for the appointment. “Yes, here it is. Please have a seat. Someone will come and get you shortly.”
Manager Kim nods and perches in one of the available seats. You shake your head as you take a seat next to her, ignoring the itching in your palm to pull out your notepad and finish your drafts. You can tell by the way Manager Kim is sitting, not scrolling through her various binders or the calendar on her phone, this is a formal interview and you would not be the one to fuck it up. There would be time to finish the drafts. You would make sure of it.
“Ms. Kim?” A young man in a sharp, black suit stands in the center of the room smiling at you. 2:05pm. Right on time. “If you could follow me this way, please.” He turns towards the golden elevators and you follow behind him. “My name is Lewis Carlisle and I am the assistant to Mr. Cavallero,” he tells you as he pushes the button for the 10th floor. He sticks his hand out for each of you to shake.
“It’s very nice to meet you, Mr. Carlisle. Thank you for having us. This is my assistant, Ms. Amani Jung.” A lie, but you go with it.
“A pleasure to meet you,” you say with a bright smile and a firm handshake. He returns a smile of his own.
The elevator doors open and you follow Mr. Carlisle through the open workspace plan. This is the kind of place that promoted collaboration and teamwork. How could it not when the light airy feeling made you want to turn to your neighbor and ask them what they thought about a particular problem? JM Events and Affairs should have hired their interior designer. Maybe some of their employees wouldn’t struggle as much to meet their deadlines.
“Mr. Cavellero unfortunately will not be able to meet with you in person today -” Manager Kim’s smile tightens at his words “- but he did relay all of his expectations for the company brunch,” Lewis says as he holds open the door to a small meeting room. It’s in the center of the floor and the walls are made of pure plexiglass. It screamed expensive.
“How wonderful,” Manager Kim comments as she sits down and sets her purse down on the ground.
“Would either of you like something to drink? Water? A Coke?”
“ A water with light ice will do, thank you,” she says.
“I’ll take a bottle of water, please,” you reply and sit down beside Madeline. You discreetly pull out your design notepad along with your actual note-taking pad. Lewis nods and promises to return quickly with your drinks as well as the file containing the event details.
“You seem upset,” you comment while scribbling down the words brunch and law firm onto a new blank sheet for your fourth and final draft, your brain already conjuring up ideas.
“What makes you think that?” she asks, turning to you slightly as she too sets up her own note-taking station.
“Your smile failed to meet your eyes,” you say nonchalantly. From the corner of your eye, you see her break into a grin as Lewis enters the room, a cup of water in one hand, a bottle in the other, and a slim manilla folder tucked underneath his arm.
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“Thank you again, Mr. Carlisle,” Manager Kim says with another bright smile, her hand in his as they shake hands again.
“You’re very welcome. I’m sure Mr. Cavallero will love what you put together for brunch,” he replies.
The meeting seems to be a success and you’d gained some much needed insight for your fourth draft while being Madeline’s “assistant”. You’re no longer paying attention as you exit the meeting room and head back towards the main elevator, Madeline and Lewis making polite conversation. You run over all of your drafts as you check the time discreetly. It’s 3:20pm. You would still have enough time to review your plans and work on the others files Manager Kim had assigned. You grin in victory.
“Mr. Cavallero!” Lewis exclaims as the elevator doors open.
The man is an older gentleman with neatly groomed hair and warm brown eyes. His coal grey suit is neatly pressed, a sharp crease present in the center of his pant leg. Definitely high quality and only dry-cleaned. His smile displays a set of perfect of white teeth. As he steps out of the elevator, holding it open so it wouldn’t close, the Armani Exchange watch glitters under the artificial lights.
“Mr. Carlisle. I assume this must be our event coordinators. I’m sorry I couldn’t meet with you. An emergency meeting was called for a major case,” he apologizes.
“I understand, Mr. Cavallero. Things are sometimes out of our control. No need to explain,” Madeline says with a smile as she enters the elevator. You follow behind her. “Mr. Carlisle was quite capable. I will have Miss Y/L/N send over the final details for the event by Friday for your approval.”
Mr. Cavallero’s eyes shift over to you and he smiles. “I look forward to it. Enjoy the rest of your day, ladies.” He let the doors go as Lewis tells you goodbye, the doors closing off the last of his words.
Manager Kim’s shoulders visibly relax as you descend to the lobby, but you make no comment. Though their conversation was brief, something had clearly transpired between them. Madeline seems to have noticed you watching her as she inhales and fixes her posture. She was back to business.
“I assume I don’t have to tell you not to say anything about this meeting?” she asks as she nods her thanks to the doorman, your steps once more in sync as you exit the high rise building.
“What meeting?” You say with a grin as you wait for her to unlock the company car.
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The heat of the staircase in Spiral welcomes you again like a familiar friend after not seeing them for a long time. There is still the hustle and bustle of vendors dropping off boxes as the final details of the new designs are being put into place. People couldn’t wait to see how Spiral had fared after the robbery - which you still didn’t believe was actually what happened - and it seems like Friday’s opening night couldn’t come soon enough. Even Paul and Laura were considering stopping by after all of the shit they talked before.
You enter the main space and glance around, looking for one of the boys. Your purse bag is heavy from the event files and you head over to set it on top of the bar while resting your aching feet. Paul, Laura, and James could not believe you’d managed to turn in your drafts and portfolio at exactly 3:57pm after being gone so long; they would eventually learn to not underestimate you. You glance around again and notice a group of people sitting in one of the newly upholstered booths quietly chatting to one another across the way. Were these the new employees?
“Already lounging on the first day of the job, Y/L/N?”
You look to your left as you shrug off your heavy overcoat and see Honcho coming around the bar, a pile of clothes in his hands.
“Of course not. I just wasn’t sure who to report to,” you say with a shrug.
“Well, you’re looking at him,” he replies with a grin. You have to stop your mouth from falling open. Of all people, it had to be him? “What? Are you disappointed?” he asks as he continues across the room to the small group. You grab your stuff and walk over after him.
“No, I just thought -”
“Thought it would be Suga? As much as you like to charge in and demand shit sweetheart, Suga is a very busy man and doesn’t have the time to appease you all the time. Sit,” he commands with a jerk of his head. You narrow your eyes at him, but obey. It’s only then that you notice the other five persons staring at you in confusion as you bickered. You swallow the urge to huff in annoyance as Honcho begins speaking.
“Thank you all for being on time. Congratulations on being hired. I’m Honcho and I’ll be your manager at Spiral. You’ll meet the rest of the guys later. These are your uniforms. We have a strict adherence uniform policy, so please do your best to be dressed in your proper attire. If you have long hair, it will be tied up or back in a bun or ponytail. Ladies, we ask that you wear red lipstick to match our colors. We’ve also given you options for bottoms: a skirt or pants.” Honcho holds up a pair of each for demonstration. “Whatever you decide to wear is up to you. We only ask that all your shoes are closed toed and we would prefer no sneakers; we’re trying to sell a vibe here. Any questions?” He doesn’t wait for anyone to speak up. “No? Great. If you could introduce yourselves to each other, that’d be fantastic.” He looks over to the boy on the other side of the booth.
“Uh, hi. My name is Micah. I’m 21 and recently graduated from college.” He tosses up a small wave before pushing his glasses further up his nose. He’s narrow shouldered and naturally blonde. Cute, if you will. They would chew him up and eat him alive if he continued to be so timid.
“Hey, I’m Luca. I’m 23 and a graduate student at Oberman.” Luca definitely fit the vibe Spiral os going for with his dark hair and dark eyes. He would have no problem wooing the numerous women who would walk through the door. A great business move in your opinion.
“Hey y’all, Savannah here. I’m 22 and working part time while in school.” Another blonde hair, blue-eyed coworker. How fun. The bubbles in champagne had nothing on her as she beams at the rest of you around the table.
“I’m Jack. I’m 24 and I guess I’m here to save up for a new car? Need some extra cash,” he finishes with a bashful grin. The girl next to you snorts. Jack is a big man with broad shoulders and you would assume he was hired as additional security based on his size. Imagine a man as big as him bringing over your strawberry mojito? Exactly.
“Giselle. 21. Law student. Loans have to pay themself off somehow right?” Luca laughs and Giselle smiles. Yuck. If you weren’t already sick of the office romance - if you could call it that - between Laura and Paul at JM, you were going to have to endure another one here? Gods be with you.
“Y/N Y/L/N. I’m 22 and an event planner,” you say nonchalantly and turn to Honcho, waiting for his next instructions.
“Not going to tell us the reason you’re here?” he smirks and you roll your eyes.
“You’d like that wouldn’t you?”
“I’d like a lot of things, Y/L/N. In fact, I can think of a few -”
“Gross,” you say, interrupting him, your face turned down in disgust. He laughs.
“Always think someone wants something from you, huh?” He shakes his head, still chuckling. “Everyone, go get changed and I’ll explain your duties to you once you get back.”
The six of you ease out of the booth, grabbing your uniforms as you head to the restrooms to get changed. As you follow Savannah and Giselle, you can’t help but scan the hallway for anything you could have missed as the memory of your second night here flashed across your mind. There had to be something that you were missing.
“I hope these uniforms are cute,” Giselle grumbles as she steps into an empty stall.
“I’m sure it’ll look great,” Savannah chirps.
You step into your own individual stall and drop your stuff on the floor. Slipping out of your heels, you step out of your slacks and tug off your blouse. You hold up the uniform shirt. It’s a plain black t-shirt with the letters in red spelling out Spiral in a spiral formation. The pants are made of a faux leather shiny material. They look tight and the sides have cut outs with strings laced in them from hip to ankle. The skirt is exactly the same. You sigh. This was really the vibe?
You dress quickly and tug on your Doc Martens. Honcho would have to wait for the lipstick. Exiting the stall, you see Savannah trying to adjust the strings on her pants while chewing her lip.
“Is it supposed to be this exposed?” she asks, checking herself out in the mirror.
“Yeah, I’m pretty sure,” Giselle says exiting the stall and tugging down the hem of her skirt.
“So much for equality in the workplace huh?” you say. The two of them laugh.
The three of you return to the main space, Micah, Luca, and Jack already back at the booth with Honcho. Their eyes widen when they see you.
“Looking good ladies,” Honcho calls with his traditional large grin. Of course he would comment.
“Yeah, yeah. What’s next?” Giselle asks as she wiggles her way back into the booth, trying to cover her modesty.
“We’re going to take a tour of the facilities, get you acquainted with the space, and fill out the last pieces of paperwork. We’ll also have you help with some of the decorations; don’t worry, you’re going to get paid for this session. Then, we’ll see you on Friday for your shifts,” he replies. “Alright, let’s go.”
Again, he doesn’t wait for you to follow. As you’re setting your belongings down to catch up with the rest of the group, you spot Jin heading towards the bar. Just the man who you needed to see.
“Are you coming Y/N?” Savannah calls to you as the group heads up to the second level.
“Yeah, I’ll be right there!” you lie, knowing damn well you’re going to ambush Jin. You pretend to search for something in your purse as you double-check the group is far enough on the second level to not notice you not following before you head over to Jin.
“Well hello Jin,” you say as you wiggle your way onto a bar stool.
“Y/N,” he says with a chuckle. “What can I do for you?”
“Just answer a few simple questions.” you smile as you rest your chin on your palm.
“Alright,” he replied skeptically.
“Where’d you move the body?” The bottle of Aperol nearly slips out of his grip as he turns to look at you.
“Excuse me?” There’s no laughter in his voice.
“The body of the man in the bathroom,” you clarify. “How’d you get it to disappear like that?”
“I have no idea what you’re talking about,” he replies, busying himself with stocking up the bottles of alcohol under the shelf. He won’t meet your eyes. You know he’s lying; his body language says it all.
“Oh come on, Jin. You can tell me. It’s not like I’m going to go to the cops or anything,” you say nonchalantly. “Clearly they didn’t seem to care since they weren’t that thorough with their questions.”
“Y/N, I really don’t know what you’re talking about. You were concussed remember? Maybe you imagined whoever you’re talking about.” He glances up at you. You roll your eyes.
“Really Jin? You’re going to use the concussion line on me? You knew that I shot him; I told you that. I just want to know where you put him and why there were no reports of a missing man from the incident on the news at all,” you say with a shrug. He finally turns to face you.
“Maybe nobody reported him missing. Maybe he slipped out after you ducked behind the bar. What does it matter? Look, it was a traumatic night. For all of us. I don’t know anything about whatever or whoever you’re talking about. Hell, you probably don’t know either. Please, don’t make this working relationship anymore difficult for yourself than it already is. Just come in, keep your head down, and head out.” His hands are splayed out on the bar and the distance between you has closed significantly from when he’d started talking as he stares you down. “Worry about the things that concern you, like repaying your debt.” His tone is sharp and final. There’s no friendliness in his face either.
“Y/L/N! You’re not getting paid to sit on that pretty little ass of yours. Get up here now!” Honcho yelles down to you over the railing of the second floor balcony.
Ignoring Honcho, you cock your head and look at Jin again, thinking. “Okay Jin. Heard you loud and clear.”
You hop off the bar stool and adjust your skirt. You say nothing further as you head upstairs. It seems as though Jin would be of no help to you, but honestly, it didn’t matter. If it didn’t concern you, why was Jin lying about knowing what man you were talking about? Why had Suga tried to discreetly cover up that paper in his office the other day? What was really going on at Spiral? You’re determined to figure it, even if you have to work extra hours to do it. What happens in the dark must eventually come to light.
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full masterlist // series masterlist // previous // next
joon-ipersgirl, 2020
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isaacthedruid · 3 years
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Steven Universe’s Representation and Music: an informal essay
As the first animated Cartoon Network show created entirely by a woman, Steven Universe’s run lasted for five seasons, a movie and a sequel-epilogue series. The show was far from perfect and its fandom wasn’t the best either but there is something so special about a show that followed lesbian space rocks and a young boy saving the world.
More specifically Steven Universe is about a young boy named Steven, who is half-Gem, half-human who protects the town of Beach City from evil. Gems are a kind of alien who take on the form of pastel-coloured women, to better assimilate with the rest of the world.
Rebecca Sugar, the creator, explains her colourful characters in a behind-the-scenes promo:
“I always dreamed of making a show that would have this mix of fantasy and reality. So, I wanted to make these fantasy characters that enjoy being with Steven as much, if not more than they enjoy being fantasy characters. The characters aren’t perfect and that’s what makes them so great.”
Steven’s family are known as the Crystal Gems, a group of rebels who fought against their government thousands of years ago and now live on earth. Steven’s mom, Rose Quartz was at the forefront of the fight, she did extremely terrible things and when she gave up her gem—-so Steven could be born—-she was left unable to form a body ever again. Steven, with only his dad and three alien women, must attempt to fix her messes and deal with the repercussions of his mother’s actions.
One of the main mechanics within the series is known as fusion, in which two or more Gems become a single being who is stronger and more powerful. The fused form takes on the physical, mental and emotional aspects of those who are part of the bond. As mentioned and discussed many times within this blog, fusions are a physical embodiment of different kinds of relationships. And for a show starring a primarily female cast, they do not shy away from using this mechanic to tell queer stories.
So explicitly that in 2018, the show had the first-ever lesbian wedding in a cartoon. Of course, representation wasn’t always as accepted in Steven Universe. Just two years before the big wedding, higher-ups at Cartoon Network told Rebecca Sugar, they not happy with the multiple queer relationships, so much so that they were ready to threaten cancellation.
In an interview with Entertainment Weekly, she expressed:
“If this is going to cost me my show that’s fine because this is a huge injustice and I need to be able to represent myself and my team through this show and anything less would be unfair to my audience.”
Being LGBT herself, identifying as bisexual and non-binary, representation is important to her. For many queer people, especially grown-ups, they hope to see themselves represented in kids’ media today as they never had growing up. They want nothing more for children’s shows to say that being “different” or not fitting in with our heteronormative society is actually normal.
Within Steven Universe, you can find woman-loving-woman relationships, non-binary and intersex characters, woman-loving-non-binary relationships, asexual coded characters and basically every other letter in the acronym.
Rebecca Sugar even acted as the exciting force for LGBT inclusion within Adventure Time, originally working as a writer and storyboard artist before leaving to create her own show. She pushed for making the ex-romantic queer couple to be canonically part of the story and for it to not just coded into the dialogue.
A few years later, she returned to the show, multiple times, to compose over 20 songs that would air over the series 10-year-long run such as, “I’m Just Your Problem” which had lesbian subtext that would be confirmed later.
Some other iconic songs including “Fry Song“, “Remember You“, “Good Little Girl“, “Everything Stays” and even the finale song, “Time Adventure“.
Much like the show as a whole, there is something so special about the music she writes. In total, there were over 160 songs written for the franchise, some being short little tunes, no longer than a minute while others were full-blown musical numbers. No matter, all of them have their place within the show. Often when the character can’t express lines through speech, music is utilized to provide a more raw and poignant portrayal of their emotions.
Why Steven Universe is so widely loved is due to the music, as the overall story is not even close to perfect. Yet, everyone can agree on one thing, the music is unbelievably good. What is interesting is the different styles of melodies and backtracking used in the various songs, even more impressive is that every character has their own instrumental motif.
Steven’s motif is the ukelele as he is often seen playing the instrument himself, performing short little melodies and even writing the in-show version of the theme song. Additionally, Steven’s music uses a large amount of Chiptune synth, electronic music which is created using a programmable sound generator. Both instruments have a very childlike feeling to them, Chiptune especially as it is normally used in video game music like The Legend of Zelda: Ocarina of Time, one of the main musical inspirations for the show. As Steven is the lead, most of the music has Chiptune somewhere in the score and fun fact, the first song in the show, sung by Steven, “Cookie Cat” was actually written on an old Gameboy.
Amethyst is very loud and fun, her motif is electric drums which is extremely reflective of her character. As she can be angry from convincing herself that she is not good enough to happy and giggling from pranking Steven, her instrument can be used in so many ways as she is not a simple character. No matter what, for the few songs Amethyst has on her own (or in the score), her drums provide such an interesting emotional response to the situation.
Garnet is a fusion, so her motif is actually the combination of two instruments. Ruby is a drumbeat as she is a fiery and loud character, she is chaotic while Sapphire is her opposite. Sapphire is calm and collected, she has ice-related powers and is represented by Synth music. The characters together have a perfect unity, expressed by Garnet’s synth bass sounds, she is the equilibrium of two very contrasting characters. The music associated with Garnet, uses primarily the synth bass but Ruby and Sapphire’s individual instruments can be heard throughout her music. All three instruments are also heavily representative as Garnet’s main dancing style is Hip Hop which clashing with others’ softer dancing styles.
Despite, not being alive during the show, Rose Quartz still has her own musical motif as she plays a large part in Steven’s growth throughout the series. As well as being in many flashbacks, she is represented with strings, more specifically, the violin. Rose’s story is rather sad which quite is visible within her associated music, yet, she was also an extremely powerful character as she led the fight against the Homeworld government. Her strength can be heard with strong uplifts and swells in the music. She is never seen playing an instrument unlike the rest of the main characters but one person who plays hers is Pearl, a character Rose was possibly in love with.
For the complex and beautiful character, Pearl, her motif is classical and swing piano. She is visually represented as a ballerina for a large majority of the series, dressed in a leotard, a small skirt and ballet shoes. Apart from Garnet, she is one of the calmest characters in the show. She is a perfectionist and is knowledgeable on many topics. She has a dark past and her fair share of trauma, all of this is wrapped up in her music. From her traumatic past with Rose Quartz, the violin had been heard throughout her music, yet, when she finally dealt with everything, the violin was lost. Swapped out for a new instrument, a bass guitar which she learned how to play at the end of the series. Pearl is a character who has been through a lot and her music reflects it. As she grew, her music changed with her, becoming her own instead of something built off of Rose’s.
My personal favourite song is “It’s Over Isn’t It?” which is this heartwrenching and emotionally painful ballad sung by a broken woman. Pearl was in love with Steven’s mom. Yet, the feelings were not mutual or at least ended being reciprocated as Rose left her for Greg, Steven’s dad. It hurts because Rose didn’t just leave her, Rose Quartz also passed away. As the song goes:
That they didn’t really matter until you I was fine when you came And we fought like it was all some silly game Over her, who she’d choose After all those years, I never thought I’d lose … You won and she chose you and she loved you and she’s gone It’s over, isn’t it? Why can’t I move on? … Who am I now in this world without her? Petty and dull with the nerve to doubt her What does it matter? It’s already done Now I’ve got to be there for her son
Without Rose, Pearl has lost her place in the world as all she ever knew was her. Yet, now she is left to help raise a half-human baby and go on with her life. It makes it more difficult as this baby is the product of Rose and the man that she left Pearl for.
Pearl doesn’t want to hate Greg, she is angry at him but she doesn’t have hatred towards him. They may not be the best of pals at the start of the series but in the song called “Both of You“ has Steven, finally, begging for Greg and Pearl to just talk to each other.
Why don’t you talk to each other? Why don’t you talk to each other? Just give it a try Why don’t you talk about what happened? … You might not believe it but you got a lot in common, you really do You both love me and I love both of you … I know you both need it Someone who knows what you’re going through
An interesting thing about this song is that Steven is this to them, the person with Rose’s gem is singing to the two people who fought over Rose. It makes me wonder if this could be Rose speaking through Steven to her two loved ones. Whether it is or not, doesn’t really matter to the overall story but it is a fun idea to look at.
Overall, these songs are a literal representation of dealing with ones’ emotions in a healthy way, something that Steven Universe actively tries to teach their younger viewers about.
To say Steven Universe is a good show only for its music would be a false statement, it’s one of the strongest aspects but without the story or the characters, the music would fall flat and not have any of its passion.
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rushingheadlong · 5 years
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A rundown of Brian’s Red Special back-ups and replicas
Well here it is, another unnecessarily long post about Brian and his guitars :D
(Emphasis on unnecessarily long. There’s a read more on this post because after 5 days of research, 1800 words, 22 pictures, and countless edits it is too much to throw at your dashes all at once. I am so, so sorry if the read more doesn’t work for mobile users but I promise this is well worth the read.)
Anyway, this time let’s talk about his replicas, and the differences between them and the original Red Special. Off we go!
1970s: The Birch Special
The first official replica was dubbed the “Birch Special” because it was made by John Birch (not because it’s made from birch wood - it’s actually maple). It’s most well-known for being the guitar Brian uses in the We Will Rock You and Spread Your Wings music videos. There’s a lot of differences between this guitar and the Red Special but the most obvious one is that it just isn’t red.
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So if Brian is playing a red guitar in the 1970s, it’s almost definitely his original Red Special and not a replica. (The exception being if it’s a mimed performance, i.e. Top of the Pops. Then it may be an unofficial commercial replica - more on that later.) Either way, if it’s not red it’s the Birch Special.
The Birch Special’s other claim to fame is that it’s the only guitar Brian has ever destroyed. The Birch Special was known for having major tuning problems and after a particularly frustrating show in 1982 Brian threw it offstage (most likely trying to throw it to his tech, who didn’t catch it).
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The Birch Special actually went missing for about twenty years before it was found and shipped back to Brian in 2004, at which point Andrew Guyton repaired it. The guitar isn’t really playable due to the tuning problems caused by the design, but Brian still has it in his private collection.
1980s-90s: Guild Replicas
The next replicas were produced by the Guild Guitar Company in the mid-1980s. These have a lot more in common with the original Red Special, including actually being red, but it’s easy to spot the differences when you look at the finer details.
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On the left is the original Red Special, on the right is a Guild replica from 1986. The headstock (circled in red) is black on the replica, and has the Guild logo at the end. The pickups (circled in yellow) and the control knobs (circled in blue), as well as the tuning pegs on the headstock, are all black instead of silver or white. The very end of the whammy bar is also black on the replica, but that’s much harder to spot especially in photos where Brian is playing the guitar.
Ironically, the one piece of black that they didn’t throw in there is a half-moon scratch plate located behind the bridge (circled in white).
Finally, the green circle shows where a patch is located on the original Red Special that is missing on almost every replica.
Brian originally built the Red Special with a distortion circuit, but later decided that he liked the sound of the guitar distorting through his Vox amps better. The circuit was removed and the switch hole was covered with tape. For part of the 70s it was bright red/orange, but later it was grey or black which makes it a bit harder to spot in stage photos.
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The patch wouldn’t serve any purpose on the replicas, except decorative, so with one exception (which I’ll mention later) it gets left out.
Some 90s Guild replicas started to look a little more like the original, with red headstocks instead of black and the half-moon scratch plate starting to be added in:
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And they started to make replicas in different colors as well:
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However all of these still have the Guild logo on the headstock and are missing the patch by the switches. Most of the photos of Brian with Guild replicas seem to be from the mid-80s with more easily-identifiable guitars, although he did occasionally use both 80s and 90s Guild replicas on the Back to the Light tour in 1992-1993 as well.
Late 1990s: Fryer Replicas and the Red Special Restoration
Greg Fryer produced three Red Special replicas in 1997, dubbed John, Paul, and George Burns. The “John” guitar remains Brian’s main Red Special back-up. The “George Burns” guitar is used for the drop-D tuning required for Fat Bottomed Girls. (”Paul” was kept by Greg Fryer.)
The Fryer guitars look a lot more like the original Red Special - the headstock is red, all the other pieces are silver or white rather than black, and they have the half-moon scratch plate. However, the replicas can be identified by Greg Fryer’s logo on the headstock, and they’re missing the patch by the switches.
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Greg Fryer also undertook a massive restoration project for the Red Special. (You can read his write-up and see pictures of the process on his blog.) As part of the restoration, the main scratch plate was repaired and the switch hole was properly filled in. At Brian’s request, the patch was replaced with a custom mother-of-pearl inlay of the “May Star” design that Brian uses in his solo projects.
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It’s also worth noting that while the Red Special doesn’t have a “logo” on the headstock, it has a Brian May branded sixpence in the same spot. I’m not sure exactly when it was added, but since it says “Brian May: Back to the Light” I would assume it was sometime after the release of his first solo album in 1992.
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For those of you who are interested in Brian’s solo work, he actually finished his album “Another World” with the Fryer replicas which were given to him in July 1997, as restoration work on the Red Special began in January 1998 before the album was completed. Greg Fryer even gets thanked in the lyric booklet.
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[ID: Greg Fryer - Guitar Surgeon, and creator of 3 new B.M. Guitars, which appear alongside my original Red Special on this album.]
This also means that quite a few of the photos from Brian’s “Another World” tour actually have him playing the replicas instead of the original Red Special. You can see in the photo below that there’s no patch or May Star by the switches, and you can just make out the Fryer logo on the headstock.
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2000s: Guyton Variations
In addition to repairing the Birch Special, Andrew Guyton has also created some very limited authorized replicas, including a green version of the Red Special (inspired by the Guild green replica from the 90s). Brian used one for playing Fat Bottomed Girls for several years before apparently switching back to the “George Burns” guitar (at least for the North American “Rhapsody” tour in 2019).
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Brian has also commissioned several guitars from Andrew Guyton including my favorite, a semi-acoustic that I believe is the only other guitar to feature any sort of “patch” by the switches:
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Yes, the decorative “patch” is a badger head, earning this guitar the nickname of the “Badger Guitar”. Also, as with all replicas, there is Guyton’s logo on the headstocks of all his guitars - though, they’re pretty identifiable even without that!
Andrew Guyton also carried out a much more limited restoration of the Red Special in 2016, but the appearance of the guitar didn’t change. 
Commercial Replicas
There have been several unauthorized replicas produced over the years, most of which I’m not going to get into. However, let’s backtrack to my footnote about replicas in the 1970s for a second.
A Japanese guitar company called Greco was the first to produce commercial replicas. These guitars weren’t authorized and according to Brian “didn’t actually sound that nice”, but they did send one to Brian which he used in a few mimed/playback performances. You can actually see it in the Good Old Fashioned Lover Boy performance on Top of the Pops:
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It looks a lot more like the original Red Special than the Birch Special did (and, frankly, than the Guild replicas of the 1980s). But you can tell the difference by the prominent bolts along the half-moon scratch plate and, as always, the absence of a patch by the switches.
Guild Guitars released authorized replicas from 1983-1986 and again from about 1993-1995. Burns Guitars mass-produced replicas beginning in 2001, before production was taken over by Brian May Guitars (BMG) in 2004 (which is currently the only company who manufactures authorized Red Special replicas). I don’t believe Brian ever played a Burns replica as a primary back-up guitar, since by that point he already had the Fryer replicas.
I’m not going to go into detail on all the different BMG models available (because there have been a lot over the years across the different companies), but generally you can identify them same way you’d identify the Fryer replicas: absence of a patch and a logo on the headstock.
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However, there’s also a wide variety of other color variants now produced by BMG. All still feature the same shape as the original Red Special, including the shape of the main scratch plate and the half-moon scratch plate behind the bridge (which is missing in most Guild and Burns replicas).
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Finally, Andrew Guyton also produced a limited run of 50 authorized replicas in 2004, and has released extremely limited numbers of some of his other Red Special variants (for example, he made 5 copies of the Badger Guitar). His replicas also have the half-moon switch plate but obviously are much rarer than the BMG models. 
In Summary
If it’s a red guitar in the 1970s, it’s almost certainly the original Red Special.  If it’s a mimed performance and the guitar is missing a patch by the switches, it’s an unofficial Greco replica. If it’s a pale golden-brown, it’s the Birch Special.
If it’s a red guitar in the 1980s and it has silver/white knobs, tuning pegs, and pickups and a red headstock and there’s the patch and half-moon scratch plate, it’s the original Red Special. If all those parts are black and there’s no patch or half-moon, it’s a Guild replica.
From 1998 on, if it has the May Star “patch” it’s the original Red Special. If it is missing the May Star and has a logo on the headstock, it’s a replica. (If Brian’s playing it, it’s most likely the “John” replica by Greg Fryer. If someone else is playing it, it’s most likely a BMG replica but may be an older Guild or Burns, or more unlikely a Guyton or unofficial replica.)
And, if it’s a funky color and Brian’s playing it, it’s a Guyton replica. If it’s a funky color and someone else is playing it, it’s most likely a BMG replica.
Finally, just for fun, here’s a photo of the Red Special compared against some of the replicas:
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From left to right: Burns replica (without the half-moon switch plate), Fryer replica (probably “John”), green Guyton replica, the original Red Special (you can just make out the May Star and the sixpence on the headstock), a red Guyton replica, and on the floor is a “mini” model produced by Burns (also missing the half-moon switch plate).
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As always, I don’t claim to be an expert so if anything is wrong please let me know so I can correct it! I just fell down another rabbit hole and couldn’t stop until this was all typed out.
Also if anything is unclear let me know that too! Despite what it seems, I cut a fair amount of details out of this so I can always explain something more if I need to.
Photo credits:
1. Spread Your Wings music video screencap 2. Destroyed Birch Special - John Page 3-4. Guitar comparisons - Unknown 5-6. Patch close-ups - Unknown 7. 90s Guild replica - QueenConcerts.com 8-9. Colored 90s Guild replicas - Unknown 10. Fryer Replicas - Greg Fryer 11. May Star close-up - Ralph_PH (flickr) 12. Sixpence close-up - Red Special book 13. 98!Brian - Greg Fryer 14-15. Guyton variations - Andrew Guyton 16. Top of the Pops video screencap 17-21. BMG Guitars - Brian May Guitars 22. Replica comparison - Andrew Guyton
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oodlyenough · 5 years
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aight... here’s a pretty long yet tip-of-the-iceberg collection on my overall thoughts on bl3 now that i’ve finished the damn thing, every main mission & every sidequest (dynasty dash don’t interact). 
obviously mega spoilers
the good
aside from that one infuriating difficulty spike when i arrived on promethea, i had a lot of fun playing. i found the gameplay a lot smoother than the others in the series (as it should be), i liked being able to climb stuff, i liked having an easy mode tbh!!
i really liked playing amara and i like the flexibility of action skills and being able to swap on the go without having to respec. the brawl tree ended up being very well suited to my type of play, it hindered me only during boss fights and even then at least i could switch to phasecast y’know
i had a lot of big fears about what this game would do and it managed to not do anything that makes me want to, like, burn and salt the earth, so that’s a win
i thought it was pretty funny! or at least on par with the other main games, which always kind of ride the line between funny and obnoxious and sometimes misstep
i enjoyed a lot of the cast, both new characters and characters who were returning but who i had no particular feelings about before, hammerlock, zer0 and ellie as particular examples
hammerlock and wainwright were cute af and it’s nice to see a gay couple in a triple-a game 
thought the twins were fun and funny af i liked them. because fandom is Like That i was a little exhausted by troy before he even showed up but even then, like, idk i liked them as a duo and i liked the break from jack honestly 
a lot of the new gun quirks were fun. i’m not like a big... gun person... but i found some cool ones i enjoyed playing with. 
loved getting to see different planets, it was a nice break from pandora all the time. and skywell was super fun! love the low-grav playfulness from TPS without the infuriating oz kit nonsense
the little quality of life improvements from previous games were great, like fast travel from anywhere, auto-refilling ammo, etc
some of the side quests were really fun. i liked the ratch quest for rhys, the birthday party quest for mordecai, the claptrap dancing quest was sweet, the buff movie buff quest was fun, the quest where i killed grandpappy 2 seconds in and got a reward was funny as hell esp because i drove off a cliff by accident, etc
lots of people had really bad glitches and stuff but... honestly can’t relate the game ran very well for me. advantages to not marathoning it before they’ve released their first couple patches, i guess, lol 
the less good
i played a solo amara and there are some bosses that seem like they would’ve been pure hell to do alone... i was lucky and able to phone a friend for a lifeline in those scenarios (shoutout to @heavybreathingcatt and @valoscope) but if i couldn’t do that idk i would’ve just broken my controller in rage i guess lmao 
why is resurrecting each other so hard? i don’t think i’ve ever done it successfully, because it takes too long and more importantly bc while i’m doing it some enemy will just toss a grenade or punch me and i get knocked away from the ally, rendering it useless
rest in peace maya, the best res AI in the whole damn game, got me through the rampager fight her damn self
there were a lot of characters and themes and ideas that i liked in theory more than in practice... because in practice they felt like a first draft. very often i felt like i liked a thing, and then on reflection thought about nine hundred ways it could’ve been better, deeper, more emotionally resonant, more developed, whatever. 
the angel stuff was kinda nice but... also... my longest deepest sigh ever @ Poor Sad Jack Some People Terrorize Entire Planets And Abuse Their Daughters To Cope With Their Fridged Wife
like the siren lore... wish i coulda heard it without having to backtrack across every map post-game
while i found the game generally pretty funny,  almost all the emotional scenes fell completely flat for me and there were a number of scenes that SHOULD have been emotional that just were not 
for eg i am actually not upset about maya or lilith dying (or turning into the moon as it were) -- i am ok with those beats for those characters, especially lilith getting a heroic sendoff. however... both of those scenes could’ve been more impactful than they were. maya’s i think was better than lilith’s, but both of them felt flatter, either in the moment or in the aftermath, than those characters deserved. 
related: NPCs reacting to major events is fun. i liked to do the tour and check in with all my buds to get their couple custom lines after a big plot thing happened. HOWEVER... those lines are obviously timed which is *mostly* fine but in some cases really, really weird? the lines about maya should stay in rotation for a lot longer. ava shouldn’t go back to LOL LET’S STEAL two seconds after maya’s gone. i missed zer0′s maya lines entirely bc i didn’t track down zer0 on time lol. stuff like that 
the bad
i miss my girls :( we really did keep only the white men huh
the last act felt severely underbaked. i have to wonder how many rewrites this game went through, and how much the back end was slapped together last minute, or cobbled together from various drafts. a lot of this felt very first or second draft, where the characters and themes are *there* but not refined at all, or they contradict each other. the family theme that goes basically nowhere and says nothing. the way the story handles atlas vs the way the story handles jakobs vs the way the story handles corporations writ large. 
for the twins -- lack of proper emotional resonance or development for them is one of the biggest failures imo, because i think they WERE very enjoyable villains and the core concept of like... evil video game streamers is honestly on-brand and funny af for the franchise... but as soon as troy died everything went downhill? tyreen’s non-reaction to her brother dying isn’t even a reaction, it’s not even “tyreen doesn’t care she’s evil lol” which would’ve been a boring direction to take anyway) it’s just.... “we barely wrote a response don’t worry about it”. her endgame is to be a big monster because... she’s ... fame hungry? huh? her motivation fell apart.w whether they went with “troy and tyreen are shitty people who get caught up in a power struggle but ultimately love each other” OR “troy and tyreen are shitty people who turn against each other in individual bids for power” could both have been interesting stories but they did neither. 
i’m def missing some echos on the twins which brings me to another thing i hate although it’s endemic to the series and not to bl3 specifically -- hiding important lore and characterization in random echos in random places on the map without even an indication of how many there are total, how many you’ve collected, where to find them... frustrating as hell. a lot of those echos are some of my favourite material in the game! at LEAST tell me “1 of 5 echos on this map” if you don’t wanna tell me where they are! why is major lore like the twins’ backstories hidden?????? 
and bc i haven’t heard them i don’t know if it’s fandom doing what fandom always does, or if it really is the game implying tyreen is The Evil Mastermind and troy is poor manipulated brother, but either way fuck that entire noise lmao of course the women of colour in the series are just Born Evil but jack and troy and whoever else are just Sad :( fuck off actually 
typhon... sucks... what an irritating character. irritating to retcon him in as The First Vault Hunter, irritating to have him talk about shit and sex all the time, irritating to have every established NPC be like oh wow my HERO typhon deleon what a HERO i LOVE him, irritating that we skate over his parenting failures, irritating that he has a fridged beloved wife, ESPECIALLY irritating he gets a memorial sidequest and maya didn’t . just. bad.
aurelia is evil now cause reasons... bad... 
vaughn also bad lmao i can’t believe they made amara yell “blood feud”... disgusting... 
the playable had no role in the story. they’re just a fly on the wall in every cut scene. this is whack in general, and a crit i can apply to all of the main borderlands games, however it is extremely jarring to play amara in a siren-heavy game and have no one acknowledge it. 
OVERALL... I guess like a B-? Maybe a B. I had fun playing it and I’m still having fun running around in Mayhem Mode and I am def looking forward to the DLCs. Gameplay is great. But while I had hoped this installment would take the storytelling of the main games a step further, it actually felt like a step back in virtually every respect. 
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dlamp-dictator · 5 years
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Allen Rambles about Dusk Diver
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I finished playing Dusk Diver, a small beat-em-up by JFI Games. I originally played it because it was on sale, I’ve had my eye on it for a few months now, and I needed a break from DMC5 for a bit. And boy do I have some thoughts about it now that I’m done with the game. Namely a bunch of nitpicks, but... we’ll get there in time. 
But as always, let’s start with that Synopsis.
Dusk Diver takes place in the Ximending district of Taipei, Taiwan. The story focuses on Yumo Yang, a Taiwanese high school senior that got caught up in a spiritual adventure over her summer vacation. While out with her friend she was randomly pulled into the alternate dimension of phantoms and demons. Before she was about to get killed by one a local loin god protects Yumo by (accidentally) transferring his powers to her. After she fends off the phantoms she decides to help clean her city of phantoms over summer break with the god’s help, along with the help of his eccentric and frugal boss... Boss. 
The plot takes off from there as Yumo pummels phantoms, gains allies, brightens up her town, and learns more about why the phantom and human realms are colliding. I gotta’ say, it’s nice to actually write the synopsis without having to either look at wiki article or outright copy it. This game is very simple for both good and ill. 
So... what do I think of this game? 
Well, unlike Assassins Pride I’ll be going over the bad first and then try to end on a high note, since for all my issues and nitpicks I did enjoy this game very much.
With that said, let’s start with...
The Bad
The Localization
So the localization is very similar to Under Night In-Birth Late[st] in that it feels very unfinished. When I talked about Under Night’s localization I was a little too harsh on it for my current liking and I’ll use Dusk Diver to explain myself a bit better.
Dusk Diver’s localization isn’t bad. I played this game listening to the Taiwanese dub and nothing sounded too off, but the script, the actual words on the screen, were rife with spelling and grammar errors, inconsistent terminology, and even moments where you could read the actual code of the game in the text. This the translation was either rushed, or it didn’t have enough time to really finish it, which makes it feel really sloppy. The said thing is that this game does have a rather charming script despite this, but reading all those errors and trying to correct them in your head can be... annoying.
The RPG Elements
So... this game is a beat-em-up that revolves around doing large combos and keeping up a hit counter to get higher drops of health, SP, TP, and other resources. The main goal of combat is to get combos going, collect SP and TP, and use those to do more damage to the enemies. 
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So why is there an RPG level up system in this game?
I still have a lot of DMC5′s mechanics ingrained in me, so forgive me if this sounds pushy, but in most hack-and-slash/beat-em-up style games tacking on an RPG-style upgrade system only slows down the overall gameplay. 
Let me explain. Every time you complete a level for the first time you gain skill points. You use those points to improve your HP, SP, attack, etc.. This doesn’t feel good to do for this style of gameplay. In most beat-em-ups/hack-and-slash games skill points and similar currency are typically used for new moves or special abilities. DMC5′s red orbs are for new moves, Nero’s devil arms, and a limited amount of health and devil trigger increases. Senran Kagura uses its currency for costumes, accessories, and music, with the mere act of leveling up giving you higher bases automatically and more moves when you reach a certain level that proves you’re familiar enough with your current moveset to expand it. Solely making the numbers of damage and health go up doesn’t make you feel more powerful, it makes you feel like you can just handle the enemies that have gotten a lot more health and do a lot more damage for no reason other than slowing down the gameplay. I’ll save my recommendations for later, but the quick version is that the skill points should be used for more moves, more SP, and Drive duration only, as health and attack feel really arbitrary points to tack on for this style of gameplay.
The Platform/Alternate Gameplay Modes
Not often and namely during side missions for the Boss, but sometimes you have to do platforming segments and reach a certain point on the map and defeat some enemies.
They’re terrible.
Much like Devil May Cry, movement, jumping, and generally getting around feels fine save for me wishing Yumo’s run speed a bit faster. However, precise jumping and general platforming just don’t work. I don’t believe there’s a drop shadow in this game, the jumping itself has much different momentum when trying to maneuver in the air, making some moving platforms a pain to reach, and while the platforms themselves are rather large, the moving platforms go too slow compared to a lot of the fast-paced combat, making it a painstaking wait to get to the next fight.
Again, like DMC, this most platform this game should have is fighting on rooftops. In fact, I believe in the second or third mission you did have to traverse rooftops and it was actually pretty fun. Like I said, the platforms are usually wide enough that even with the wonky jumping it’s not a pain and getting to a higher point on the map and seeing the overall scenery is... nice. 
It’s just when you want me to pull off jumps like this is a Mario game is when things get dicey.
But those are all the big issues down, or at least my top three so...
Smaller Issues that Bug Allen
Like I said, I have more nitpicks than actual problems with this game. The game itself is a fine 10-15 hour experience, but there are several smaller issues that just pile up as you play it. It shouldn’t take you out of the game, but they did frustrate me a little. With that said though:
The minimap needs an ability to mark sidequests, it’ll make for a lot less backtracking and random pausing to look at the map and see where I need to go. I understand that this game is a more or less faithful for recreation of the Ximending district, but for non-locals playing this game like me finding locations is rather difficult. 
Since this game has visual novel styled cutscenes it’d be nice to have a log button to backtrack conversations just in case you skim over some important dialogue.
On that note, an option to control the speed of the text would be great as well, as I didn’t see one in there initially.
Cutscene Skip Button. It’s annoying to do the hard mode of these stages and having replay cutscenes I’ve already seen. Especially when I’m just hunting for Dragon Vein Shards.
Dragon Vein Shards should be tied solely to upgrades, as using them for plot advancement only adds to the grind... or so I would say if not for me have twice as many of the shards needed for progression every time. Again, I’ll go more in depth when I talk about my desires in a sequel, but for now I’ll just say these items should either be for leveling up or as a sort of collectible.
I’d like the rank system to be more like DMC, tying clear time, damage taken, max combo, and things like all together so that the end goal isn’t just to speedrun a stage for the S-rank.
Can the menu option be mapped to the triangle button like every other game? It kept throwing me off when I tried to pull up the map.
There doesn’t need to be a small cinematic when you do certain guardian attacks. It locks Yumo in place and has a real high chance to miss its target save for bosses.
It’d be best to map items to the buttons instead of the d-pad, as it kept tripping me up when I was trying to heal. 
I think that’s it for the major nitpicks, so let’s move onto the the good stuff.
The Good
Story and Theme
The story of Dusk Diver is simple, but effective. You go around saving the district by fighting monsters, you see how those monsters effect the district in each arc, and you solve the problem, usually getting an ally along the way. The few people that are aware of your secret job as a magical martial arts girl, usually the elderly or spiritually attuned, are very supportive toward Yumo. 
The game has an overall light, encouraging tone. It wants you to love the city as much as Yumo and Leo do, and it works. All of your side missions have you help out the locals in some way and you gain increased power for the super mode. You work at a convenience store, you partner with the local gods and guardians. Everything you do reinforces the idea of protect, preserving, and understand the town you live in. Yumo gets bonus dragon shard veins by frequently eating at local restaurants and becoming a regular. You help tourists out finding places to visit. You help an elderly man by taking photos of his old stomping grounds and he reminisces on what those old buildings were originally for. You help a coffee shop for free drinks. The list goes on, but a lot of the game reinforces this theme of community and loving the town do so much in. This is a very comfy game despite all the action of bashing demons and phantoms.
Characters
While simple, Yumo as a character is a very cheery girl that just wants to help others. She’s a bit annoyed at being forced to help at first, but she is someone that’s helpful at heart. And seeing her want to protect her friends and town is genuinely heartwarming. 
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Plus, I really like her design. I’ve always been a fan of simple street clothes, and black with yellow highlights will always sell me on a character. 
Your guardians are pretty fun too. Leo’s knowledge of the city and desire to help others really gives him a cool grandpa vibe. Bahet’s a quiet and encouraging guy with a noble background despite his punk fashion. Le Viada is a model with a complex around her age and big sister mentality, the list goes on. Again, these characters are simple, but effective.
Gameplay
While I did have my nitpicks, the gameplay is solid beat-em-up action. Light and heavy attacks with the occasional use of the the guardians. And each guardian has a special ability with their damage. Leo can do massive damage to enemy shields, getting rid of them in one or two shots with his more powerful moves. Bahet can slowly chip away at an enemy with his scythe’s poison effect. Le Viada’s guns can outright ignore enemy armor and punch through it, as well as lay down traps, and... there’s a fourth guardian for when you beat the game. I won’t spoil it, but they’re basically a turret that stays in one place while you summor your other guardians, making her unique as you can’t usually summon two guardians at a time. And like I said before, aiming and lining up certain attacks can be a bit unwieldy since some moves playcinematics that lock you in place, but it’s overall fun. Racking up combos, using big AoE moves, it all feels great.
And with all of that out of the way.
Wishes for the Future
Much like in my Fire Emblem rambling I don’t like the idea of correcting a story or game that’s already been finished, but I find no issue with discussing what I want for the future. And I really thing this game can have a sequel. The game states that Yumo isn’t the first person in recent time with latent spiritual powers, or that this is the first time that the phantom and human realms became loose. And hell, Yumo is still someone that wants to protect her town, so it’d be easy to make a game in another area of Taipei that’s gone out of whack, or even give the reins to someone else. And I do want a sequel. 
Like I said, my main issue with this game are some nitpicks that could honestly be fixed with a patch or a two-month delay. If this game sold well enough to get a sequel I’d buy it. 
That said, here are a few things I’d like to see in that hypothetical sequel. Such as...
Rankings
A lot of these are going to be taking a page from DMC since I was taking a break from DMC5 to play this, but the ranks shouldn’t be tied solely to clear time. That just makes people speedrun the stage and miss Dragon Veins. Having rank linked to time, combos, hits taken, and so on would give you some breathing room when you try and explore a stage, as you wouldn’t be punished for being curious. You’d still need to be quick, but you won’t be completely screwed either.
Leveling Up
Leveling up give you skill points that you can stick into your health, SP, attack, super mode duration, just dodge duration, luck, and moves. This game shouldn’t give attack or health for skill points. This is just my belief with design, but beat-em-ups shouldn’t just jack up the health of normal enemies as you get stronger, instead just giving us tougher enemies with different patterns of attack. The game already does this with some success, so those slots that increase health and attack seem pointless. You get skill points when you complete a stage for the first time, or find dragon vein shards. This... really puts a lot of pressure on the kinds of skills you upgrade, and while I’m not against that it does make this very light-hearted oddly restricting as you debate what to upgrade. I’d recommend using those dragon vein shards solely to level up instead of for story progression as well. With each upgrade costing more and more dragon veins as you increase your stats. In this first game you can collect over 150 dragon veins. You only need 50 to complete the story mode, and I had about 75 by the time I reached the final mission. 
I know some people struggled to grab them, but... I didn’t, so... maybe have the veins do something else than gate story progression.
Post Game Activities
If we are going to have a post game to finish up some side quests for 100%, then we might as well have some extra things to do too. 
Oh right, I never mentioned that yet.
Yeah, once you beat the game you’re essentially in a free-run mode to finish some leftover side quests and do a few extra things you might have missed, but... I finished all the side quests before the final story, so I was left with just finishing some hard-mode missions and finishing up my upgrade tree. That said, if there is going to be a post game here’s a few ideas:
Survival Mode where you fight waves of enemies. Some akin to a Bloody Palace Mode where you can compete for a high score among friends and online.
Post Game dungeons that are hard as hell, this could be DLC if you wanted as I wouldn’t mind paying for more content like this.
Extra moves/skills. Yumo’s moveset is rather small compared to DMC and Senran Kagura. If we’re going to have just one character to play as then I’d rather have a complex character that takes awhile to learn than an easy one where I’m spamming the same moves over and over... or give us more characters to play as with equally simple movesets.
That’s really it. The game overall is fun with it’s only real flaw being a rather short game for 35 bucks. Like I said, either some DLC or a sequel would make me feel better about recommend this one, but if you want a fun, short beat-em-up game then this is out on steam, PS4, and the Switch. Feel free to get... though I’d recommend waiting for a sale.
In any case, back to DMC5 for me.
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becuzpurple · 6 years
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NUMB, chapter 1 - Clean Slate
Well, chapter 1 is finally done - enjoy!
(link to previous chapter - intro)
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CHAPTER 1 - Clean Slate
December
I ended the call, sitting alone at the small, corner table in disbelief.  After a minute I realized my feet were happy-dancing and I was grinning like a loon in public.
I glanced around the tiny cafe as I took another sip of my hot salted caramel mocha. Thankfully, no one was paying me any attention.
Well, I wanted to change things up, right?  Start fresh...clean slate?  This would certainly do that in a major way.
I got the job!
...
I had six weeks to get my life in order, not that there was very much to do in that respect, before leaving.  I’d already found someone to take over my lease. I still had a month before I needed to give notice at the restaurant.  I didn’t own a car, and had no outstanding loans or any other recurring payments, so there were no loose strings to tie up there, either. My sister agreed to take my cat and let me use her address as my own for any official documentation (banking, etc). And then...my new home would be on the road for at least the next year, assuming everything worked out.
It seemed almost too good to be true - work I love, good pay, lots of travel, and I’d get to practically disappear.  That last thought made me pause and wonder if what I was actually doing was running away from something, albeit legitimately. But, no?  I’d be working within my chosen career, and there was really no one or thing left to run away from.  I wasn’t keeping any secrets from family or friends - they knew about the new job.  I told myself that what I was doing was starting over with a clean slate.  That sounded much better than running away from mistakes and bad memories.
-------
February
I’d been hired as one of two head chefs for Ed Sheeran’s world stadium tour - to actually tour with him (!).  I couldn’t have known beforehand, but he and his team are apparently well-known within the industry for being very close-knit with and taking very good care of their people - even those in catering, it would seem.  I still can’t believe I landed this position.  And to think it never would have happened if Brandon hadn’t left - I’d still be in an unhealthy relationship, still cooking at the same restaurant with no opportunity for advancement, still living an unfulfilling life.  I don’t really believe in fate, or that ‘things happen for a reason’.  I think life is more a series of random happenings, influenced by any number of factors.  But I will say that in this case, losing Brandon seemed to have helped me land my dream job.
I’d so far met Ed briefly, a handful of times, and he was lovely. He’s down to earth, humble...very likable.  He remembered my name after meeting me only once, which surprised me, since I know he meets a stupid number of people every day.  He calls me ‘Samantha’.  I usually go by just ‘Sam’, but for some reason I’ve never corrected him.   
I inherited an abundantly stocked mobile kitchen, complete with state-of-the-art appliances and gadgets.  When I inquired about procuring one or two additional pieces, not an eye was batted.  Turns out I’m allocated a generous monthly budget just for things like that.
There are two catering teams, and a very nice man named Jonas Brandt is the head of the other one. He’s from Germany, in his late 40’s, with a wife and two young boys back home. He worked Ed’s arena tour last year, and is a wonderful friend and mentor to me.  He was quite happy with my hire, and confident in my abilities, so that’s a great boost of confidence for me, too.
This job demands a lot, and much of it doesn’t even involve food, directly. There’s a lot of planning involved.  I found I have to be about 5 steps ahead to make sure everything is ready when we get to each new location.  My team and I rotate with Jonas and his team - one feeds the advance crew as they set up everything days before the show while the other stays with the rest of the crew who don’t need to be there until the day before or day of the show.
In addition to the huge amount of background work and planning, I oversee the actual food preparation and service, as well.  There is a very strong social aspect to sharing meals - it brings people together, literally, and I want in on that. These were generally very nice, fun, happy folks, and I love being a part this wacky, traveling family of friends.
-------
March, Dunedin, New Zealand
I screwed up.  Well, someone on my team did, but that means it falls on me. My planned menu for that night sort of fell apart.  We were to serve Kiwi burgers as the main entree that evening, and Hokey Pokey ice cream for dessert - both local favorites.  Someone dropped the ball, and one of the main elements of Kiwi burgers, beetroot, wasn’t ordered, nor was the specialty ice cream. To make matters worse, I didn’t personally receive word of this oversight until food prep was already underway.  I made a few frantic phone calls, but it was too late to pull together an order as large as what was needed. I still had plenty of food for everyone, including gourmet burgers - just not Kiwi burgers...no local flair.  It was something I had started to pride myself in - the daily tie-ins or nods to the cuisine of wherever we happened to be.  I was...not happy.
At the very last minute I was able to score an enormous amount of Jaffas, the sugar-coated, orange-flavored chocolate balls that are a favorite among New Zealanders.  Between those and the supply of plain, old vanilla ice cream and mini apple pies we already had in the freezer, there were plenty of sweets for after dinner.  But that hardly made up for what I considered a failed main course.
I had no idea if anyone besides my staff and myself even realized that the meal wasn’t quite what it was supposed to be.  I must have been in the mood to punish myself, though, because I hovered near the food stations while everyone collected their meals, hoping to gauge their reactions.
No one appeared to even notice, and if they did, no one said anything.  They seemed perfectly oblivious to the beetless state of the burgers, and didn’t even realize they were missing out on specialty ice cream.  Leave it to me to build things up in my head like that.  I felt a little stupid about it, but I can’t help holding myself up to high standards - I’m a perfectionist.
Eventually, I started to make my way back to the kitchen, to take a moment and finally breathe, but before I made it back there I heard someone calling my name.
“Samantha!”  
I looked back to see Ed waving me over to the dessert station.  He’d apparently just filled several red Solo cupfuls of Jaffa balls which were lined up on the table in front of him.  I was a little surprised to see him - he practically never eats with us.  He’s usually either out with friends or busy working with industry colleagues when he’s not on stage - the man's schedule is insane.  So it was just my luck that the one time he was actually there to eat was when I had my big food fail.
I returned his smile with a slightly awkward grin and wave, and backtracked to the dessert station.
“Do you need help with those?”  Because helping Ed Sheeran carry hundreds of tiny chocolate balls would be a totally normal thing, right?  
What is my life? 
He gave me a quick look before returning his attention to the eight or so cups full of candies in front of him, biting his lower lip as he pondered.
“Nah, I think...yeah!”  He grunted triumphantly as he quickly arranged the cups into two groups of four, and picked them all up with fingers extended into each cup.  He looked like a happy lobster proudly waving his claws at me, but he was a little too exuberant about it and Jaffa balls were soon bouncing out of the cups onto the floor.
“Ohhh...”
He looked so abashed I couldn’t help but laugh.
“Um.  That’s not...that wasn’t supposed to happen...”
“Aw, and you were so happy, too,”  I giggled.  We both got down on our hands and knees to collect the wayward Jaffas.
He grinned right back at me lifting an eyebrow mischievously.  “I’m really sorry I dropped my balls on the floor.  Thanks for helping me pick up my balls.”
“I...wow.  You’re welcome, I guess?  Any time.”
I could feel my face flushing, and I know he saw it, too, because he gave me a look of amused pity.
“Sorry,” he murmured.
“No, no, it’s fine.  Here, give those over.”  I held out my hands.  I’ll toss them in the kitchen trash.” 
As he did so, a girl with long, curly brown hair passed nearby, curiously looking over at us on the floor.  She gave me a friendly grin, and then demanded of Ed, “What are you up to?  Are you bothering this nice lady?”
“No!  Samantha just...took my dirty balls...”
She looked at him blankly for a moment, then turned to me.  I held out my handful of Jaffa balls for her to see, only slightly mortified.
Shaking her head, she answered, “Right.  Carry on, then,” and continued on her way.
We both grinned after her for a second or two, and then got up and headed to the kitchen.  
“That was Lauren, by the way.  Have you met?”
“No, not yet, but I definitely like her.”
I dumped the dirty Jaffas into a bin and turned back to Ed.
“So, um, I really needed a laugh right about now, so thanks,” I murmured.
“Yeah?  Everything okay?”  We were standing fairly close - right about where personal space becomes defined, and all of his focus was on me.  He has a very sincere face, and really pretty eyes...
I mentally shook myself. Anyway... “Yeah, I was just...stressed about a job thing.” I tried to shrug it off but he was having none of it.
“What, this job? Here?”
“No, it’s nothing, really.  It's fine.”  
He looked so earnestly concerned, almost as if he was personally affronted that my job, which existed because of him, could cause me any stress.  So, I found myself telling him all about the Kiwi Burger Problem.
“Beetroot?”
“Yeah, it’s...a thing here, I guess.  You were all supposed to get an authentic New Zealand meal tonight.”
“Huh.  Well, if it makes any difference, I don’t think anyone here is the wiser. The burgers were fab.  I mean, I would have tried it, for sure...but beetroot on burgers does sound kind of weird.”
I huffed out a quiet laugh, nodding.  “Yeah. ‘When in Rome’, right?  Well,” I shrugged, “At least you got the Jaffa balls...”
At the mention of the Jaffas he looked back towards the dessert station, where he’d left the rest of his candies.  “Oh - gotta go get m’balls!”
I stayed where I was, leaning against the door frame, grinning after him as he made his way back to the dessert station for his...balls.  I knew right then, as he repeated his lobster claw-grab of the cups of candy, that I was going to immensely enjoy knowing him. 
“Been a pleasure, Samantha, see ya soon.”  This time he didn’t wave his already-occupied hands, but nodded at me instead, as he left.  
“Likewise.  Enjoy your balls, Ed,” I called after him.
Only after he was gone did I realize I forgot to even mention the Hokey Pokey ice cream.
---
(next chapter)
As always, I really appreciate any and all feedback.  Likes, comments, reblogs, messages/questions/comments...it’s all good!
 It’s really hard to find motivation to write when you have no idea if anyone likes or cares about what you’re putting out there.  So PLEASE share your thoughts!
-BP💜
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Slime Rancher review
   Not all games need to have grand storylines, epic action or photorealistic graphics. Sometimes games can simply be a cute and enjoyable way to kill a few hours a day, like Slime Rancher. Slime Rancher is an adorable, cartoony farming sim that I played for far more time than I expected to. You’d be surprised at how much fun there is to be had simply from collecting the various different types of slimes and resources, and gathering and selling the “plorts” produced by the slimes. There’s plenty of scraps of story and a decent amount of minigames to be found around the game, but the main slime farming gameplay was more than enough to keep me coming back to my ranch every day.
   I’m normally not one for farming games/simulators, but I quickly found myself having an enormous amount of fun playing Slime Rancher. Maybe it’s something to do with just how cute and endearing the entire game’s style is, or maybe I’m more partial to farming sims than I previously thought. The game is quite addictive, and it’s incredibly satisfying to watch your ranch expand and slowly fill up with the various slimes and resources you can collect and grow. Outside your ranch, exploring the Far Far Range and discovering all the little notes and hidden secrets always kept me wandering the map for hours on end. Additionally, you can complete minigames for various NPCs, rewarding you with more unique resources and upgrades. These minigames are a fun and challenging spin on the normal mechanics of the game. The only part of the game that isn’t particularly enjoyable is the Tarr - mutated slimes that have merged together, creating a hostile oily blob that attacks everything in sight. Many areas of the map are populated by numerous different types of slimes and are prone to Tarr outbreaks. Fighting off the Tarr is often annoying, especially since they always just pop up again the next time you arrive in the area.
   The game’s controls are smooth and responsive, and very easy to learn. A rapid string of tutorials are thrown at the player as soon as they start a new game, making it quick to pick up for anyone with a general understanding of basic video game controls. The beginning of the game can feel slow with very limited mobility and being unable to hold much of anything in your inventory. I was still having fun, but I admittedly felt a little impatient to get my hands on the storage and mobility upgrades that are slowly unlocked over time. Without the ability to hold more items, or the jetpack that is required to explore certain areas of the map, the initial gameplay often felt tedious, mainly consisting of constant backtracking to gather items from all over the place. Being unable to fill more than a single inventory slot with a single kind of item was one of the most annoying parts of the game for me, and something I hope is improved in the sequel.
   If I had to summarise this game’s visual style in one word, it would be “adorable”. Everything about the game is extremely cute and endearing, from the slimes themselves to the various gadgets you can use and the NPCs you meet. The artists have done an excellent job keeping a very consistent style across the entire game, as well as designing all the numerous different types of slimes to be unique and recognisable. The scenery and environment is both cartoony and beautiful, like something out of a fairytale story. The only negative thing I have to say about this game’s graphics is that you’ll probably need a somewhat above-average computer to run it particularly well; there tends to be a lot of things happening at once on-screen, and it can get very intensive on your PC.
   The game’s sound design is almost as adorable as the visuals. For the majority of your playtime, the main thing you’ll be hearing is dozens of slimes cheering and whooping happily as they bounce and roll all over the place, accompanied by the cartoonish “SPLAT” sounds every time they hit a surface. When you’re collecting and depositing resources, the almost toy-like noises your vacpack makes is satisfying as it continuously speeds up with every item held within it. The game’s soundtrack, composed by Harry Mack, is pleasant and calming, and fits the style of the game perfectly. The music alone makes this game a great way to chill out and relax if you’re having a hard day, and listening to the slimes play around in your ranch and all over the range is sure to cheer up anyone playing.
   Slime Rancher is a deceptively simple-seeming game. On the surface, it might just appear to be all about herding slimes and selling their “plorts” over and over, but once you delve a little deeper, you’ll find a wide array of things to do that’ll keep you playing for a lot longer than you’d initially expect. The Lab, for example, allows you to gather unique resources and build gadgets to improve your farm, or just make it look cooler. Additionally, several NPCs offer side quests and minigames that can unlock even more upgrades, though these extra challenges often vary from always fun to just tedious. The game really doesn’t give any indication of how to actually unlock any of this later-game content, and it tends to be a fairly roundabout way to access it. If you’re deliberately trying to get as many unlocks as possible like I did, you’ll probably need to look up how to get most of it which can take a bit of the fun out. Otherwise, it’s a case of “just do anything and everything until something unlocks”, a mechanic that doesn’t always appeal to every player. Many of the unlocks also require an absurd amount of in-game money to access, adding another unnecessary layer of tedium in my opinion.
   If you ever meet someone that dismisses video games as mere mindless action and violence, just point them towards Slime Rancher. It’s a shining example of how games can be completely peaceful and relaxing, yet still just as fun as the next first-person-shooter or fighting game. The adorable, endearing graphics set Slime Rancher apart from the rest and immediately drew me in, and I couldn’t help but relax from hearing the music regardless of how I felt before playing. The game is easy for people of any skill level to pick up and play, and with the surprising amount of content to be found, it can be a hard game to put back down once you’re started. Of course, all the complex additional minigames and mechanics aren’t necessarily for everyone, but the game still holds up perfectly fine with just the base farming gameplay. If you’re looking for a chill game to unwind and have fun at your own pace, I can’t recommend Slime Rancher enough. 8/10.
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chronicbatfictioner · 6 years
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Theater of the Soul - Chapter 20
Thanks to Barbara and Dinah — and to no small extent, Diana Prince's — collective efforts; the news of Napier's death and investigation were kept to a minimal. As Barbara predicted, the local police had started with the more 'obvious' suspect: Jason. That, too, was kept out of the news. At least in Gotham.
When Jason was finally able — and allowed — to tell and reveal the things he remembered of the times following the accident, he was accompanied by Bruce, Barbara, and Dr Kent Nelson. The whole questioning by the police took part at the hospital, in Jason's room. Although Jason had asked for Tim to be there, too, Tim had to miss it - the police came at seven a.m.; clearly expecting Jason to be alone. None of them must have predicted Bruce and Barbara coming from the Wayne Tower penthouse - located right next to the hospital. Nor did they expect the insistence of Nurse Crystal Brown — Stephanie's mother — to not leave Jason unsupervised by an adult until Dr Kent Nelson arrived, mere minutes before Bruce and Barbara came in.
Jason's smile at Stephanie when Tim brought her in was majestic.
"Thanks for having your mom look out for me, Blond-- Steph." he said, quickly correcting himself.
Stephanie shrugged. "I told her it was you who'd gotten me to theater. All she said was not to follow your footsteps further." she grinned mischievously. "...and you still may call me Blondie. I liked having a nickname."
Jason laughed. "Ha! Yeah, I agree. I'd tell me not to follow my footsteps, too. But it would be kinda moot. Besides, this adventure is far from over, I think."
And oh, boy, was he right. Again, Tim had to give Barbara credit for somehow being able to manage the company while running an investigation under the radar.
They had eventually decided to hire Victor Sage, who had ended up interviewing Jason only with Tim present - by Jason's own consent. There was virtually no gaps from what Jason told Dr Nelson and the cops with what he'd told Sage.
Jason had recalled a few fights while he was somewhat unconscious, both involving Danny or Ellie; and Tim was certain that if Sage — or the cops, for that matter — would cross-check Jason's words against Danny or Ellie, they would corroborate the stories. Sage confirmed it a few days later, as he called with the report of having chatted with Danny and Ellie, and their mother.
What Sage brought along was the news that the local police had not come to either Danny, Ellie, or their mother. That, in Tim's mind, confirmed his suspicions that the cops would likely blame Jason for Napier's death, and blithely overlooking the underlying issue of Napier holding Jason prisoner and neglecting his injuries.
For the legal defenses, though, Barbara finally decided on Kate Spencer. Spencer, a former ADA of Gotham City before she 'crossed over to the other side' and became a Public Defender, was well known to be a ferocious defender of the wrongly accused. She was also known to flat out refuse to defend criminals or those she knew to be guilty. In spite of the numerous complaints from said criminals, she did not care, adamant on only defending the innocent.
"We need to come up with a different angle." she said when they gave her Sage's report.
"So relying on the lost street kid with daddy issue is no longer in the books?" Dick quipped.
"Definitely not. That might work for you, Grayson. But not in this case." Spencer said. "I would like your permission to dig through Wayne House's business deals." she directed the comment to Barbara.
"What are you looking for? I'm not going to forbid you from looking, just maybe I can help if I know what you're looking for." Barbara replied.
"That's what I don't know, actually. There could be something in the papers — finances, deals — that lead to Napier or, presumably, the person who wanted Napier dead. There has to be a cross in there somewhere. There is just no rhyme or reason why Napier would zoom in to Jason instead of Grayson here, for instance. Or maybe even to young Drake here - he's got some assets of his own that Napier could assimilate without much fanfare or effort."
Tim blinked as a schematic started to appear in his brain. "Oh, I think I know what you're looking for. The first question of a murder is not 'who did it', right? It's 'who benefits'." he said. "You want to see if anyone other than Napier would benefit from his own death."
Spencer glared at Tim with such intensity that Tim reflexively curled back into himself and kind of hide behind Jason. "You... I think you would've been a more beneficial hostage, but I can also see why you'll be more of an effort. You're smart..." she paused and looked at Jason. "not saying you're not, just..."
"No need to backtrack, lady, Timmy is a genius. Not smart. He'd seen a scheme from miles away even before anyone come close." Jason waved her off. They have decided on having the meeting in Jason's hospital room, and Jason was quite happy with it, he did not feel like he was being left out. But for Tim, the main reason would be the fact that Barbara has full control of all kind of surveillance devices within the hospital. If there is an anomaly - i.e. a bug or a hidden camera; she would know right away. "What scheme then, Timmers? Care to share with the rest of the class?" Jason prompted, prodding Tim to get out from behind him.
"I'm not sure yet.." Tim admitted reluctantly. "It's just... I thought it a bit-- kind of jumping the gun with the way Napier had built his scheme. He would not need to get you seen in LA's theater industry like he'd done. He would not need to make you visible in the industry, even by booking you the shows you've deemed to be small gigs. He could just get you there, and then ditch you, banking on the idea that you won't call Bruce to get you home out of shame for doing small gigs instead of 'major' LA shows." he explained.
"Even if he wouldn't call Bruce, Jay would've called me." Dick pointed out. "Or Babs, or you."
Jason nodded. "Yeah. Probably Dick, though - he owed me fifty bucks. Still owe me, actually." he said, pointedly ignoring Dick's dirty looks at him. "I'm not stupid enough to not know how to call collect." He added, maturely emphasizing his statement by sticking out his tongue at Dick. 
"Or he could've gotten you hooked to drugs or alcohol - quicker still even with you resisting." Tim pointed out. "I'm just reading out all kinds of scheme here - maybe more of the 'fallen angel' trope of Hollywood."
"I don't and won't do drugs, ever." Jason replied. Then he paused, looking at his IV line. "Okay, maybe once my pins are out, I'll stop. But this thing is prescribed." he added defensively, pointing at the IV.
"That's just saline, you only have painkillers when you go to sleep, and the next painkillers are on standby for physical therapy sessions." Barbara told him.
Jason glared at her in surprise. "What?? You mean I can ask for painkillers after physical therapies?? Why didn't you tell me this yesterday?" he demanded.
"Well, you didn't look like you need it." Barbara pointed out. "They did give you one at night, didn't they?"
"I was miserable the whole day!" Jason protested.
"Guys? Focus?" Dick groaned. "Tim was giving us his theories here."
Jason pouted, but returned his glare to Tim. "Go on. I might be persuaded with alcohol, though. But turning someone to an alcoholic can't happen overnight."
"Right. Worst case, but simpler scenario, still, he could just trafficked Jason out of the country." Tim continued. "Instead he just drugged Jason and dumped him out of the way. I'm still not... clear on why."
"I think he just wanted to destroy Bruce." Jason shrugged. "I mean, we all know who Bruce's favorite son is." he added with an waspish grin toward Dick. "And by that I mean the one Bruce would move mountains for. Taking me would not make him move mountains."
"He would, too!" Dick protested. "But, anyway. Regardless of the 'why,' you're still not answering the 'who benefits' question." Dick reminded.
"That's just it. I can't see Napier benefiting much from destroying Bruce. If he wanted fortune, he could just... collaborate, maybe?" Tim mused.
"...on Burlesque shows?" Dick scoffed. "No offense, but he should've collaborated with the Kane House for that. Not us."
"I agree," Jason nodded. "So when did Kane House asked to join again?"
"You're not expecting Kane House to..." Dick gasped.
"Oh no, no. Just curious." Jason clarified. "I mean, I've told you before I left that at this rate, the only houses that would remain in Gotham would be the Wayne and Cobblepot--"
"That's it!" Tim suddenly exclaimed, startling Dick and Jason.
"Jeez, Tim, warn a guy!" Jason retorted.
"Sorry, guys. Just... that's just it. No one would benefit if the Wayne House is destroyed but two: Kane House or Elliott House." Tim said. "Kane House had opted to join Wayne House, due to their familial ties. Elliott House?"
"Mama Elliott have been whistleblowing that she would rather merge than vanish..." Barbara said. "But her son... not so much."
"I thought Tommy Elliott is a physician?" Jason said. "Why would he care for theaters?"
"I don't know. Buuut..." Dick shrugged. "It's the most... well... plausible thing I've heard."
"Right, so we'll bookmark that theory for now and look for supporting evidence." Spencer remarked. "I need to be in court in an hour, folks, so if you'll please excuse me."
They thanked Kate and ordered some Chinese food for their dinner - even after the protests of the nurses. Hey, Jason has problems with his legs, not his tummy. And he's a growing boy. Or so Jason claimed. Plus, it's not like he wouldn't eat the hospital food, anyway. Not even the threat of gaining too much weight to hinder his physical therapy session could deter him from eating.
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slapegg · 6 years
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Quick Critique: Timespinner
Timespinner is shamelessly on the nose about its influence from Symphony of the Night. It even tips its hand very early about its inverse castle and has an Order of Ecclesia-style quest and weapon system. It may not win any awards for originality, but at least it cribbing from some of the best games ever made. It's just sooo a wannabe Symphony of the Night. The UI and menus, Familiars, Relics, items, enemy functions, and even some decorations and room layouts are cribbed directly from the source.
Timespinner's main addition is a time travel story, which I also happen to be a fan of. However, it doesn't lean into the time travel enough. Early in the game, you burn down some vines in the past so 1,000 years from now, a pathway is open (those are A: some incredibly strong vines to last for 1,000 years, but also B: some incredibly crappy vines that in 1,000 years they couldn't even grow back 6 feet?). I was hoping for a lot of things like that, but those vines represent almost all of the non-narrative time travel shenanigans. You do some pretty major events to monkey with the past but the biggest thing that happens is that you open a gate. I want to avoid spoilers, but you seriously change things in the past but none of it is reflected in the future until you do the Big Three Things the story requires and then a gate opens. Any one of the things you do in the past should have major ramifications, but no, everything turns out exactly the same. The story starts to wear out its welcome towards the midpoint of the game. The collectible journals and character dialogue just seem like slight variations on each other, constantly pushing a “both sides are bad” narrative that doesn't really wrap up in a satisfying way. All of the endings are good in their own rights and avenues worth exploring, but there are some characters that seem to come out of nowhere and clash with the rest of the game, but their origins just get swept under the rug. The game's inclusiveness is also handled in this clunky fashion. Every single person in your camp has a revelation about their sexuality or gender identity they want to share with you. Some of them fall really flat due to the writing or art. The big payoffs to most quest lines are dialogue about the camp members, so you finish off a quest to reveal that a guy has a crush on another camp member! ...And? It turned out a character I thought was a woman due to her character portrait was actually a man so the reveal was supposed to be that the two characters were gay. The quest line only retroactively made sense after I finished the whole thing and only then did the two characters refer to each other as “he”s. I spent all that time farming random drops from enemies and THAT is all I get? You get up to your business, camp people, I'm here for upgrades. I'm not helping you out of the goodness of my heart, I want to level things up and see numbers get bigger!
On the plus side, there are so many things to level and see numbers get bigger. You can level your character, your Familiar, and weapons that fill up two melee slots, an active spell, and a passive ability! Unfortunately, there isn't much reason to change your weapons. The second active spell you get in the game is the best one and I stuck with the same passive almost the entire game, only changing it to use the passive that reveals breakable walls. Most of the melee attacks are just variations on each other and every new weapon starts off at level 1, so there isn't a good reason to swap away one you already have leveled up. For an exploration game, it's also stingy with the traversal upgrades. There aren't many and most of them are back loaded so the first half of the game doesn't change much. I had completed two of the three ending paths before I got the final upgrade. It's infuriating to see the credits roll with so much of the map unexplored.
Timespinner does a good job managing its combat. It's just complex enough but no more than that, so it doesn't wear out its welcome. The enemies do have weirdly high amounts of health. Boss fights plod along due to this. It usually isn't hard to figure out the boss's patterns but you have to do them over and over slowly chipping away at its healh, just trying to not get sloppy and take hits here and there. As long as you're doing your sidequests, your character will also have a lot of health, so you have to get really sloppy to be in any real danger. I perpetually felt underleveled due how long it took to kill everything, but at the same time, I didn't use a single healing item until I got to the final bosses.
There are a few plus-ups that are worth mentioning compared to SotN. You can put markers on the map like in Mirror of Fate, so you can make notes on places to backtrack to. But for some reason, you can't see those markers when fast traveling, so you need to check your map, then fast travel and look at that same map again. It has one of the speediest save processes and it's glorious. You just need to walk past a save spot and it automatically saves and heals you without any extra prompts. One weird thing to call out is that Start doesn't close the pause menu, it selects a thing inside the menu. Thank goodness for the confirmation on using items, because it's hard to break yourself of the habit of pressing Start to close a pause menu, so I'd just jam on it and accidentally enter menus and select items to chow down on.
Timespinner is a darn good representation of what went wrong with the indie game promise. It's a pretty good game, but it also kind of shamelessly rips off an existing game so that lessens what Timespinner does well. Rather than funding something new or original, Timespinner is probably going to get lost among shrugs of “it's another one of those”, which is a shame. Timespinner is a good “one of those” and maybe the only Kickstarted game I've left feeling good about. It's totally worth playing, it tells a good story, and I enjoyed my time with it, but it's hard to recommend to anybody outside of people that just need another hit of a Symphony of the Night fix.
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aion-rsa · 3 years
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Why Twilight: Breaking Dawn – Part 2’s Twist Ending Works
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Let it never be said that the Twilight film franchise doesn’t know how to make an entire movie theater gasp aloud in shock and horror. In 2012, with the release of The Twilight Saga: Breaking Dawn – Part 2, the final installment in the paranormal romance adaptation, it did just that, delivering a twist ending bloodbath that seemed to differ wildly from the book’s canonical conclusion… before immediately backtracking on the entire thing. The movie reveals that the sequence is simply a vision Alice Cullen shares with Michael Sheen’s Volturi leader Aro in order to convince him to settle their families’ vampire disagreement over Renesmee peacefully, which they do. And they all live happily ever after.
“To me, it’s like an eight minute musical number,” director Bill Condon told Vulture in 2012 of the film’s wild climax, adding that he had particular fun deciding who would be killed in the “dream” sequence. (For those keeping track at home, it was: Carlisle, Jasper, Jane Caius, Marcus, and Aro.) “When I got involved, it was just a sentence, ‘There’s a battle.’ But then it was fun to actually come up with it. That was, I would say, the biggest thing I worked on for two years.”
Condon’s delight in bringing this sequence to life translates to the screen; the director goes all in for the vampire-werewolf battle, which features some truly gifted thespians (including both Michael Sheen and Rami Malek) fighting wolves and glaring at one another intensely across the snowy tundra. The CGI-driven action is brightly lit and easy to follow. The movie gives each and every gruesome death its moment in the winter sun, letting the potential plot and character implications hit. Honestly, this entire sequence is a gift. It allows fans to see this cast and these characters battle it out in the most dramatic of ways without changing the ending of a beloved story. As a Twilight book fan who saw it in theaters, it was a hell of a good time.
It’s also not technically a deviation from the book’s plot.
“I don’t think there’s anything in there that’s not aptly suggested by the book, which is very interesting,” screen writer Melissa Rosenberg told Pop Sugar in the lead up to the movie’s release in 2012. “I mean, the book is all very much Bella’s point of view, so, for instance, when Jacob comes to Bella and says, ‘I just told your dad I was a werewolf,’ I get to actually go see that. Bella only meets their stories once they’re there, and we get to actually go with the people who are finding them, and meeting them in their environment. So it’s a lot of fun for me, and actually the final sequence at the end . . . I get to do a little bit of inventing there.”
Most of The Twilight Saga is incredibly faithful to Stephenie Meyer’s book series, which a majority of fans seemed to appreciate given the franchise’s collective box office numbers, totaling in the billions of dollars. But what works on the page doesn’t always make for the best on-screen story. Rosenberg knew that and found a way to integrate a big budget action scene into the saga’s epic conclusion without ever changing the book’s plot.
It’s an interesting albeit superficial solution to a frequent adaptation problem, and honestly one that I can’t imagine working for most franchises. But The Twilight Saga isn’t just any franchise. The blockbusters have a massive fandom driven mostly by girls and women. Most Twilight fans, of which I would consider myself one, don’t read or watch Twilight primarily for the plot. Twilight, like any self-respecting representative of the romance genre, is an emotion-driven story in which the plot acts as a vehicle to evoke various feelings in the characters and, in turn, the reader. It’s the intensity and/or complexity of that emotion that keeps fans engaged, and coming back for more. And boy, does the Breaking Dawn – Part 2 twist evoke some emotions.
Romance is also usually a genre known for happy endings, which is why the quasi-twist in Breaking Dawn – Part 2 is both so effectively shocking and would have been a bad choice should it have been “real.” The happy ending is an integral part of the promise for catharsis that the romance genre gives its readers/viewers. Romance readers have a different relationship to the angst and struggle of a story when we know it will all work out in the end. It’s no less or more valid a story structure than the horror genre, for example, which usually relies on the opposite kind of promise when it comes to its ending. But it is one that often needs defending in mainstream culture.
The Twilight Saga: Breaking Dawn – Part 2 is not a cinematic masterpiece. There’s a limitation to faithful-above-all-else film adaptations like Harry Potter or Twilight that often keeps these franchises from making the best creative choices. But I like that The Twilight Saga resisted making a change that would have alienated much of the main audience for these films, especially this late in the game. Instead, with the twist ending, fans of the book series were able to enjoy a franchise-ender that truly shocked us without losing the saga’s happy ending in the process. (Let’s just agree not to talk about the Renesmee/Jacob stuff, OK?)
The entire Twilight Saga is now available to stream on Netflix.
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How do you feel about the Breaking Dawn Part 2 ending plot twist? Let us know in the comments below.
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