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#another of his projects goes wildly rogue
dduane · 5 months
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The funniest line in this article: "Like other AI chatbots, Grok does not actually understand any of the information it generates."
Considering the way the inventor of the word defined it, somewhere in the afterlife Robert Heinlein is laughing his immaterial ass off. :)
ETA: and also, in the "Very Unintended Consequences By/For Elon" department:
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...See also this thread, as someone with an axe to grind tries again and again to force Grok out of this position. Comic gold.
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mediabasedlife · 3 years
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A Look Back At...The Last Generation (2013-2020)
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I’d like to start this off by thanking those who encouraged me to write this article, my friends and family who encouraged me to rekindle this project despite my own trepidation. I hope its quality lives up to those lofty expectations.
     Say what you will about the hobby, gaming is in many ways the gift that keeps on giving. Every year there are hundreds, if not thousands of new offerings for every brand of player out there. And wouldn't you know it, there's a fairly significant portion of that library that are actually pretty good. Now, people will argue ad infinitum about what games are the best, or what consoles, or even which generation trumps the rest. This diversity of opinion is what has allowed gaming discussion to thrive just as potently as the medium which it encapsulates. Like any opinion, all of this is especially subjective; great games have been coming out pretty much every year since gaming began, a trend that seems like it will continue as long as gaming itself continues to thrive. While some may argue, I would say the latest generation thrived especially well. Ignoring the Wii-U, since I never owned one, and skirting around handhelds, the latest generation spanned the life of the Xbox One, the PlayStation 4, and technically, the Nintendo Switch. And through their seven-year life [switch notwithstanding], we saw the release of some truly excellent games - from top budget AAA titles to humble indie offerings. Now, in 2020, while we as a community are taking our first steps into the new generation of gaming, I think it fair to take pause, gaze back, and remember some of the games that made the latest generation so memorable for so many.
2013
    2013 marked the start of the last-gen, with the release of both the Xbox One and the PlayStation 4. Both consoles were built to shepherd out their predecessors, marking leaps in visual fidelity and infrastructure that would empower them to become the monoliths of gaming that they hoped to be. I won't say that both consoles had an equally vibrant launch, but they both tried to put their best foot forward. While the Xbox was busy desperately trying to become the multimedia center for your living room, Sony kicked off the next generation in style, releasing a whole seven days earlier than its competitor. With the Xbox not far behind, both consoles brought a suite of new, shiny games to play. Well, in theory, anyway. I'm not here to speak of the quality of the launch lineups of either console, but what I can do is list off the game that stood out, and why it made it onto my list.
-Assassin's Creed Black Flag      Black Flag actually saw its initial release on the PS3 and Xbox 360 almost a month prior to the soon to be current generation, but with both new consoles came a second release, one that came equipped with all the bells and whistles you'd expect from what was then a next-gen game. It doesn't look good for my list to start things off on a technicality, but this game is worth it. Black Flag remains one of my top three Assassin's Creed Games, which is saying a lot considering the sheer scale of the franchise. Fresh off the love it or hate it Assassin's Creed III, Black Flag looked to take a revitalized approach to the franchise formula, playing off of fan feedback, expanding upon what fans loved from AC3, and adding in new activities and a broader, fresher open world to explore. In it, you play as Edward Kenway, a charming rogue of a pirate who kicks the game off by stealing the identity of a defected Assassin. Expecting nothing more than riches and glory, his masquerade instead goes quickly sour, thrusting Edward into the conspiracy filled, secretive world of the Assassin and Templar conflict. What makes this story stand out is how different Edward was as a protagonist, seeing him acting largely indifferent to the traditional formula the assassin's creed games had followed thus far. The game's setting also helped it immensely; the game plays more like a pirate simulator, seeing players sail the Caribbean searching out treasures and fame, gathering a sturdy ship and a hearty crew, engaging in thrilling naval battles, and basking in the warm glow of the sun-drenched sands that define the game's many islands. Along the way, you interact with a bevy of historical or mythical figures, such as Blackbeard, Captain Kidd, Calico Jack, and many more. All of this came together to create an immensely satisfying game, a standout amidst its peers and predecessors, and an experience that still stands the test of time despite the numerous sequels it has received.
2014
    2014 was the year the new generation really started to pick up. The consoles had begun to get their footing, truly ushering in the next wave of quality games and proving their value to the players. Several critically acclaimed games got their start here or saw revitalized releases on the current generation of consoles. However, there were a few strays, games that elected to release on the prior consoles first and foremost, games that wouldn't see new-gen ports for some time, and others that never did, but still merited recognition and praise. But how many will make it onto my list? Well, you'll just have to read on.
-Titanfall     Titanfall was, for me, the first game on the Xbox One that truly cemented it as a worthy purchase. It was a melting pot of ideas and innovation that I immediately fell in love with. Built with an always-online principle, Titanfall sees players engaging in a pseudo-campaign of multiple, looping competitive matches. On the surface, you could easily glance Titanfall's way and see nothing remarkable. Another first-person shooter in a sea of competitors, all of whom had far more clout at the time. But what set Titanfall apart from the start was its dedication to movement, satisfying and fast-paced gunplay, and especially, robots. See, Titanfall's whole gimmick is this; players take on the role of Pilots, better than average soldiers of the far future who are deployed in times of conflict as superior ground troops, but more importantly, heavy artillery. As pilots perform well on the battlefield, they can call in the titular Titanfall, summoning their respective Titan to the fray. Titans are large, deadly mechs that can be piloted by the player to give them a distinct advantage in battle. What this translates to in gameplay is simple; as players make their way through matches, they build up a meter which when filled allows them to call down a massive robot to wreak havoc. Every player can do this, usually multiple times a match if they're good enough. Titans are fast, tough, and lethal, and fun as hell to control. But what kept the game balanced was the fact that titans weren't invincible. All players came equipped with anti-titan weaponry, alongside their usual loadout of rifles or handguns. This meant that anyone could take a titan down if they were savvy. The titans, coupled with the frantic movement and satisfying shooting, made Titanfall a one of a kind game. It's fitting, then, that the inevitable sequel would go on to improve on it in virtually every way, but that'll have to wait for later.
-Diablo 3     I will admit to not having played this in its initial release window, in fact, some years would pass before I finally picked it up on console during a sale. And though my time with it was quite belated, I would still consider it to be a genuinely fun game, one worthy of being on this list. In Diablo 3, players choose between seven classes; Wizard, Monk, Necromancer, Witch Doctor, Demon Hunter, Barbarian, or Crusader. From there, they are thrust into the demon-plagued land of Sanctuary, beginning their adventure in the town of New Tristram. Each class has a different backstory and a slightly different narrative throughout, but the core throughline is thus; you are sent to the village to investigate reports of a falling star, only to be swept up in a fight against hell and heaven itself for the fate of the world. In terms of game difficulty, the game sports an impressive twenty difficulty tiers; easy, normal, hard, master, and then sixteen levels of torment. Should players want an even greater challenge, there's also hardcore mode, which starts you off with permadeath: you get one life, no exceptions. Die, and the character is gone for good. Overall, I would say that Diablo's biggest strength is in its gameplay loop; Diablo plays like a top-down, hack and slash role-playing game, with players exploring the various levels in search of loot all the while battling hordes of enemies and leveling up, earning new abilities and skills that players can swap out to create their ideal builds. The core gameplay loop, while simple, is wildly addictive, with a massive loot pool to chase in an effort to grow ever stronger. Each class plays differently, but all of them are easy to learn. Diablo also supports local and online multiplayer, making it a great game to play with friends or family.
-Sunset Overdrive     Sunset Overdrive is a game I've previously covered on this blog before. In fact, I'd say I did such a good job that if you want to read about it, go read that article. But if you'd rather not click away, let me give you the TL;DR. Sunset overdrive is a satirical open world game made by Insomniac in which you play as a cocky and comedic hero out to save their city from a bogus energy drink that caused a pseudo-zombie outbreak. It's built around movement, with the player grinding on rails and running on walls and doing everything they can to stay mobile while gunning down the mutated enemies and exploring the environment. It's funny and feels great to play while being hampered by an underwhelming character creator and suite of customization options, but still manages to come out on top as an immensely satisfying game.
-Destiny     Destiny is the brainchild of one Bungie studios, the original creators of Halo, the next game on this list. Fresh off their amicable split from Microsoft, Bungie did what they did best; develop a truly great FPS. But this time, they added a twist; Destiny is equal parts Shooter, Looter, and MMO. It took these three core ingredients and mixed them together with gusto, delivering an immensely entertaining game that felt incredible to play both alone or with your friends. The story of destiny is a long one, but can be summarized simply; Some years in the future, Humanity met and allied with an alien being known as the Traveller, an alliance that heralded massive technological and social leaps, ushering in the new Golden Age of humanity. Unfortunately, the Traveller's natural enemies, The Darkness, attacked the solar system, destroying much, and whittling down the last survivors to a single safe city. In response, the Traveller created Guardians, reanimated protectors infused with the Traveller's power, tasked with defending the earth and all its colonies from the encroaching forces of evil that threaten this dwindling peace. Resurrected by a ghost, an emissary of the Traveller, you play as one of these Guardians; taking on the role of either the agile Hunter, the cosmically magical Warlock, or the strong and stalwart Titan. From there, you could either progress alone or join up with friends to take on the challenges of the solar system, pushing back the forces of darkness. Although lacking in longevity in its first outing, destiny was quickly expanded and iterated upon, turning it from an already impressive game to a true powerhouse and pillar of its genre.
-Halo: The Master Chief Collection     I won't pretend this started off as a flawless, perfect compilation of prior Halo games. But I love Halo, and I loved playing these games again, so it makes the list. Especially after all of the improvements and subsequent additions 343 made to the collection post-launch. On release, it featured Halo CE, Halo 2, Halo 3, and Halo 4, but has since gone on to include Halo 3: ODST and Halo Reach as well. If you're unfamiliar, Halo is a staple franchise in the Xbox lineup, and the master chief collection sought to unify all of the prior releases under one umbrella for the newest console. Halo is a sci-fi FPS franchise, largely following the saga of the titular Master Chief Petty Officer, John-117. John, or Master Chief as he is more commonly called, is a Spartan; a supersoldier of the future, who fights to protect humanity from an alien collective dubbed The Covenant. In the first game, Master Chief crash lands on an alien ringworld known as Halo, which later turns out to be an ancient superweapon created to exterminate all sentient life in the galaxy. Subsequent games only build the stakes from there, seeing John stave off one intergalactic threat after another in a franchise that continues to satisfy time and again. What the Master Chief Collection does is bundle everything up in one convenient package, while simultaneously offering tweaks and improvements to complement the technological advancements of the new consoles. It offers local and online multiplayer, both for its story and its competitive modes. Overall, even with the flawed beginnings, I would consider The master chief collection a must-have for Xbox players.
-Grand Theft Auto V     Ah yes, GTAV, the game that refuses to die. Technically, this game released on the Xbox 360 and ps3, but it's been put on the PS4/XBO and now even the PS5 and the latest Xboxes too. I won't be surprised if this game gets ported to the consoles that come after that, too, in seven or so years. This game just won't quit. But that's also a testament to the dedication of its player base and the overall quality of the game itself. GTAV is an irreverent, biting joy of a game, replete with humor and charisma. It was, and remains, the latest in Rockstar's open-world crime franchise, in which players take on the role of not one, but three separate characters trying to make their way through life in Los Santos California; Michael, a retired crook stuck in the witness protection system, Michael's former, quite deranged partner Trevor, and rounding out the cast is Franklin, a street-savvy up and comer. Together they go about committing numerous heists, shady deals, and more than a few moments of mayhem in their quest for glory. Its secondary selling point was a robust and open-ended online mode, where players could create their own character and participate in myriad activities with and against their friends and strangers for fame, money, and clout. This is the mode that has kept GTA going in the years since its release, and it is the mode that has seen the most improvements and updates as well. I spent a not inconsiderable amount of time in it myself, but it was always the story of Michael, Trevor, and Franklin that drew me in overall.
-Tales from the Borderlands     Tales from the Borderlands is the only Telltale game I'm putting in this whole list. Not for lack of quality on the other games' parts, but simply because this one has to be my favorite. For those unfamiliar, Borderlands is a series of FPS games that take place far in the future on the fringes of space; the titular Borderlands. It follows a revolving door of ragtag Vault Hunters, people who go in search of mythical, alien "vaults" that are rumored to contain vast amounts of treasure. They are incredibly popular, addicting looter shooters that match satisfying gunplay with beautiful cell-shaded graphics, topped off with charming and funny characters and not too shabby storytelling. Telltale games, on the other hand, are traditional point and click adventure games, released in episodic formats and usually broken down into seasons. They focus on storytelling first and foremost, showcasing incredibly compelling narratives influenced by player choice. You'd think, then, that these two dichotomous formats wouldn't pair well together at all, but Tales from the Borderlands proves that sentiment is wildly false. Tales from the borderlands took what was great about previous telltale games, and matched it perfectly to an original tale set in the Borderlands universe. It weaves an incredibly compelling narrative, filled with equal parts humor and feeling, and manages to tell one of the best Borderlands stories to date.
2015
    I don't have a lot to say about 2015. The new generation was still going strong and saw some truly excellent games grace its shelves, many of whom are going to appear below.
-Bloodborne    2015 kicked off incredibly strong with Bloodborne, the latest instant classic from the studio behind the equally popular Dark Souls franchise. Bloodborne melds the skill-oriented, punishing combat and exploration heavy maps of the Souls games with an eldritch, psychological atmosphere, a match so perfect it went together like peanut butter and chocolate. To espouse the story of Bloodborne would be an effort in itself, but  I shall do my best to summarize it; Shirking the more medieval settings of the Souls games before it, Bloodborne sees players navigating the victorian gothic town of Yarnham, a city plagued by beasts and monsters. It is these monsters you are tasked with dispatching, taking on the role of a Hunter of Beasts, sent to cleanse the town of that which ails it. But not is all as it seems, and the beasts may not be the only monsters Yarnham has to offer. Outside of its interpretive yet incredibly strong narrative, Bloodborne offered equally polished gameplay, iterating on the previously mentioned combat from prior dark souls games to create a punishing yet wildly satisfying gameplay loop that was easy to learn yet hard to master. Bloodborne forced players to always be on their guard but gave them no shield or barrier with which to do so, believing that offense was the greatest defense, making success hinge on your willingness to fight and your skill in surviving the nightmares that Yarnham had to offer. A melding of horror, action, and exploration, Bloodborne was a true success, cementing itself for years to come as a top tier action-RPG, and saw countless fans that remain dedicated to it to this day.
-The Witcher 3: Wild Hunt     I'm going to be blunt; This is one of my favorite games of the last generation. It is a top tier RPG, made up of an incredibly charming cast of characters, a beautiful open world, and a thrilling, fantastical narrative that all come together to make one of the best games to release in the last seven years. Though a sequel to not only two prior games, but also a long line of books, The Witcher 3 was surprisingly friendly to newcomers, of which I was one at the time. Despite its pedigree, I felt right at home in the world of the Witcher, quickly picking up on what I had missed in its long and storied life. The Witcher 3 puts players in the role of Geralt of Rivia, the titular Witcher, a magically enhanced human tasked with routing out monsters that threaten the world of man. This time around, Geralt is searching for his ward, Ciri, as he navigates a world fraught with monsters and men in equal measure. what starts as a simple search for a missing friend quickly blossoms into an adventure for the fate of the world itself. Though a fantasy RPG at its heart, the witcher manages to tell some particularly grounded and human stories, and this game is no exception. One moment will see you stalking a beast out in the wild, the next will see you navigating political intrigue in the courts of royalty. But it all flows together to create one of the best RPGs I've ever played, and one that earned a not inconsiderable amount of well-deserved praise when it first debuted back in 2015.
-Assassin's Creed Syndicate     Hot off the heels of the muddied AC Unity, Syndicate was the last proper Assassin's Creed game before the franchise would experience a massive genre and gameplay shift in its next entry. Where Unity saw too much focus on graphics and not enough care anywhere else, Syndicate finely balances all of its parts to create an impressive experience overall. This time around, players get to visit London, at the tail end of its industrial revolution. Out goes flintlocks and swords, in came steam and steel. This entry sees players in the role of both Evie and Jacob Frye, siblings fresh off their induction into the Assassin Brotherhood, tasked with dispatching justice on their Templar foes across London. The setting isn't the only big change for this game, as Syndicate saw an overhaul in both visual quality, scale, and gameplay. London feels lived large and lived in, with plenty of ground to explore and streets filled with people going about their day-to-day. Missions are split between Jacob and Evie both, with some allowing you to pick and choose and others forcing you into the shoes of one or the other as they work together to clean up the city. It innovated on the traditional gameplay loop, with this game having you going from borough to borough, toppling its templar leaders and expanding your sphere of influence with the aid of historical figures like Charles Darwin, Karl Marx, and Nikola Tesla. These famous faces are not the only people lending the Fryes their helping hand, as Syndicate also put the Fryes in charge of their own street gang, a ragtag group of brawlers and scouts that would come to their aid at the press of a button. Most times, conquering a borough involved you and your gang scrapping it out with those of the templar order, dusting knuckles to see who got the final say in the control of the area. This may seem at odds with the traditionally stealth-oriented approach prior games focused on, but that side of the game was not neglected either. Assassination missions saw fine-tuning and innovation as well, with players able to plan out and partake in uniquely tailored kills that matched the locale and personality of their target, from disguising yourself as a scientific cadaver to kill a corrupt doctor to allying with a guard and feigning capture to infiltrate and kill a target in the Tower of London. The game saw improvements out of combat as well, with Syndicate receiving a large overhaul in its parkour movement and general navigation. The Frye twins come equipped with a grappling hook that allows for speedy travel across London's many rooftops, while ground travel was made all the more expedient with the inclusion of horse-drawn carriages. The general parkour itself was also tuned, allowing for freer player movement and tighter directional control. All of this to say, Syndicate saw some truly welcomed improvements, iterating on the legacy and creating a lasting impression that stands up as one of the better games of the franchise.
-Star Wars Battlefront     While I've spoken of a Battlefront on this blog before, this is not that same game. Rather, this is Battlefront 2015, a soft reboot to the previous Battlefront line of games for the new generation of consoles. This Star Wars Battlefront was helmed and developed by Dice, famed for the Battlefield franchise, a line of competent and entertaining military-focused first-person shooters. They were known for solid campaigns, but more importantly, massive scale competitive multiplayer modes. This pedigree is shown heavily in Battlefront, with the game sporting 64 players competitive multiplayer, with teams taking on the roles of either the empire or the rebellion as they fight their way through maps taken straight from the star wars universe, from the snowy plains of Hoth to the immense forests of Endor and everywhere in between. The game was replete with game modes and had the ability to be played in either first or third person. Players were given access to a modest selection of in-universe weaponry, and could even take the role of recognizable star wars heroes on occasion. Visually, the game was stunning, with incredibly faithful and detailed recreations from everything to weapons to the maps themselves. It felt like a genuine passion project, built from the ground up by competent developers and made for fans and first-timers alike. Battlefront, much like many games on this list, has since been usurped by a sequel but remains an incredibly competent shooter and a genuinely fun game to play.
2016
    While 2015 saw the release of some truly impressive games, 2016 was a genuine powerhouse of a year. It saw the rise to prominence of Virtual Reality, through the oculus rift and the PlayStation VR. 2016 also saw the first re-released console of the current generation, in the form of the Playstation 4 Pro, a trend that Xbox would follow as well, seeing the release of 2016's Xbox One S, and in 2017, the Xbox One X. These were touted as faster, better performing, better-looking consoles than their base model predecessors, offering several enhancements to graphical fidelity and console performance, running games even better than they already did. And with these new consoles came an all-star suite of excellent games, a multitude of instant classics from big-name studios and fresh indie developers alike. Many of the games that released this year are ones I've individually covered before, but they still deserve their spot in this article. So without further ado, here are some of the most noteworthy games of 2016.
-Oxenfree     Where Bloodborne was the standout hit that kicked off 2015, Oxenfree did the exact same thing for 2016. Developed by the California based indie team at Night School Studios, Oxenfree is a supernaturally infused, slice of life adventure game that follows Alex, a witty, rebellious, soon to be high school graduate as she makes her way to the fictional Edwards Island, accompanied by her best friend Ren and new stepbrother Jonah. This small group of friends is meeting up with what they assume will be a large group to have a weekend bash, But what was supposed to be a boisterous weekend party turns out to just be two extra guests; Clarissa, a fellow student who has ties to Alex, and Nona, a mild-mannered girl who just so happens to be Ren's current crush. Their modest get together quickly goes south when Alex uses a small handheld radio to tune into a weird signal emanating from the island, unleashing the spirits of a sunken military submarine, long since lost at sea. These wayward souls possess one of the kids and scatter the rest across the island, forcing Alex to uncover the mystery of their death and find a way to save her friends and escape the island. The game wears its inspirations on its sleeve, taking queues from classic ghost stories as much as it does retro coming of age stories, but it adapts these ideas masterfully. As for how it plays, Oxenfree is a side scrolling point and click adventure game, built around exploration and dialogue rather than complex game mechanics. It explores the interpersonal relationships between all the characters as much as it explores the haunted nature of the island itself. It easily shifts between these disparate tones, with a story filled with as many supernatural spooks as sarcastic teenage banter, seamlessly integrating player choice into the mix to create a truly excellent narrative. Oxenfree also features a high amount of replayability, with player choice going on to influence which of the game's many endings, as well as touting a new game plus mode that adds an extra smattering of content for your subsequent playthroughs. Oxenfree was a gift that kept on giving, more than earning its spot on this list.
-Firewatch     Firewatch is the first of several 2016 games I've previously written about, and while my opinion of it may have not been the highest initially, ruminating on it since has led me to a new appreciation of the time I spent with it. I would recommend reading my original review, but the short summary is thus; you play as Henry, a man on the run from his troubles who takes a job in the Shoshone national forest, keeping an eye on the wildlife and ensuring nothing is amiss. Your companion through the game is Delilah, a voice through your walkie talkie, somebody else who has taken the same job as you over in one of the adjacent watchtowers. Throughout the game you explore the forest, keeping the area safe while exploring the mysteries of the area you now inhabit, all the while developing a friendly relationship with Delilah as you go. It's a simple, but satisfying first-person adventure game, with an emotionally charged but comedic narrative about one man's journey to get lost and find himself.
-Stardew Valley     Stardew Valley is a retro-inspired simulator game about a down and out office worker who inherits their grandfather's farm in the titular Stardew Valley. They leave their mundane life behind and embark on a new journey in rural life, building up the farm from a rundown, untamed field into a bustling agricultural powerhouse, all the while making friends and forming bonds with the locals that you meet along the way. Stardew plays like a dream and features a stunning pixellated art style that complements its easygoing nature. Stardew is a game you can get lost in with ease, featuring an incredibly satisfying gameplay loop; It's a charmingly simple sim, one that encourages players to make their own way and their own choices, with a multitude of different ways to spend each in-game day. You're encouraged to play the game at your own pace, experiencing its range of content as it comes, rather than being railroaded into any one path for progression. It's a game that encourages exploration, diversity, and freedom, one that never really ends. Stardew made waves when it first came out for being such an open-ended, friendly experience, and it has since gone on to be heavily expanded upon by its developer, seeing releases on even more platforms and accruing even more fans along the way. It's a game that's easy to love and hard to put down, a comfort food game that makes you want to revisit it time and again.
-Titanfall 2     Where the original Titanfall was an excellent Xbox exclusive, Titanfall 2 bloomed the franchise into a multiplatform powerhouse. While it kept the excellent multiplayer modes, Titanfall 2's biggest change was the inclusion of a proper single-player story, and it's this inclusion that sees Titanfall 2 earn a place on my list. Titanfall 2's campaign is short, but sweet, seeing players take on the role of Jack Cooper, a pilot in training under the mentorship of an experienced soldier named Lastimosa. Unfortunately, on their first field mission, Lastimosa is killed, forcing Jack to embrace his future role as Pilot in an effort to survive and keep Lastimosa's experimental Titan out of enemy hands. This Titan, given the codename BT, is unique among Titans in that it can freely equip the various titan weapons and abilities, while simultaneously having an expanded AI that allows it to perform better in combat than its contemporaries. Together, Jack and BT make their way through the Frontier, coming into conflict with the varied enemy forces that they were originally sent in to stop. The campaign is brief, but what it lacks in lengths it makes up for in entertainment; the banter between Jack and BT makes for some great dialogue, and the campaign is perfectly built around the shooting and movement tech that made the first Titanfall so distinct, creating a series of levels that are just as built around gunfights as they are around precise first-person platforming. The game's environments are also beautiful to look at, varying from gritty industrial complexes to lush jungle environments that are as nice to look at as they are to maneuver through. Accompanying the stellar story mode is the recurring suite of multiplayer offerings, all of which have been upgraded and improved upon to complement the innovations of the sequel. Where Titanfall was good, Titanfall 2 is great, and it's a continual shame the series hasn't been given more time to shine.
-The Elder Scrolls V: Skyrim - Special Edition     This is another game that I've previously covered on my blog, and it's also another technicality. See, Skyrim technically released back in 2011 but saw so many re-releases in the years afterward that at this point the only device that doesn't natively play it are phones. With this particular re-release, Bethesda sought to give console players the same quality of life changes that PC players had been seeing for years, namely graphical improvements, stability patches, and most importantly, player-created content. Skyrim had developed a bustling and dedicated community of creators in its years since release, all of whom had made countless mods for the game that ranged anywhere from simple tweaks to full-on expansion sized stories, and the special edition release marked the first time Xbox and Playstation fans could get their hands on this library of unique content. It created a situation where the already hefty game could be made all the more robust with fan contributions. Don't like the music? Download one of the unique music packs somebody put together. Want any number of pop culture-inspired items? Looking for some new quests to spice up this five-year-old game? It's all there and more.
-Watch Dogs 2     You might be wondering why I've put Watch Dogs 2 on this list while its predecessor is nowhere to be found. While the first Watch Dogs was a middling revenge story that happened to incorporate some neat hacking based features, Watch Dogs 2 is where the franchise really found itself. It follows the story of one Marcus Holloway, a bright and witty young man who's been framed for a crime he didn't commit by a faulty surveillance network that monitors the city of Los Angeles in a pseudo-dystopic future not so removed from our own. So Marcus does what he does best, hacks into the network and removes himself from it entirely, embarking on a campaign to take the whole system down with the help of white hat hacker collective Deadsec. What sets this game apart from its predecessor is the charisma of its cast and the far more varied ways in which you can use the game's technology to your advantage. Hijack cameras, remote control vehicles, manipulate streetlights, the world of Watch Dogs 2 is yours to manipulate all at the press of a button. And if hacking doesn't get you where you need to be, Marcus has some skills of his own; he's particularly skilled at parkour and quite handy at non-lethally dispatching foes with a weapon of his own design, a billiard ball attached to a bungee cord. And if playing non-lethally isn't your thing, you can also accumulate quite the arsenal of homemade weaponry, all 3D printed from the base of your hacker collective. Watch Dogs 2 is a game about a group of people trying to take down a corrupt system using whatever means they can. It's a witty, satirical, but surprisingly grounded story told across a beautiful open-world recreation of Los Angeles, one that drew me in far more than its predecessor ever managed to do.
2017
    2017 might not have had the same pedigree of games as its predecessor, but it did see the belated release of the latest current-gen console; The Nintendo Switch. A revolutionary step up from the Wii and Wii U, The Switch took the gaming world by storm thanks to its ability to seamlessly transition from a home console playing on your TV to a handheld console able to go with you anywhere. The Switch remains a staple of the console market to this day, easily standing tall next to the Playstation and Xbox consoles both new and old. Aside from the Switch, there was still a healthy collection of games for people to enjoy, some of which will be highlighted below.
-Night in the Woods     Night in the Woods marks yet another game I've personally reviewed, and also stands proud as one of my absolute favorites of this generation. A humble offering from indie studio Infinite Fall, it was a gorgeously animated sidescroller of an adventure game that followed college dropout Mae Borowski as she returns to her small home town of Possum Springs to rekindle old friendships and reconnect with her family. Despite its anthropomorphic cast, it tells a genuinely human story, one that perfectly reflected what it feels like to revisit old haunts; how things can be so familiar yet change so much, seamlessly blending an emotionally charged narrative with a dark, suspenseful hometown mystery. Night in the Woods remains an absolutely incredible game to experience, showcasing themes like mental illness, sexuality, and identity through the lens of youthful wit and clever, dry sarcasm. I haven't played many truly perfect games, but Night in the Woods came damned close to being one.
-Kingdom Hearts 1.5/2.5     Ah yes, another collection of re-releases. Kingdom Hearts technically started back on the PS2, with the release of Kingdom Hearts 1. From there it blossomed into an incredibly diverse and lengthy franchise that saw releases on consoles and handhelds alike, from the PS2 to the Gameboy Advance. What these re-releases did was bundle all of the Kingdom Hearts games into one complete package, and tossed them all onto the PlayStation 4. It created a cohesive collection for this storied saga and presented it all in an easy to follow order that anyone could pick up and work through. Both games also offered the previously exclusive Final Mix content to the west for the first time, expanding on the already hefty games with more difficulty options, more enemies, more story content, and more challenges to keep the fun going and going. But what is Kingdom Hearts, I hear some people ask. Kingdom hearts is a series of action RPGs that follow the adventures of heroes known as Keyblade Wielders as they fight against the forces of darkness that threaten the worlds beyond. They play great, feature an especially enjoyable cast of characters, and tells a heartwarming story of good and evil. A joint project between Square Enix and Disney, Kingdom Hearts features an abundance of Disney characters and worlds, crossing over with various Square Enix properties in this epic struggle against light and dark. That's the easiest summary of the story by far, as delving any deeper would almost certainly confuse the casual reader, but let me say this; The Kingdom Hearts games are fantastic, well worth the time, and with these remastered collections, more approachable than ever.
-Nier Automata     Nier Automata is a tough game to talk about in-depth, on account of just how easy it is to spoil for people who haven't experienced it. But it was also one of my favorite games of 2017, so I'll do my best to give it its due. Nier Automata is somewhat of a hybrid game; it blends so many genres together but somehow manages to do each one of them justice. Equal parts open world, action RPG, Bullet Hell, and more, Nier Automata takes place in the far, far future, in the ruins of earth. Humanity has long since abandoned the planet and sought shelter on the moon, entrusting a group of humanoid androids to defend the planet from an encroaching alien threat. The story follows several of these androids; 2B, 9S, and A2, as they wander the ruins of humanity and fight back against the robot foes that the aliens use as soldiers. It tells an amazing story that all but demands subsequent replays to get the full breadth of its narrative weight across, with each subsequent playthrough seen through the eyes of one of the other characters. Equal parts sci-fi story and humanist breakdown, Nier Automata is a deconstructive, philosophical pondering wrapped in the guise of an anime action game. That's not to say it doesn't wear the disguise well; Nier Automata plays like a dream, with stylish combat and an accompanying score that makes for easy listening both in and out of the game. It's another must-play, especially with the remake/remaster of its predecessor soon to release in 2021.
-Persona 5/Persona 5 Royal     Persona 5 is an absolute joy of an RPG. It's slick, stylish, has a superb soundtrack, and tells a top tier story to boot. You take the role of a down-and-out high school kid who's been forced to transfer from his hometown in the countryside to Tokyo, thanks to a bogus police incident. Labeled a criminal and looked down on by the adults of his new school, the protagonist goes about bettering himself, raising his grades, and making the most of his new life in a new city. He forms bonds and relationships with the people around him, making fast friends with many of his classmates and even some chill adults along the way. Oh, he can also use a supernatural phone app to dive into the corrupted hearts of society, utilizing a special power to battle the evils that lie within and force them to change their ways and confess their deeds. Herein lies the dichotomy of the Persona 5; Much like the other Persona games that preceded it, the story it tells is a hybrid of supernatural mystery and coming of age drama, blending mundane highschool life with a fantasy adventure. It is equal parts life simulator and stylish role-playing game, as you and your friends do their best to repair a broken system using the fantastical powers they've been imbued with. These powers are the titular Persona, powerful creatures that embody the sides of ourselves we keep hidden behind the masks of society. These personas allow one to do battle with the shadows that lurk within these corrupted hearts, creatures that take on myriad forms inspired by religion and myth. Wielding this power, they embark on a journey of social reform, fighting a revolving door of less than scrupulous individuals that all culminating in a battle to change society itself. In spite of its overtly fantastical elements, the story it tells is decidedly grounded and surprisingly relatable; at its core, Persona 5 is about a collective of disenfranchised individuals trying their best to make it through life and change things for the better, a story that was and remains especially poignant and a welcomed escapist fantasy to fall into time and again.
-Slime Rancher     Slime Rancher is an adorable simulator game and one I've praised before on my blog. It blends first-person shooter elements with the farming simulator genre, tasking players to manage and explore a planet on the fringes of space that's almost entirely populated by a race of creatures known as Slime. Slimes come in a varied selection of types and sizes, but all of them have one universal similarity; they all produce a resource known as a Plort that you can trade to an intergalactic trade center for currency, which in turn allows you to upgrade your slime farm and expand into new territories. The gameplay loop is nothing but fun, with each new expansion bringing in new species of slime that you can wrangle and combine to make hybrids that in turn create more valuable plorts. As you make your way through the planet, you start uncovering logs left behind by your farm's prior owner, that weave a narrative of love and loss, a story that drives you forward in your quest if only to see how it concludes. You're not alone in this quest, though, as you have your slimes for company as well as several long-distance conversations via the computer in your home between friends and fellow farmers alike. Subsequent game updates have only expanded upon the experience, seeing new opportunities for trade, daily activities, and more, making an already invigorating and enjoyable game all the more so.
-Destiny 2     It's no secret that Destiny 2 had a complicated launch window. Many fans felt that Destiny 2 left too much of what made its predecessor great on the cutting room floor, electing instead to reset the player base back to zero and tell a brand new story. While I missed some of what Destiny 2 left behind, I was still somebody who found a lot of joy in Destiny 2, as evidenced by the thousand-plus hour count it tells me I've poured into it since its 2017 release. The game has also seen countless improvements and additions in the years since its release, adopting a new seasonal model and even going free to play after a point. Most recently, Destiny 2 saw the release of Beyond Light, the first in a new trilogy of expansions that hopes to continue the game forward over the next few years. So, while it might have had a rough start, it still remains destiny at its core, making it one of the best shooters on the market, coupled with a satisfying loot hunt and a rewarding structure that continues to keep its fans coming back for more. That alone lands it in my list of games for 2017, and the generation as a whole.
-The Sims 4    Though this game technically saw the light of day back in 2014, I didn't end up playing it until its console release here in 2017. Thus, I place it here. There isn't a lot of complication with Sims 4. If you're at all familiar with its predecessors, you know exactly what to expect. An engaging simulator game, in which you craft an individual or family and set them on the path of life, influencing them as they go or leaving them to their own fates so as to see what happens. You tailor their looks, personality, aesthetic...it's a premier example of micromanagement as entertainment. This installment shirked some of the advancements made by its predecessor but still manages to be a robust and enjoyable game all on its own, made all the better by continued additional content releases in the years since its premiere. It's a game that keeps on giving and seems primed to continue doing so for some time yet.
2018
    2018 saw the release of some genuinely top-shelf games, with the Switch continuing to establish itself against its contemporaries, while the Playstation continued to add excellent exclusives to its lineup.
-Far Cry 5     The Far Cry games have always been known for being competent shooters with large open worlds, and this one is no exception. Shirking the usual foreign locales, Far Cry 5 takes place a lot closer to home, seeing players cleaning up the rural backwoods of Montana, taking place in the fictional Hope County. In it, you play as a rookie cop sent in to apprehend an evangelical doomsday cultist; John Seed, The Father. This arrest quickly goes south, leaving you as the last lawman willing to stand up to the Seed family and free Hope County from their grasp. To do so, you systematically break the hold of his lieutenants, dismantling their bases of operations and taking down his associates in a slow climb to face him once more. Along the way you make friends and allies out of the locals, people with a similar drive to rise up and clean up their county. As far as the gameplay, Far Cry 5 is a mix of FPS and RPG elements, with a rudimentary character customization system and plenty of powerful guns to acquire. You level up and earn skills that augment your preferred style of play, be it stealthy or over the top, all in your pursuit of justice. Augmenting this quest is the world it takes place in, with players exploring lush forests, vibrant fields, and the general detritus of rural America. Hope county feels real, with looks to match, despite its farcical tone and over the top gameplay. All of this came together to make a Far Cry that felt fresh and fun, a genuine step forward for the franchise.
-God of War     Prior games in the God of War series were not known for subtlety, nuance, or humanity. Rather, they were violent hack and slash games that featured the titular God of War, Kratos, seeking and exacting bloody revenge on the greek pantheon for their slights against him and his family. They were by no means bad games, but they weren't what I would consider masterpieces either. Then, we were given God of War (2017). This soft reboot/Sequel for the franchise saw Kratos embarking on a distinctly more grounded story than its predecessors, navigating the perils of fatherhood while on a journey to deliver his late wife's ashes in the world of the Norse Pantheon. He is joined by his son, Atreus, a bright but rebellious young boy who seeks only to prove his worth to the gruff and distant Kratos. This more human story is accompanied by a more grounded approach to combat and gameplay; while it retains the emphasis on action, it feels more deliberate than prior entries, shifting the combat style from the hack and slash nature to a more measured approach, with players needing to conserve stamina and plan their attacks lest they get easily overwhelmed. The game also incorporates a more open world structure than its predecessors, seeing Kratos and his son freely traversing their environment, unlocking shortcuts, and finding means to double back on past areas in a level progression that feels more like a Souls game than the God of Wars of old. All of this came together to make a game that felt genuinely innovative, a fresh new direction for a pre-established franchise that was as welcoming to newcomers as it was to prior fans.
-Donut County     Donut County is a silly, short indie puzzle game in which you play as a mischievous raccoon delivering "donuts" to the unsuspecting populous around him. These donuts are, in fact, large sinkholes that expand as they eat different objects, eventually growing to swallow the entirety of the lot they were sent to. The core gameplay lies in this concept, with you controlling the various sinkholes from level to level, figuring out the order in which to consume the various objects on each map in order to grow in size. As the game progresses you unlock various upgrades to these sinkholes, like the ability to spit things out of them, adding new layers to the simple puzzles the game encapsulates. It isn't a terribly long game, as already said, only taking an hour or two to finish, but it cemented itself as a charming indie game amidst a sea of big-name titles.
-Marvel's Spider-Man     Developed by Insomniac, previously mentioned in the Sunset Overdrive excerpt, Marvel's Spider-Man is a rare example of a genuinely amazing superhero game. In it, players take on the role of Peter Parker, a Spider-Man who has already established himself as the hero we know and love, but one that still has room to grow and learn. What starts off as a triumphant takedown of one Wilson Fisk, the Kingpin, soon blossoms into a complicated web that involves a shady group known as the Demons that Spider-Man must stop from wreaking havoc on the city. But the game isn't just about the Heroics of Spider-Man; The Game showcases the best aspects of Peter's character, splitting the game equally between his time as Spider-Man and his normal life as Peter Parker, a scientist working under the apprenticeship of one Otto Octavius, while simultaneously working with his Aunt May at the local Homeless Shelter and trying to rekindle his forlorn relationship with Mary Jane. All of this unfurls simultaneously, weaving a web that melds incredible movement with fast and stylish combat, stellar characters, and a heartwarming tale, cementing itself not only as a great game but also as one of the best Spider-Man stories out there.
-The Missing: JJ Macfield and the Island of Memories     The Missing is a heartfelt, down to earth story told through the lens of a grisly but goofy premise. In it, you play as the titular JJ Macfield, a young girl who goes on a trip with her close friend Emily to a remote island off the coast of Maine. What is supposed to be a fun excursion takes a turn for the worse, as Emily goes missing, leaving JJ to track her down. Unfortunately, this quest quickly leads JJ to her death...but not for long. Resurrected by a bolt of lightning, JJ gains the ability to remove various parts of her body, as the island quickly goes from an idyllic wonderland to a psychedelic nightmare. Undeterred, JJ uses her newfound ability to traverse the island, ever searching for her lost friend. The Missing might sound like a horror game on paper, but it uses these macabre themes to tell a distinctly grounded story about dealing with personal identity and navigating a hostile and unfamiliar world, culminating in a heartbreakingly bittersweet twist that I won't spoil here. This is all to say; the Missing is an excellent game. It's a joy to play, despite its harrowing content, and it manages to convey its themes in a way that feels genuine and meaningful, telling a story that's still relevant to this day.
-Super Smash Brothers Ultimate     Smash games have always been good, and Ultimate more than earns its moniker. This is the Ultimate Smash game; iterating on its predecessors without changing anything for the worst, Ultimate is an unabashed love letter to the series as a whole, incorporating every character and every map from every prior game all in one upgraded package. If you don't know what Smash is, let me explain; Nintendo is known for a lot of fantastic first-party titles, from Mario to Kirby to Metroid, and countless others. Smash takes all of these well-loved characters, throws them in an arena, and has them fight for supremacy. Debuting on the Nintendo 64, Smash has seen one major game release for every Nintendo console since, culminating in Smash Ultimate on the Nintendo Switch. As earlier stated, it features an absolutely enormous roster of playable characters, featuring every fighter from the previous games and several new additions for good measure. This roster was only further expanded with the release of the fighter passes, seeing an additional eleven fighters across the two that have thus far been released, ranging from surprise hits like Persona 5's Joker to fan favorites like Banjo and Kazooie. While not featuring a traditional story mode, Ultimate makes good use of its characters in a suite of different game modes that can be played both alone or with friends, online or locally. It's a fantastic party game and an equally praiseworthy fighter, rewarding skilled play but catering to casual players and newcomers alike.
2019
    2019 marked the slowdown for the current generation, shadowed by the whispers of a new age of consoles. This made for a simple year for games, but one no less stacked with noteworthy games and worthwhile experiences.
-Kingdom Hearts 3     After years of waiting, 2019 finally saw the release of Kingdom Hearts 3. The wait might have been long, but the game delivered on the hype, simultaneously closing out the narrative arc that had begun so long ago with Kingdom Hearts 1 and beginning a new chapter for fans to look forward to. In service of this goal, Kingdom Hearts 3 wrapped up the majority of dangling storylines from all the previous games, while still leaving a handful of mysteries to chase into the future of the franchise. It featured a new suite of Disney worlds to explore, and incorporated Pixar properties for the first time in franchise history. The new content accompanied refined and polished gameplay mechanics and a complete visual overhaul, while still retaining the heart and soul that defined the games thus far. It all came together well enough but was later expanded upon through the release of Re: Mind, the game's beefy expansion that rebalanced gameplay and added in hours of new story content to better cap off the story. All told, Kingdom Hearts 3 was another great game, building on a legacy that seems like it will continue well into the future.
-Devil May Cry 5     For those not in the know, Devil May Cry is a series of games that follow the life of Dante, a half-demon sword for hire as he does his best to kill monsters and eat pizza. It's a franchise known for skillful, precise, stylish combat mixed with goofy, over the top stories, usually involving Dante and his associates contending with the fallout of his family, the demon king Sparda and his brother Vergil. While not a flawless franchise, it saw several excellent releases over the years, but then went depressingly dormant. Devil May Cry 5 was the perpetual waiting game, but 2019 saw it finally come out, accompanied by mass acclaim and praise. it really seemed like all the years of waiting were well rewarded. DMCV features three playable characters; Nero, a fellow demon hunter first introduced in Devil May Cry 4, Dante, the series' staple protagonist, and lastly the mysterious V, a newly introduced character for this game. Together the three were tasked with working together to take down the demonic Qliphoth and its master, Urizen, an immensely powerful demon lord. The game looks gorgeous, marking the first time the games have looked truly next-gen. Accompanying this boost in visual fidelity is the franchise's staple; combat was finely tuned to be more stylish than ever, with each character having a variety of tricks at their disposal to dispatch the demon hoard that stood between them and Urizen. Devil May Cry was back, and it was better than ever.
-Bloodstained: Ritual of the Night     Bloodstained is the spiritual successor to the Castlevania series, helmed by its most prominent contributor Koji Igarashi. Starting its life as nothing more than a simple Kickstarter, it blew through its funding goal and a few years later saw its release on the current generation of consoles.  It's not a particularly complicated game, but it is particularly fun, with it adapting many of the staples that made Castlevania so great. As a spiritual successor to Castlevania, the games play very similarly; both are side scrolling hack and slash games that take place in fantastical gothic castles, and both see protagonists with varied combat and magical aptitude on their quest to take down the castle's owner. In the case of Castlevania, that owner is Dracula, but in the case of Bloodstained, players are tasked with defeating Gebel, an alchemically modified human known as a Shardbinder. You play as another one of these Shardbinders, Miriam. Miriam and Gebel are the lone survivors of an alchemical experiment that gave them the ability to wield a power called shards, crystalline embodiments of demonic essence. The narrative is simple, but the gameplay is where it shines; as players progress through Gebel's castle, you can accumulate more and more shards, all of which give Miriam access to new abilities, abilities that go on to aid her in her continued exploration. This creates a very satisfying loop; explore the castle, collect shards, unlock more of the castle to explore. Augmenting her shards are a suite of craftable and upgradeable weaponry, a selection of melee and firearms that allows players to diversify their preferred playstyle and experiment with what works best in any given situation. Subsequent content additions have added even more to the game, in the form of new modes, difficulties, and playable characters, adding to the replayability and longevity of what was already an excellent experience. Despite starting from simple roots, Bloodstained rose up and became something all on its own, paying homage to its inspirations while cementing a name for itself as a new staple of the genre.
-Catherine Full Body     While originally releasing in 2011, 2019 saw an expanded re-release complete with new characters, new stages, and hours of extra story content. At its core, Catherine and its Full Body re-release are unique gems in the gaming world. One part puzzle game, one part dating simulator, it blends the complicated world of relationships with macabre block puzzles, all the while weaving a beautiful tapestry about one man's quest for love. In it, you take the role of Vincent Brooks, an unambitious 30-something simply going through the motions of life. He has a steady relationship and a stable job, a group of colorful and enthusiastic friends, but it's clear from the start just how much he's stagnated. His current girlfriend, Katherine, is starting to ask the big questions; marriage, children, their future. Unable to parse these ideas, he loses himself in his time at the local bar with his pals, shooting the shit and getting sloshed. That is, until, a new flame suddenly appears; the seductive temptress Catherine. One thing leads to another, and it comes to pass that they spend the night together...maybe. This is where the game's narrative really kicks off, with Vincent having to navigate the day to day, attempting to reconcile his long-time love with his possible new fling. This story is juxtaposed against the game's core gameplay loop, which sees Vincent forced to climb the deadly tower of babel each night in his dreams. To do this, players must stack blocks and avoid the perils and traps that each stage presents, making a mad dash to the top of the tower before the bottom collapses in on itself and Vincent plummets to his doom. For you see, this isn't an ordinary dream; if you die on the tower, you die in real life, making this desperate ascent a race for his very life. Each stage of the tower represents the game's various core themes, and each gets more and more complicated as the game progresses. In the interim of these climbs, players are set about answering multiple-choice inquiries that influence the direction of Vincent's relationships, with each answer adjusting a conspicuous morality meter that eventually comes to determine which of the 8 endings you could attain. With Full Body, this number was increased to 13, to adjust for the inclusion of a new paramour; Rin, a mysterious piano player that sets up shop in Vincent's favorite bar. Both Catherine and its Full Body re-release are excellent games, but I was especially smitten with the layers of extra content and story that Full Body brought to the table, additions that made Full Body one of my favorite games of 2019.
-Untitled Goose Game     Untitled goose game is a simple premise on paper; players take on the role of an ornery, mischievous goose as it wreaks havoc through a small English town. Equal parts puzzle and stealth game, the goose has a laundry list of tasks it seeks to complete, from stealing hats off people's heads to infiltrating the local pub. It's not a long game by any means, but it has a ton of replayability in the form of additional tasks and challenges that only present themselves after your first playthrough. These range from time-based completions to additional bouts of mischief and all of them are incredibly satisfying to chase down. Untitled Goose Game has a quaint, painterly art style that compliments the charming simplicity of the game's premise, accompanied by a dynamic, classically-toned score that rises and falls in prominence as you go about your goosely business. All said Untitled Goose Game is a genuine treat, a brief but whimsical game that's just about having fun and goofing around.
2020
    It's no secret that 2020 has been a rough year for a lot of folks. Between a pandemic, political controversy, and general drudgery, it's a year that feels like it can't end soon enough. But in spite of it all, 2020 was also a fantastic year for games. Serving as the last hurrah for the Xbox One and Playstation 4, we saw the release of some truly excellent stories that kept players going through the long months of an otherwise mediocre year.
-Animal Crossing: New Horizons     Releasing right at the start of widespread quarantine, New Horizons supplied people with something they couldn't easily do in their own lives; escape. Animal Crossing New Horizons is the perfect escapist fantasy for the year it released in, seeing players partaking in an island getaway in the hopes of colonizing and forming an idyllic town on an untamed paradise.  At their core, the animal crossing games are simple simulators. You create your character by selecting a few presets; hair, eyes, skin color, and then you're let free to explore your new locale. With this latest release, that locale is the aforementioned island, a small paradise in the sea dotted by trees and rivers, accented by flowers and weeds. You start your life on this new Island with a handful of other residents; the Nook Family, the proprietors of this island venture, and two random villagers who are looking to make a life on this island the same as you. Things start small, with everyone working together to set up tents and create a bonfire and find some food for a welcome party. Afterward, the game synchronizes itself to your console's date and time and sets you off on your way. Unlike other simulators on this list, Animal Crossing is a unique breed, running concurrently to the real world, continuously progressing in real-time. Flowers grow, trees produce fruit, and each day is a new adventure. It follows the general turn of the seasons for your respective hemisphere, celebrating holidays and alternating available activities with each passing day. As for what you can do yourself, the opportunities are legion; you can catch bugs, go fishing, search for fossils, chat up your villagers, visit other islands, and much more. As you progress, more ventures open their doors to you; catch enough bugs and fish, and you can elect to have a museum built to showcase your finds. Collect enough resources, and you can build new furniture and create plots of land that encourage more villagers to come and move to your island. Everything you do is in service of continued growth, but also serves just as simple fun, a charming, easygoing distraction from the concerns of the day-to-day.
-Final Fantasy VII Remake     The Final Fantasy franchise is a long and storied one, replete with highs and lows. One such high was 1997's Final Fantasy 7, a game that quickly cemented itself as a fan favorite and an absolute classic. Now, in 2020, FF7 is back...sort of. See, FF7 Remake is the first in a line of games that will eventually go on to tell the entirety of the original FF7's story, which means that this release is only the first portion of a much larger narrative. Adapting what was originally the first few hours of the original game, FF7 Remake expands upon the opening section of its predecessor, simultaneously remaking the old content for modern audiences and adding in new aspects for old fans. FF7 Remake improves upon the original in practically every way, serving as a genuine remake that still manages to retain what made that original game so memorable and important to fans. The game might be new, but the heart is the same; FF7 Remake follows the story of Cloud Strife, an ex SOLDIER turned mercenary hired by an eclectic group known as Avalanche to dismantle a local power plant that's poisoning the planet. What starts as a well-intentioned but extreme case of eco-terrorism quickly explodes (pun intended) into a much larger story that sees Cloud and Avalanche bringing the fight straight to the corrupt Shinra Corporation and beyond, culminating in a battle against fate itself. Because this remake only covers a portion of what will go on to be a much larger narrative, it only scratches the surface of what makes the original FF7 so great, but it does so with gusto; the game plays and looks better than ever, bringing with it a heartfelt and compelling narrative that keeps you hooked the whole way through.
-Minecraft Dungeons     Minecraft Dungeons takes the charming, voxel visuals and world of Minecraft and melds them seamlessly with a charming, easygoing dungeon crawler that's approachable for casual and experienced gamers alike. Where Minecraft is an open-ended sandbox game about building and exploring a blocky world, Minecraft Dungeons sees a collective of heroes on a quest to defeat the evil Illager, a powerful sorcerer whose armies have been sweeping the land leaving destruction in their wake. It's not a very complicated story about good and evil, but it doesn't have to be; Minecraft Dungeons prioritizes it's simple and easy to master gameplay first and foremost. You collect loot, battle recognizable Minecraft enemies, and progress through a litany of stages on your way to fight the big bad. It's not very long but encourages you to play it time and again, collecting better gear and trying your hand at the many difficulty levels for additional challenges. It's not the best looking or the best playing game that released this year, but it had heart and made for a short and entertaining way to pass the time.
-Ghost of Tsushima    Ghost of Tsushima isn't a game to scoff at. One of the best looking games of the generation, this PS4 exclusive is one part historical timepiece, one part action-adventure, and one part stealth game. It follows the story of Jin Sakai, a samurai and one of the last survivors of the Mongol invasion of his home island of Tsushima, Japan. Left to die, he is found and nursed back to health by a wayward thief who teaches Jin the art of stealth and subterfuge, seeing him off on his quest for bloody revenge on the Mongol invaders that have encroached upon his homeland. To do this, he must first build up a fighting force of equal minded, skilled warriors, all while dismantling the various camps and operations the Mongols have set up in the absence of the defeated Samurai army. Jin can approach this in one of two ways; relying on his prowess as a formidable Samurai, Jin can challenge the many enemies in the game to flashy yet precise sword combat, or he can utilize the recently learned skills of stealth, infiltrating their encampments and silently picking the Mongols off one by one. There's no wrong answer to how you choose to play, although it takes some time for Jin to accept his new roles as both Samurai and assassin. Both methods of play feel equally as stellar, too; Combat in this game is incredibly polished, finely tuned swordplay that focuses on timing and well-planned strikes to dispatch your foes with ease, while the stealth feels tense and requires a distinctly tactical approach, planning your routes and cleverly dispatching foes so as to not raise suspicion. But the game isn't just about taking out your enemies. Ghost of Tsushima boasts one of the most beautiful open worlds I've ever experienced, a vibrant and gorgeous landscape dotted with myriad activities and side quests for you to explore and enjoy. One moment, you could be doing battle with a wayward group of Mongols or bandits, while the next could see you tracking a friendly fox to a shrine, composing a haiku in the shadow of a large tree, or recuperating your strength at a small hot spring while you ruminate on your adventures thus far. Ghost of Tsushima is an incredibly varied game, alternating between intense highs and calming lows, all coming together to become one of the best games of the last generation.
-Spiritfarer     While I have not finished this game, it more than deserves recognition on this list. In it, you play as Stella, a young girl who takes over as the ferryman for the River Styx once Charon retires to the afterlife, tasked with providing for the wayward souls who live on the river as you ferry them to their final rest. To do this, Stella must collect various resources and build up her ship, outfitting it with living spaces and various commodities tailored to her current passengers. These aforementioned passengers will, in turn, begin to open up to Stella, tasking her with making certain foods or visiting different locales, all in an effort to give these wayward souls a proper farewell on their trip to the afterlife. Spiritfarer is a simple simulator game about resource management and exploration that showcases a lovely, genuinely heartfelt story about love and loss, one that will put a smile on your face as easily as it brings a tear to your eye.
     And with that, I close out this hefty list, closing out the last generation. This compendium hardly scratches the surface of the last seven years' library, but hopefully, I did a good enough job remembering some of the games that made this last generation so great. There are a lot of games that I've still yet to play, resting in wait in my backlog for the time they get pulled out and given their due, but for now, this concludes my walk down memory lane. The last generation saw some excellent additions to the vast and ever-expanding library of video game history. Here's hoping the next several years can say the same. The start of the new consoles is off to a very promising start; in the last month or so alone we've seen excellent releases from both indie and big-name developers, fresh takes on old franchises, and new IPs alike. So, here's to the Last Generation, here's to the Next Generation, and here's to gaming overall; may it continue to thrive for years to come.
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whirlybirbs · 4 years
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;   ---   SHATTERED HILT   /   01
summary: ru’kali survives order 66. cal kestis does, too. while cal spends his days on bracca, stripping starships for parts, ru spends her days earning her protection from the empire in the fighting pits on ordo eris; both do what it takes to survive. but, when a wayward quest and a plethora of owed debts lead cal kestis straight back to his fellow padawan -- a once shy girl turned raging fire -- the pit fighter is left with a choice: leave, or spend the rest of her life a pawn in a game much bigger than her. pairing: cal kestis / original female character, ru’kali lof word count: 2k a/n: i cannot remember the last time i wrote something that wasn’t a reader-insert, and i’m not sure how this will do -- feedback is genuinely appreciated on this, since i know i’m mostly a reader writer! everyone loved ru from her intro to my clone trooper squad, which you can read here! 
Ru’kali Lof startles awake to the sound of three loud, rough bangs on the door to her quarters. 
She wonders bitterly, as she blinks up at the ceiling, if she can just ignore the sound. With any luck, they’ll leave her alone and Ru can go back to bed --
Then, the knocks come again. Louder and faster. 
“Rise ‘n’ shine, sweetheart!”
Ru snarls.
Beneath the durasteel door, she can see the long shadow of someone shifting back and forth in their boots -- immediately, the Mirialan, as she stands and throws herself to the door, knows it’s Atticus. The sheer bombastic chaos that follows the bounty hunter swims through the force to greet her before she even opens the door.
When she does, he’s got an arm on the doorframe and he’s leering. 
Atticus Rex isn’t much to look at, nor is he kind nor smart, but he’s muscle -- his head is shaved in a tight buzz, littered with scars, and his muzzled grin is picked clean with a toothpick that hangs from his lips. 
He smells like day-old ale and sweat.
“Where y’ been, Ru?”
It leaks out of him like a jab. She has to restrain the snarl that threatens to leap across her face. Her attitude is sharp and wants to go straight for the Haxion Brood Lieutenant’s throat. 
“Asleep,” she bites, crossing her arms and cocking a hip as she goes to hit the switch and shut the door, “Do you mind?”
Atticus snorts, hand planted on the frame and forcing the door to stay open. 
Ru leans back, peering into her room, to eye the chronometer hanging on the wall. The digits read 1038 -- it’s late, and she’d finally fallen asleep after she’d managed to quiet down the usual roaring river in her mind. Not an easy task. 
"Get dressed,” the Bounty Hunter chirps, “S’ fight night, sunshine.”
--
Fight nights were common.
But, fight nights were Ru fought? Those were rare -- and though she’s sure Sorc Tormo would put her in the ring every night if he could, she’s also aware that to the Umbaran crime-lord she’s an asset. A big asset. A big, money-making asset that draws a big crowd and big bets.
Huge bets.
(The exact kind of bets that got Greez Dritus into this mess in the first place, and by proxy his new-found friend.)
Ordo Eris, on fight nights, becomes more like a city than the cold, lonely, terrible astroid colony it really is. The space station fills with scoundrels and thugs from all across the galaxy who traverse the rocky space around the arena’s hub to get a spot around the ring -- Ru eyes the growing crowd, nearly every attendee with credits in hand, as the lift carries her upwards to the top level of the arena’s loge.
Beside her Atticus flicks the smoldering bud of his deathstick down the shaft.
Speaking of Sorc Tormo, the sleaze ball greets Ru’kali with wide open arms and a devious grin. 
“Ah! My prized warrior princess!”
Ru cross her arms and swaggers forward -- the small rope of lucky beads tied to her sash tinkers as she does, knocking against the chromium smelted hilt of one of her two sabers. One is hers from when she was a Padawan. The other is a recent build and it’s temperamental. Using a stolen, mined kyber crystal is to blame, no doubt.
Master Yoda was right -- the crystals are supposed to pick the Jedi. 
Atticus meanders along behind you. Skulking as per usual.
Ru looks out past the arena to the screens bolted up along the pit. Pale blue eyes narrow tightly, the deep scar over her right eye warping slightly as she does. The broadcast is in the lower levels. Some idiot running around on the walls. Plugging wires in. 
A show, for sure.
Ru raise a brow.
“What’s all this about?” she asks, turning to eye Sorc Tormo.
The Umbaran man is eccentric, to say the least. His facial hair runs right down his chin in one fine line, green in color. That same green, punchy and vomit-reminiscent, echoes in his Canto Bight-esque outfit. Large, pompous sleeves and pants that are three sizes too tight. All green. 
He looks like seventy kliks of bad road, honestly. 
Hell, everyone on Ordo Eris does. 
Ru’kali is no exception -- she’s rougher than she was when she first arrived here. Littered in scars and bitter. The years of pit fighting have settled in her stance and though she’s athletic, she’s a rogue brawler with enough crackling, dangerous rage to power an entire Star Destroyer.
Fighting takes the edge off. Makes her feel less afraid. 
“Well,” the lone, pale fingers of the Umbaran curl around Ru’kali’s pale pink shoulders, nails drumming against the diamond shaped markings there, “I am glad you asked, my dear. We have a special contender for you --”
“Cut to the chase, Tormo.”
The egg shaped head of the Umbaran rolls as he steps away, waving off Ru’s evident irritation; the crime-lord gestures to the screen. “He’s friends with someone who owes me a lotta money. He was carrying this around --”
His fingers snap twice.
“Atticus --”
Ru’kali was not expecting Atticus Rex to procure, from the back of his belt, a lightsaber.
And she certainly wasn’t expecting him to hand it to Tormo and for the Umbaran to ignite it, presenting a glimmering yellow blade. 
The Mirialan’s face falls -- anger bubbles up there, warping the navy tattooed features of her face as she steps forward and yanks the hilt from the hands of the crime-lord.
Her lips twitches.
“What?” she sneers vengefully, “Did he pull this from a corpse, then?”
She has seen another Jedi’s saber three times now in this station. Once on the belt of a traveler who’d laughed in her face and waved the blue thing around, proudly proclaiming they’d bought it off clone trooper for drinking money. The second time, on a bounty hunter -- he’d murdered a Jedi Knight for Imperial credits, kept the blade though. The third, was now. 
Ru could only assume the weapon to be another stolen relic, a ground-in-the-dirt memory of her life before Ordo Eris. This contender probably had no idea how to use it, let alone the life this saber had before now.
A laxidasical wave. “Maybe. Don’t care. But! My sweet, sweet, Jedi -- I want you to kill him. Seeing two saber swordsmen dueling... Goodness, me oh my, that will certainly bring in the money, won’t it, Atticus?”
“Sure will.”
And it does.
--
Cal Kestis is having a pretty shit day.
Not that he’d ever say so -- no, because, sure, it might be terrible and he might be navigating some wild underground dungeon maze, but Cal has BD-1 back on his shoulder and that’s all that matters. 
He’s got a mission, he’s got BD-1, and despite being a little sore, he’s good. All good. Everything’s good. Totally good. 
As he rides the lift to the upper levels of this... place... Cal wonders if he’s gonna eat that sentiment.
The first thing he hears is the chants -- raucous roars of a large crowd. Before him lays a large square space, illuminated by stark spotlights and swarmed with drone droids, each with blinking red lights on their helms to show their recording status. 
It becomes abundantly clear to Cal that he’s suddenly in the spotlight. And, that the itching feeling that he was being watched was correct. 
The redheaded Jedi steps out from under the bay, suddenly exposed to the bright light of the arena. 
Around him on the upper decks are hundreds of people, all clamoring to get a view of him -- the large screens on the sides of the loge show him squinting, raising a hand and grimacing into the light. 
BD-1 gives a worried boowoop. 
“I got a bad feeling about this too, lil’ buddy.”
Suddenly, a holo-projection fizzles in before Cal -- large and tall and to the excitement of the crowd. The man’s appearance is met with a rise in cheers, rolling off the voices of the spectators with thirst for action. 
Sorc Tormo laughs.
“Ah, finally he arrives!” 
The projection waves wildly, spinning about, and Cal watches carefully as this eccentric ego-maniac waves his hand with a grandiose flourishes as he speaks. 
“We had action on how long it would take for you to get here!”
Yeah, well, BD-1 was kinda his priority.
Irritation bites at Cal’s features. The Jedi scowls. His stance is tense.
“And who are you?” Cal calls out, voice rising over the roar of the crowd.
“Ha ha ha! Who am I? I’m Sorc Tormo, baby! I’m the boss of this operation!”
The crowd goes wild at that, whoops and hollers serenading the arena to the tune of the crimelord��s name. A television drone swoops close to Cal’s head and the Jedi side-steps it with a disgusted look on his face. 
“Right,” Cal snarks, “Is that supposed to mean something to me?”
“Maybe not you, but to your friend Greezy Four-arms it does! You’ve got him to thank for gettin’ you into this pickle!”
Of course. 
Cere had made a comment off-hand about the pilot’s penchant for gambling -- not that Cal was any stranger to the concept. Back on Bracca, Prauf had muscled Cal into tagging along to a few card games here and there. And though the redhead never partook in wagering his entire week’s pay on precious metals, Prauf had once or twice. On those nights that Prauf lost -- because he always lost -- there was nothing that could lift the Abednedo’s mood. 
Not even a signature Cal Kestis smile 'n’ pat on the back. 
Cal could use one of those right about now. 
“Yeah, well, once I’m finished with you, I will thank Greez,” it comes out just as cocky as it feels -- and maybe Cal shouldn’t had tried the attitude. 
Either way, when this Sorc Tormo guy laughs and waves his hand, proclaiming, “No, no, my friend, you won’t be fighting me...”
Suddenly, the air becomes electric.
“Ladies and gentlemen,” the crime-lord turns on a heel, gesturing to the crowd with the all the practiced cool of an entertainer, “Our lovely little guest will be going head to head with our favorite...”
There’s a crescendo of excitement. Cal notices an uptick on the counter on the broadcast screens -- he realize, quickly, that they’re bets and currently, someone named Fropolo’f is betting the most money against him. Real confidence booster that is. 
“Someone get baby his toy! He’s gonna need it!”
His lightsaber is launched from the loge, and the Jedi catches it quickly, igniting it on instinct as his skin crawls in anticipation. The redhead looks around, eyes cast on the crowds of smugglers and thugs lining the balcony.
The wide angle shot of fear on his face is painted across the rumbling arena’s screens.
Before Cal can bite in a retort, the echo of boots on durasteel begins -- coordinated and rhythmic. Boom... boom... boom... boom, boom, boom.
“You know her well -- a pure whirlwind of rage! She’s pink, she’s tatted, she’s daaaaaaaangerous!” 
Boom-boom-boom. Boom-boom-boom.
BD makes a nervous boo-weeeeeeeep as the pace picks up. Cal swallows, gloved fist tightening nervously around the hilt of his glowing, golden blade. Green eyes dart around the square expanse of the arena, trying to get a gauge on where this opponent might appear from --
“Give it up for our girl...”
Boomboomboom, boomboomboom. 
“RUUUUUUUU’KALLLLI!”
The roar is deafening. 
Suddenly, the paneling in the floor separates, and from it emerges --
“...Ru?”
Ru’kali Lof is suddenly staring face-to-face with a ghost.
Her stance, wide-set with double blades humming in a hot white, seems to crack when she finally sees the face of her opponent.
She’s a handful of meters away but she’d know that flash of red hair anywhere.
Cal Kestis.
Cal fucking Kestis.
Oh, this is bad. 
This is really bad. 
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mbti-notes · 5 years
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Thanks for the type spotting guide, it's eyeopening and helpful. I'd like to know more of your thoughts on typing superheroes. Do you think that they are too "perfect" to fit into just one type?
Superheroes tend to be projections of human psychology, much like the gods of ancient myths. Some superheroes have been around quite awhile, such as the Superman/Batman/Wonder Woman trio, and their characterizations have evolved through the decades, often reflecting the societal preoccupations of the time (e.g. war, upheaval, optimism/pessimism, fashionable trends, etc).
I’m not a big comic book reader, I’m not familiar with all of the various iterations, but the changes are still visible to me as a casual observer of them in TV and film representations. I think the fact that the characters are inconsistent as they change from reboot to reboot is the biggest obstacle, so perhaps you have to limit your type analysis to a particular incarnation. But there is another approach where you can treat them less as a person and more as a concept or archetype. Superheroes tend to be aspirational characters and they are often portrayed as being somewhat more fully realized than the average person. This doesn’t mean that they won’t fit one type, it only means that their type expression won’t look like the generic average. For example:
Superman, as a concept, embodies the platonic ideal of goodness, which actually fits very well with the best qualities of ESFJs. His main appeal is that he reflects back to us what is good about humankind. Because of his powers, he is completely free to choose what kind of person he wants to be, and he still chooses to be good. He’s trusting but not weak, he’s corny but endearing, he’s authoritative but not uptight, he gives people the benefit of the doubt, his moral code is quite simple and grounded.
One of the main conflicts Fe doms struggle with is the fact that humans have a starkly dual nature, and this makes it difficult for ESFJs to face up to the unpleasant half of their own personality. It’s interesting to see this conflict played out in the far less confident Clark Kent identity, in Superman III when he battles his literal evil half, or in the various storylines that explore what happens when Superman goes bad/rogue. Goodness can seem superficial and boring until you understand what it means for it to not exist, and these stories show us that being good isn’t easy just because someone makes it look easy.
Batman, as a concept, tends to embody intelligence, complexity, and tenacity, which actually fit very well with the best qualities of INTJs. His main appeal is the coolness factor, he inspires admiration as well as fear, he is impenetrably distant but surprisingly reliable, he is tough but cares, he is a reluctant leader but a great mentor, he confines himself to the shadows but never compromises his strict moral code. He has plenty of reasons to be a vindictive asshole but, instead, he chooses to master his pain and channel it into changing the world.
One of the main conflicts Ni doms struggle with is how to reconcile their vision of the world with the reality of the world, and this makes it difficult for INTJs to sustain the motivation to overcome obstacles. This conflict can be observed in the many pains, dilemmas, conflicts, diversions, and temptations that are constantly heaped upon him to test his resolve and his mettle. His worst fears are constantly dogging him yet he always persists, and we learn something valuable by observing how he prevails under pressure.
Wonder Woman is a much more difficult case because gender complicates how she is written and received by audiences. Her portrayal seems to change along with changes in attitudes about women. Women are often expected to be all things to all people and to happily sacrifice themselves for the greater good, and this is clearly expressed in her wildly irreconcilable characterizations. Sometimes, she is the traditional embodiment of motherhood: soft, kind, empathetic, fair, instructive, nurturing, and protective - characteristics that match up very well with the best EFJ qualities. Sometimes, she is the embodiment of the powerful warrior: elegant, attractive, fiery, fierce, strong, uncompromising, impervious - characteristics that match up very well with the best ESP qualities. Sometimes, she is portrayed as the voice of reason: intelligent, rational, impartial, judicious, calming, commanding, resourceful - characteristics that match up very well with the best ETJ qualities.
Whichever personality the writers assign her also influences her relationship developments, as she’s had romantic relationships with all manner of characters. These inconsistencies reflect the tug of war about who gets to define women. When your identity has always been defined for you, finding out who you really are involves a lot of experimentation and fits and starts. I think one reason the latest WW movie resonated with women was because the creative team wanted to let WW be herself without shame and without bowing to any external gaze or societal expectation about what she should be (whether they succeeded is up for debate).
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scope-dogg · 5 years
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Brave Express Might Gaine: Final Thoughts
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Might Gaine has become something of an unlikely Super Robot Wars mainstay, having been in the last two games and also in the upcoming SRW T. It’s a series I’ve been holding off on for a while while I waited for its ongoing fansub projects to finish, but with SRW T just around the corner, I was determined to see everything in the roster before the game came out, which led to a change of plans for me. While it’s true that the situation with English subs for this series is really rough and honestly makes it something of a tough recommendation, what we have was good enough for me to make it through and enjoy yet another solid entry in a series that’s yet to let me down.
The story setup is that in the future, the sudden depletion of fossil fuels leads to a revolution in technology, most notably in the form of a global electric train network, as well as the onset of super-powerful artificial intelligence and robotics. At the forefront of this is the Senpuuji Concern, a mega-corporation led by its brilliant teenage CEO Maito Senpuuji, who also moonlights as the leader of the Brave Express, a corps of railway-based transforming robots created to fight evil. Piloting the combined fighting mecha Might Gaine, Maito fights off a wave of robot-based crime that has arisen, although the Brave Express’ true purpose is to fight off an unseen great evil that still lurks in the shadows.
In terms of the other Braves shows I’ve seen, this one is probably most similar to J-Decker, which was the show that came immediately after this, at least in terms of the plot setup. The show’s main plot is a really slow burn up until the last few episodes, with most of the rest of the show being pretty standard episodic monster (or in this case, robot) of the week fare. That’s not to say that it isn’t entertaining though. Like J-Decker, Might Gaine has a pretty wild rogue’s gallery of robot super-villains. However, unlike J-Decker, it has a primary cast of four extravagant opponents - the mad scientist Wolfgang, bent on creating the ultimate battle robot, the Asian mafia kingpin Hoi Kow Low, Shogun Mifune, a man obsessed with recreating feudal era Japan, and Catherine Vuitton, a vain and conceited professional thief who has no issues with bringing misery to people in order to fulfil her strangest whims. Each of these four come up with some bizarre and unusual plots with each new episode, with weird and wonderful robot designs to match. It results in some episodes that I’ll never forget, such as Catherine’s plan to rid Japan of natto or Shogun Mifune’s plan to abduct world leaders to force them to ratify his appointment as supreme leader of Japan. This light-hearted tone is backed up by the cast of protagonists as well - at first, Maito seemed to be a pretty boring guy, being unrealistically skilled and successful at everything at a young age with no real character flaws, as well an a ridiculously rich billionaire to boot. However, it didn’t take me long to realise that it’s all clearly meant to be tongue-in-cheek, with Maito clearly meant as something of a parody of unrealistic main characters in anime. That was further driven home by his love interest Sally - the running joke with her is that she works wildly different jobs every week, and each time just so happens to be close enough to overlook Maito’s escapades and gaze on longingly as he fights.
That said, this early light-hearted, humorous tone actually belies how serious things get later on - firstly in the form of a series of increasingly high-stakes showdowns with Maito’s edgy rival Joe the Ace. It then gradually slowly works its way into the real plot and its surprisingly intense conclusion - this probably had the most serious and unexpectedly violent final arc out of any other Braves series I’ve seen - only Gaogaigar Final felt like it had higher stakes.
I thought the presentation here was something of a mixed bag, although the fact that this isn’t really available to watch anywhere in good quality probably had a lot to do with that. Even disregarding that, this has the same problem that every other Braves series has, that being an over-reliance on stock footage, with the animation work outside of that not being particularly good. That’s offset by a great soundtrack however, plus the mechanical design is overall really good - even most of the jobber bad guy robots are memorable in one way or another, and Might Gaine itself and its eventual upgrade are probably contenders with Gaogaigar for my favourite lead Braves robot design. The supporting cast of Braves are pretty decent looks-wise as well, although it was kind of disappointing not to see each one developed as characters, with them all basically being background to the show’s human characters. I know a lot of Braves series fans loved how the Braves were really-well rounded characters in J-Decker, and even in Gaogaigar. Anybody looking for that kind of thing in here is probably going to be disappointed.
Now for the real sticky topic, those being the status of the subs in this show. The only subs that cover the whole series are a suspect set of Hong Kong subs that range from okay to awful, with the added annoyance of them changing the names of pretty much every major character for no real reason, despite the fact that the subs and the audio no longer match. However, there have been efforts to make a better fansub, which have been assembled into a youtube playlist - it currently covers the first 35 episodes, with more perhaps forthcoming in the future - however, right now the only way to watch those final 12 episodes is the Hong Kong subs. They’re not so bad that you can’t watch and understand, so long as you’re prepared to mentally filter the character names to the correct ones, but they’re still far from ideal.
Overall however, if you’ve got the commitment then it’s probably worth your while, because this was an enjoyable series once all’s said and done, and I enjoyed my time with it. Gaogaigar and J-Decker are probably easier points of entry if you’ve never seen anything in this series before, and personally I think both delivered on the Braves formula better, but even with that in mind and the weird subs there’s plenty to enjoy here. It hasn’t made it into three SRW games in a row for no reason.
As far as that goes, SRW V and X have already set a pretty clear formula for how this show might be implemented in T, although there’s still plenty of source material that they’ve yet to turn into scenarios. Most of all, I’m excited to see how Might Gaine and Gaogaigar play off one another - this is the first time two Braves series have been in the same SRW game.
With that out of the way, I’m getting really close to my aim of seeing everything in the SRW T roster - only Expelled From Paradise and Aura Battler Dunbine and its OVA remain. Expelled From Paradise is next - expect to hear my thoughts on that soon.
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storiesofwildfire · 5 years
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v; death is not an escape ( Dead by Daylight verse )
tracktag ( CURRENT )
status; OPEN ships; MULTI
CHAPTER ONE – Ragnarök
Survivor: Loki Laufeyson Killer: Jörmungandr Lokison (aka The Serpent)
For many years, Loki Laufeyson eluded all those who came looking for him. A lonely God doomed to wander the Nine Realms alone, exiled by himself to keep a far distance from the rest of the Gods who deemed him and his children monsters. Odin sent search parties to find him, spies to keep tabs on him, and even the occasional bounty hunter to take his head from his shoulders for a high price.
No one succeeded. Most never found him and those who did never returned to Asgard. No one could catch him.
Until the Entity spawned.
By the time the Entity made itself a known problem, Loki had taken to traveling on Midgard with his Earthbound son, Jörmungandr. Being the only one of Loki’s children with any real freedom, Loki had an easy time meeting up with him and touring the world. Some much needed and long overdue mother-son bonding was just the thing to take Loki’s mind off of the horrors he left behind on Asgard.
The duo didn’t get very far into their travels, however. While Aesir agents had an impossible time tracking the rogue deity, the Entity certainly did not. By that time, numerous people had gone missing, snatched up, never to be heard from again. Loki and his son never bothered to pay attention to a few missing Midgardians. The world was full of terrors and people did horrible things to one another for no reason at all. Getting worked up over every single person that went missing would make for a pretty awful existence.
But Loki should have listened, should have paid more attention to the warning signs, and, above all else, should have kept to more populated areas. The Entity only seemed to pray on those isolated from society, those who did not mingle with the other people in their surroundings. People who would not be missed, people who would not be noticed if they simply... weren’t around anymore. People who weren’t even supposed to exist in the first place, perhaps?
A deity from a religion long past and his monstrous child, even?
They took a brief break from their travels when the opportunity to liberate Fenrir from Odin’s prison came to them. Naturally, they took the opportunity and brought Fenrir to Midgard, but he was wounded. Resources needed to be gathered to care for him properly, so Loki asked a dear friend of his to keep watch over his son while he and Jörmungandr went searching for the artifact they thought they needed.
Exploring the forests of Scandinavia, no one knew where to look for them. No one knew that they should, in fact, be worried about them at all. The pair decided to explore the lands of those who worshipped them so many moons ago, the birthplace of their Midgardian mythos. It seemed like the best spot for the artifact to be. They spent three days and three nights in the forests without incident. The fourth day proved difficult, though.
The density of the forest grew overwhelming, blanketing them in darkness even during the brightest hours of the day. They couldn’t seem to tell North from South and continuously walked around in circles. Eventually, they wound up at the exact same campsite they’d been the night before and were forced to make camp, lest they risk getting lost even further. Even teleporting wasn’t an option. The forest seemed to dampen both of their magic, making it difficult to use.
“Mum?” Jörmungandr murmured as he settled down beside their fire.
“Yes, darling?”
“What’s going on in these woods?”
“I don’t know, but I’m sure it’s nothing to worry about. We’ll be out soon enough.”
Silence fell over the pair. They both knew it was unlikely that something could truly hurt them, but the unease lingered. Jor, despite being several inches taller than his mother and fully grown, moved to sit right beside Loki, even going as far as to lean again the God for comfort.
“We’re going to be fine, love,” Loki reaffirmed.
“What if the Aesir find Fenrir while we’re gone? Or what if they find us while we’re stuck out here without our magic? They’ll take you back to Asgard and they’ll murder me for being the monster that they believe me to be.”
“You’re not a monster, Jor, and no one is going to do anything to us. I won’t allow that.”
If only Loki understood what was keeping them trapped in the thickening fog of the nighttime forest. The Entity spawned above them, casting its shadow onto the area. It never took such powerful beings hostage before, but their misery and their isolation drew it in. They were perfect for its methods of sustaining and entertaining itself, but it took the creature a few days to truly rob them of all of their escape routes.
Loki and Jörmungandr were never heard from again, but the Entity could not strip them of everything they were.
It could, however, pit them against one another.
SURVIVOR PERKS AND ABILITIES
Rare Loki Laufeyson Perk – Mirage Grants the ability to project brief mirrors of one’s self wherever the survivor is standing. The mirror becomes instantly visible to the killer and will even move about the immediate area to points of interest (generators, pallets, chests, etc.), while the survivor goes completely undetected for 15 seconds. In those ten seconds, the survivor cannot be seen or heard by the killer. The mirror will fade if the killer interacts with them.
Rare Loki Laufeyson Perk – Charmed Electrician Skill checks are wildly increased, granting a better chance at a great skill check and less chance of missing a skill check. Survivors with Charmed Electrician are immune to certain generator tampering such as Hex: Ruin and Overcharged. When two or more survivors are working on a single generator, grants a buff of 20% faster repair rate per survivor.
Rare Loki Laufeyson Perk – Storyteller Unlocks potential in survivor’s aura reading abilities. Killer becomes visible for five seconds upon finding a survivor, standing within 18 meters of a survivor, or picking up a survivor’s trail by blood or scratch marks. Other survivors still present in the trial will also be alerted to the killer’s location.
KILLER PERKS AND ABILITIES
Rare The Serpent Perk – Friend or Foe Grants the killer a fifteen second period of placing an illusion over their form, giving them the appearance of one of the survivors in the trail so they can quickly gain the trust of those around them and make a quick strike after backing their prey into a corner.
Rare The Serpent Perk – Eye of the Serpent Unlocks potential in killer’s aura reading by allowing the killer to track the heat signatures of nearby survivors. If a survivor is within 20 meters, they will become visible for 3 seconds. Killer’s sight is also heightened and widened. Precision is key in everything, including how well you see.
Rare The Serpent Perk – Poison of the Fang Every strike you deliver has the chance of implementing the poison effect on the injured survivor. Poisoned survivors have 90 seconds to cure themselves at various ritual sites around the map. If they fail to do so, they automatically enter the dying state. If the survivor is not healed by another survivor in 60 seconds, the survivor will succumb to the poison and perish.
CHAPTER TWO – The Binding
Survivor: Sebastian Castellanos Killer: Fenrir Lokison (aka The Dweller)
Perhaps a less likely duo than our first chapter, Sebastian Castellanos found himself taking in a shape-shifting wolf by the name of Fenrir. Naturally, Sebastian never would have believed such a creature existed, but after his time in STEM and meeting a literal God, it became easier to digest. Loki came to him with a request.
“Please watch after my son. He is still recovering and needs someone to look after him when I cannot. You’re one of the few on this realm that I trust. Can I count on you?”
“Of course.”
The God promised he would only be gone for a few days, gathering supplies with Fenrir’s elder brother during one of their trips. Sebastian thought little of it. While many stories and people painted Loki’s children to be monsters, Seb knew what a real monster looked like and Fenrir definitely did not fit the bill.
But Loki and Jörmungandr never came home. Several days passed without word. Sebastian didn’t worry. What could harm a God and his offspring? A foolish question, he supposed, since he met Loki inside of STEM and the whole reason Fenrir needed so much time to recover was because he’d been so badly injured during his time in Odin’s captivity. Still, the detective tried to stay positive while he looked after the disguised wolf. Fenrir hardly woke for anything more than food anyway.
A week passed, though, followed by another, and while Fenrir grew stronger, no word came from the wolf’s mother. Sebastian tried to reach Loki, tried to reach Jörmungandr, but failed every time.
“We ought to go searching for them,” Fenrir suggested halfway through the third week. “This is unlike my mother.”
“Loki didn’t even tell us where they were going. Where do we begin?” Sebastian asked as he dished out some homemade stew. The detective wasn’t the best cook in the world, but Fenrir didn’t seem to mind. As long as it was high in protein, he’d eat just about anything.
“I could track them,” the wolf suggested.
“By scent?”
“No.” Fenrir fixed Sebastian with a rather annoyed expression. “With magic, idiot.”
“Oh... right. I just thought, because, ya know, the wolf thing, you might...” He sighed. “I’m sorry, I didn’t mean to offend you, I’m just... still getting used to the idea that magic and gods are real.”
Fenrir nodded, excusing Sebastian’s stumbling as a human lost in a world that made no logical sense to them. They had more important things to worry about, anyway, like tracking Fenrir’s missing family members. The wolf, despite still trying to recuperate, set to work on tracking his mother and brother, only to find that they... weren’t turning up. He contacted Hel, hoping that she may have some answers or, at the very least, could confirm if they were dead, but his sister only reported back much of the same.
Hel, however, had always been wildly gifted in the ways of magic, even in ways that her brothers were not, and she was at least able to track Loki’s last known location.
“Wait for me. I will come with you to locate them,” she instructed.
“We don’t have time,” Fenrir insisted. “Sebastian and I will go now.”
And they did...
SURVIVOR PERKS AND ABILITIES
Rare Sebastian Castellanos Perk – Light the Way Survivor starts the trial with an old lantern with enough oil to burn for 2 minutes. Burning the lantern makes generator repair easier, increasing the speed by 50%. Searching chests, sabotaging hooks, and healing are also increased by 50% when the lantern is lit. It also makes finding other relevant points of interest easier to spot, making the survivor’s line of sight further and clearer. Oil can be found around the map to replenish the lantern’s supply but be careful! The lantern may make tasks easier, but the survivor will be much easier to spot.
Rare Sebastian Castellanos Perk – Catching Fire Survivor starts the trial with an old lantern and a box of matches. When the lantern is lit, the survivor can smash the lantern against the killing, momentarily stunning them and setting them on fire. The survivor can also toss a match at a flammable object to start a fire that will spread and create a temporary barrier that the killer cannot cross. Lantern light makes the survivor easier to locate. Other survivors can be harmed by the flames as well, instantly putting them into the dying state if hit.
Rare Sebastian Castellanos Perk – Trick Shot Survivor starts the trial with a revolver with an empty clip. Upon killer attack, the survivor can hit the killer with the handle of the gun, momentarily stunning the killer. There is, however, a single bullet in one of the chests around the map. If the survivor finds it, they have one shot to hit the killer. A body shot will stun the killer for 90 seconds. A headshot will stun the killer for 3 full minutes and grant 50% generator repair speeds. As soon as the gun is fired, regardless of if the bullet lands or misses, the survivor becomes visible to the killer for 30 seconds upon killer’s first step.
KILLER PERKS AND ABILITIES
Rare The Dweller Perk – God Eater Power from the Entity flows freely through your veins, granting you the ability to mori the first survivor you come across without having to put them into the dying state or hook them. One remaining survivor will be granted 100% chance of escaping their hook once and luck for all survivors increases moderately.
Rare The Dweller Perk – Howls of Rage You let off a serious of loud snarls, growls, and howls. Nearby survivors are so frightened by your presence, they scream in terror, revealing their location for five seconds. The more you frighten the survivors, the easier they are to track. Their anxiety causes louder breathing and panting, off-balanced skill checks with smaller zones to hit while healing or repairing generators, and more screams of terror when you are near.
Rare The Dweller Perk – Pack Hunting Your ability to track survivors by scent of blood and fear grants potential in your aura reading abilities. Any time a survivor within 24 meters of you enters a closet, it is revealed to you straight away. Any time a survivor sits in a closet anywhere on the map for more than ten seconds, they become visible to you.
CHAPTER THREE – The Gates of Helheim
Survivor: Hel Lokidottir Killer: Hel Lokidottir (aka The Damned)
In search of her missing mother and idiot brothers, Hel left the safety of her realm and went to Midgard to the last known location of Loki and Jörmungandr. When Fenrir insisted, he would go with a friend without waiting for her, and Hel never received word back, she knew that she needed to find them herself. It didn’t come as a shock or a surprise, really. Out of the lot of them, she seemed the most likely to actually preform correctly under pressure, but even Hel, the Goddess of Death and the Queen of Helheim could not escape the Entity’s hold once she stepped foot into its domain.
Splitting her into a survivor or a killer, however, proved to be tricky. Her true, half-dead appearance made her perfect for a monster that would tear apart survivors without so much as batting an eye. Her living side, however, lent itself to that of a survivor. Despite Hel’s cold and hardened exterior, she had a deeply caring and passionate heart, one that could very well put her at the forefront of a pack of survivors, one that made it nearly impossible to condemn her fully to a life of endless killing.
Nor could the Entity strip away what made her such, so what to do?
For the first time in the stretch of the Entity’s exsitence, it decided to manifest both sides of the coin in one person. A young, beautiful, and intelligent survivor that, when touched by darkness, flipped the script entirely.
At the beginning of each trial, Hel starts as either a survivor or a killer. As a survivor, Hel has incredible abilities, but must keep a close eye on her comrades. Signs of betrayal will pull her closer and closer to the darkness, as judgement must be passed on fellow survivors. If Hel is the victim of a betrayal or she witnesses first hand a betrayal, power surges through her, turning her into the half-dead judger of the damned. Her first kill is automatically a merciless blow on the current killer, wiping them out of the trial. Then the survivor who ignited her change becomes her obsession, always visible to her until they, too, are dead. Other survivors are penalized for helping the betrayer.
As the Damned, the killer ruthlessly passes judgment on the survivors, but the survivors have an added ability to perform cleansing rituals. These rituals force the Entity back, pulling the Damned away from it’s hold. There are four ritual sites. Each site must be cleansed by a different survivor. If the survivors manage to cleanse all of the sites, the Damned will revert back to Hel, a survivor. Without an active killer, the trial ends, and all those still alive will escape.
SURVIVOR PERKS AND ABILITIES
Rare Hel Lokidottir Perk – Gifts for the Giving Any time a survivor performs a coop action, the time it takes to complete that action is cut by 50%. At the same time, the killer is distracted by a false audio cue on the far side of the map, putting as much distance between the killer and the survivors as possible.
Rare Hel Lokidottir Perk – Ghosts of the Damned The survivor is infused with the spirit of the half-dead queen, giving them a second face hidden from view. Other survivors are unaffected by revealing what lies beneath but revealing the true face of the queen will spook a killer. Directly seeing the reveal will stun the killer, forcing them to drop their victims in the process. Being nearby but not in direct contact will fill the killer with a sense of terror at the Entity’s displeasure. The killer’s sight will be impaired severely for 60 seconds, making locating and hitting survivors extremely difficult. Restricted use of 3 times per trial.
Rare Hel Lokidottir Perk – Bridge Between Realms As a survivor, the killer’s instincts run strong through your veins. This unlocks potential in the survivor’s aura reading abilities, allowing them to see the killer’s position every 20 seconds regardless of what the killer is doing.
KILLER PERKS AND ABILITIES
Rare The Damned Perk – Judgement Passed When a survivor leads you to another survivor, you gain a buff to hone in on the betrayer and teleport right behind them. You can grab them without downing them into dying state, but you are not allowed to harm the other found survivors until your catch has been dealt with by hooking them or killing them by your hand.
Rare The Damned Perk – Survivor’s Savior If you catch a survivor assisting another survivor, you have the choice of rewarding that survivor rather than harming them. You will pull the survivor to your side, recruiting them to help you throughout the duration of the trial. They will be forced to assist you in sabotaging generators, protecting totems and ritual sites, and locating survivors. You are not allowed to kill this survivor. They will automatically be guaranteed a survived status at the end of the trial.
Rare The Damned Perk – Rites of Passage There are four ritual sites where survivors can perform the cleansing ritual that will drain you of your power. You must protect them at all costs while hunting your charges. To do this, you can set traps at the entrance of each ritual site. If a survivor steps through this trap, they will instantly be transported to a rune etched into the basement where they will be trapped for 20 seconds. You can choose to retrieve and hook them, but that will leave your ritual site vulnerable to the next survivor.
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hundredsunny · 6 years
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op oc #3: APRIL
im baaaaaaack
u are about to read about my prime DAUGHTER april. the rogue princess. a real pokemon! hahahhahaha she nabbed herself the AURA AURA FRUIT yo this is wild so get ready to learn about ol’ blue eyes!!!!!!!!!!
NAME: april (i dont have a surname for her i cant think of anything and ive had her for 8 years im sorry) EPITHET: “aura shooter” ooOOoOOoOoo AGE: 18 (pre) 20 (post) BIRTHDAY: april (incredible would u have ever guessed) 5th!!!  BIRTHPLACE: nimbasa island in the south blue SEX: female HEIGHT: 5′6″ WEIGHT: 122lbs HAIR COLOR: sandy brown EYE COLOR: blue APPEARANCE: before she escaped her home, she wore an icy blue dress underneath a navy blue cloak and her hair down with a CROWN of course but she hated wearing it a lot. her hair when worn down reaches the middle of her biceps. after she escaped she ONLY wore her hair in a ponytail and she always wore a red bandanna with a white arch atop her head at all times!! it was a gift from her mamma the QUEEN herself. she also wore a white t-shirt with red triangles bordering the collar and the ends of her sleeves. does that make sense? i sure hope. she wore a red sash around her waist and then she popped on some black pants and boots. real piratey. also some of her hair kinda pops out in the front so theres a good chunk that sometimes covers her left side. look at u go princess. AFTER the timeskip she cut her hair so it reaches just above her shoulders, and instead of wearing her hair up and with the bandanna, she wears it down but with a black headband. her bandanna is tied around her left bicep (fashion inspo: zoro). she wears a green sleeveless crop top, and theres a scar that reaches from the back of her shoulder to the end of her collarbone. she earned that shit from her wild timeskip training. oof. shes ok. she wears light-washed pants and some addidas-lookin shoes lmao she also wears a rly loose belt too. also she has gold earrings and thas about it. her eyes are round and just v pretty and blue. her nose turns up at the end just a tad bit and it’s so cute she’s so cute. she has a dimple on the right side of her mouth. her mommas face :’) shes fairly skinny but after the timeskip she gained some muscles made 4 punching douchecanoes  REPRESENTATIVE SMELL: vanilla FAVE FOOD: pasta FAVE DRINK: lemonade  FAVE SEASON: fall REPRESENTATIVE NATIONALITY: australian BOUNTY: initial bounty was 60,000,000 (for being runaway royalty) but after dressrosa she SKRTED up to 155,000,000 DEVIL FRUIT: aura aura fruit a paramecia type. the fruit allows the user to manipulate their energy. with the aura aura fruit, users are able to detect the aura of others, repel the aura of others, and project their own. the power of aura is mood-sensitive and can change a lot. can u believe april is lucario 6 forms of aura: red is physical nature, orange is intelligence, yellow is sheer willpower, green is healing, blue is emotion, vioilet(i THINK) is mental communication. i forgot what i wrote down for the aura types lmaoooo the biggest drawback of this fruit is that the user can only use a limited amount at one time. another drawback is that they cant manipulate other people’s aura??? it’s rly hard to explain this but trust me it makes sense when it’s put into action i promise SKILLS SET: most of her attacks are used with red aura since it relates to physical nature. wild. “aura bullet” is just shootin aura goodbye. i love pokemon. lmao. uh “aura detect” is when she can see what someone else’s aura looks like, so basically she can determine if someone is a bastard or not before they even open their mouth. “aura clone” clones herself with aura and that takes a LOT of effort to pull this one off especially when she wants to use multiple clones. “aura bomb” yo this one is wild she uses it for diversions and escaping since it kinda acts as a smoke bomb but when she uses this thing in battle OOOOH BOY. “starstorm” ok this is like the “im going to die after i do this move” kinda thing. it combines all the damn types of aura and it just RAINS down on ppl. goodbye april. anyways there are more basic moves but i dont rly wanna get too into that rn im sorry PROFESSION: runaway princess lol CREW: straw hat pirates  PERSONALITY: an easygoing girl. v mellow for the most part but there are times where she can get pretty goofy (thanks jack). if the wrong buttons are pushed, she becomes a HURRICANE. she does have confidence issues but since she met luffy, she’s really started to overcome them. shes got a horrible habit of being sarcastic and also she asks a LOT of questions holy SHIT honey. she is TERRIFIED of heights so when franky lays down a good ol coup de burst, her soul leaves her body. g o o d b y e. she was very cold when she first met luffy and the gang bc she lived with the person who killed her mom AND jack left sooooo she was a little bitter. eventually she learned to rly live with the mugiwaras. when she first joined the crew, she was very shy and timid and tried hard to fit in. she was SO intimidated by zoro like he genuinely scared the fuck out of her so she always tried hard to not be a Fool around him but once she got comfortable with everyone she just had a good ol time. “hey grassy ass!! :))” “can u fucking not call me that”. she has the CUTEST laugh oh me oh my. honestly just a rly passionate gal, she just wants to be strong and be able to protect her pals. refuses outside help. bros out with luffy and usopp and chopper sometimes but also judges them from afar like nami does. it all just depends on the day. truly. i once wrote a series of one-shots where each one was an adventure that april had with one other straw hat. luffy was the first one, and THAT was wild. zoro’s was fucking baller. so on and so forth. rly shows off her dynamic with each member. april? shes honestly just a good person and im proud of her bc she works so hard  LIKES: training, traveling, every single animal ever, reading DISLIKES: heights, the marines, the heat, people who walk horrifically slow in crowded places WEAPON(S): aside from her devil fruit shes got a dagger she sometimes uses. jack gave one to her right before he left HISTORY: OOOOOOOOOOOOOOOOOO king jed and queen serena had a baby girl. APRIL. that made her the princess. anyways she grew up as any princess would--spoiled. however the spoiling never got to her head bc serena was so good about teaching her things like that. serena was a goddess i love her pls come back. serena was wildly popular with the citizens of the kingdom bc of her caring and friendly personality. she would always take april into the kingdom every day and pay visits to the citizens. out of all the citizens they paid visits to, the most common faces she saw were those of the solo family. cain was jed’s most talented and trusted knight. he and his wife celeste had 2 kids: jack and sho YO. jack was 7 yrs older than sho and 3 yrs older than april. april and jack became fast friends and often explored the kingdom together. regular kid stuff u know. jack’s mom was always like “jack NO u CANNOT take the PRINCESS to the farms thats FILTY” hahahah but they went anyway.  jed? a dark man. idk who hurt him or what made him so murderous. but. he was tired of serena treating the citizens like equals. he believed that royalty should be viewed as gods.  when april was 8 jed killed serena oh god there it is theres the tragic anime mom death. as soon as serena died, the dynamic of the kingdom instantly changed. soon after jed took total control, people began leaving the island. eventually, the island became so empty that only a handful of families remained. jed did not allow april to leave the castle at all, and with that rule, it damaged the friendship that she and jack had. ofc around that time jack’s dad ran off as well so he stopped tryin to visit her for a bit. but then once he got back into his groove hed sneak all about, avoiding the night patrols, and hed just sit outside of april’s window and talk to her.  when april was 11 she discovered a devil fruit hidden away in the trashed artifacts that belonged to her mother. she ate the devil fruit and was like “now im strong, fight me JED” but lol she got her ass whooped poor bby when april was 16 jack left the island, leaving her completely and utterly alone. the exposure to such loneliness began to change april into a more reserved, bitter person.  2 yrs later the STRAW HATS stumbled upon the island. at that time april had started a habit of sneaking out of the castle to roam the empty streets of nimbasa, but during one of her strolls, she encountered robin, franky, and brook. she ended up knocking them unconscious bc she felt threatened. the second group she met consisted of zoro, chopper, and sanji. they had been captured by guards and were brought into the throne room to be interrogated by jed. april was required to be there as well so she kinda sat in her throne and looked mad the entire time. sanji was like “NO WHY DOES SHE LOOK SO MAD SHE NEEDS TO BE HAPPY” and zoro was like “ive never seen someone so happy to see my face” and chopper was just having a crisis bc they were abt to be tossed into the shadow realm at the hands of the king. zoro got mouthy and jed didnt have none of that shit so he told april to kill zoro but she just knocked him out instead. that pissed jed off. THE NEXT person she met was luffy. she only met luffy bc he infiltrated a banquet thing by sitting underneath a cart. classic luffy. she didnt meet nami and usopp until WAAAAY later. yadda yadda yadda shit goes down (i wrote a whole arc for this. it’s called the princess and the pirates lmao original but yes i wrote an entire arc for her recruitment and it’s A Lot) ANYWAYS luffy asked her to join the crew but she declined at first bc she thought pirates were just like her father: power-hungry and murderous. however that obv changed when she was exposed to the straw hats more when luffy defeated jed who ate the ___ ___ fruit (tbh i forgot what fruit he ate im sorry) she KNEW she belonged with the straw hats. :’) she still be sailin with the legends. shes had some wild times obv. her arc comes a bit after thriller bark. woopie!!!!!!! like always, lemme know if u wanna know more about her!!!
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tessatechaitea · 4 years
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Batman Loves Superman #3
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Superman rubbing his nipples raw.
Maybe in this issue, Batman will figure out who the infected super heroes are by looking at the Batarang molds. But then again, probably not. Or he could just look at the solicits in Previews to see what special one-shot Infected comic books are being released in the near future. On the first page, Batman explains to the reader why he's an asshole.
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This is why writers should stay out of the heads of the heroes they write. Because they suck at understanding them and can't help projecting their own beliefs onto the heroes.
Have I mentioned that I don't care for Joshua Williamson's writing style? In this scene, we see Batman explaining (to himself, I guess?) how trying to protect the world has led him down a dark path of invasion of privacy and broken trust. It's not totally Williamson's fault that he believes this is Batman. At some point, Batman became the greatest hero in the DC Universe because fangenders couldn't stop jerking themselves off about how he's just this normal man, you know, but he can defeat Superman! And to believe that, they had to believe that Batman is prepared to destroy every single hero in the DC Universe if it should come to that. Instead of just being this guy who is protecting Gotham and trying to serve justice, he's now this paranoid asshole who thinks he's the only person who can save the world. And being responsible for that means allowing yourself great latitude with your ethical and moral rationalizations. I'd argue that's not Batman though. That's what Batman has become as writers continually try to make sense of the character other writers have fucked up by trying to make sense of him. The logic goes like this: Batman was just a guy with loads of money and no super powers. That made him pretty bad-ass. Fans loved him and he made DC a lot of money. Fans believed Batman was smart enough to defeat any hero with super powers and that's what made him so great. So writers began portraying him as being so prepared for any situation that he could defeat any hero gone rogue. DC loved to make heroes go rogue because they don't understand the point of their own heroes. But Batman was always there to stop them! Unless it was Batman who went rogue. But that hardly ever happens because who could stop Batman?! Once it was established that Batman was prepared to defeat any hero, writers began thinking, "Wait. That means Batman has a whole arsenal of weapons to use the heroes' weaknesses against them. Who does that?! A big jerk, that's who!" Which means now writers felt they had to deal with the side of Batman that was betraying the trust of his friends by constantly plotting against them. And the next step? To show Batman himself being aware of what a huge asshole he is and dealing with it! Although if he saves the world, Batman doesn't really need to deal with the implications of his machinations, does he? He can just gloat and say, "I was right all along! Suck it!" Last issue, I thought Superman had put on some Bat-Make-Up and gone undercover as a fake Joker version of himself. It turns out, he actually poisoned himself to do it because the risk was worth it, I guess? What a great plan! Have the most dangerous man in the world struggle against turning evil! Hey, why not? It's not like anything bad can happen because this is a story written by a writer who can decide, "Superman is stronger than the poison and what makes him so great is his will to do the right thing!" It's not like it's written by a writer who might think, "Why would Superman and Batman choose this course of action? It's way too fucking risky!" Man, I wish this comic book were written by that writer. Superman thinks, "Batman hates this plan. Too risky." But Superman was all in on this plan? Well, I'm glad to know Superman is a bigger asshole than Batman in this comic book. Fucking arrogant bastard is willing to risk the entire world because, as Batman states as his reason to go along with this plan, "We're out of options." Are you though? Are you really? The Joker Who Laughs was captured and the only option was to free him? What about looking at the fucking molds to see what other symbols were carved on the Batarangs-That-Laugh? Okay fine. I guess I'll just accept that the symbols were carved onto the Batarangs-That-Laugh after they were molded. Although I'm absolutely certain that Josh Williamson never even considered it and he actually just fucked up the entire mystery by putting those symbols on the stupid things. Of course, The Batman Who Laughs knows they're trying to play him because he's an evil genius and that's the only way a mediocre writer knows how to write one. Wouldn't it have been nice to see the plan actually work for once and they get some information they can use out of him and The Batman Who Laughs says, "What?! No! How dare you?!" And then he escapes to try to escalate his plan because now the good guys know some of the extent of it? No? You'd rather have this trite, overdone bullshit? Okay, okay! I guess I'm wrong! Calm down! Continuing with this intriguing story that has me so intrigued my butthole has been clenched for the last ten minutes, Batman figures out another person infected by the Batman Who Laughs toxin is Commissioner Gordon. He figures this out from a clue given to him by The Batman Who Laughs. I figured it out two issues ago when Gordon laughed. Jeez, Batman. Take a detective course at Gotham Night College.
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Batman is shocked — SHOCKED! — to discover somebody on the Batman Who Laughs toxin can be so darn mean.
The size of the above image, when I first scanned it, was 1776 pixels. That made me realize how crippling it must be for all those people who call into shows like Coast to Coast radio who see meaning in every fucking number they come across. I guess the above image was patriotic. Right up until I resized it down to 620 pixels! I know that statement would have had more impact if I resized it to a number that actually meant something (aside from the founding of Cholula, Mexico, of course). Gordon's stupid argument (it's also crazy because he's on stupid crazy toxin) is that Batman is the cause of all the chaos in Gotham. Obviously that's wrong but Batman's defense composed of jumping on Gordon's van and causing him to careen wildly about the streets and running people off the road before he yanks Gordon out of the van to send it crashing into a small pile of children isn't great. I mean, I don't know if the van hit a small pile of children or not. The point is, Batman doesn't fucking know what it crashed into either. This scene shows why writers blame Batman for causing all of the chaos in Gotham. It's because idiot fucking writers write him causing fucking chaos in Gotham. Then they blame the character they made do those things! Fucking fuckers!
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Is this a reference to The Killing Joke? Is Gordon threatening to shoot his daughter in the back, take naked torture Polaroids of her, and then God knows what else? Is Joshua Williamson that disturbing of a human being? Hmm, maybe I finally respect him.
Superman arrives to help by destroying Gordon's Batsuit and Batman is all, "I'd rather die than get help from you!" But even though he says that, he remains alive so I suspect he actually kind of likes getting help from Superman. Gordon reveals his main complaint about Batman is the way Batman leaves in the middle of every conversation. It's an obvious joke to make but I'd suggest maybe this particular moment isn't the time for jokes! No wait. It's exactly the right time for jokes! Man, The Joker is confusing. Am I supposed to be scared and tense or doubled over in laughter? Maybe if Batman just laughed at a few of The Joker's jokes once in a while, The Joker would calm the fuck down. Instead of throwing Gordon's Batsuit into the bin behind the police station, Superman and Batman decide to overthink it. "Why would Gordon get out his Batsuit?" they wonder instead of thinking, "I guess Gordon needed extra fire power to battle us. But since Superman turned the Batsuit into a pile of metal, who cares? Get rid of it." Instead of assuming the obvious, they decide to take the suit back to the Fortress of Solitude to examine it. Examine it for what? Gordon was infected and he used his suit because he's a powerless old man. And guess what? That's just what the Batman Who Laughs wanted them to do! His plan was to realize that Superman and Batman would think the armor meant more than it does. And because of that, it does! Because hiding inside of it is Infected Blue Beetle! Ha ha! They fell right into his trap! What dumbies! Don't think I'm infected because I typed "Ha ha." I assure you, I wasn't really laughing. Or amused in the slightest. I was more sort of exasperated and angry that Williamson wrote such an unbelievable plot point just to get Blue Beetle inside the Fortress of Solitude to take it over. Batman Loves Superman #3 Final Thoughts: I hate myself because I'm going to keep reading this comic book. It is not well thought out at all. Sort of like my life which is maybe why I'm so intrigued by how it makes me feel (which is a kind of mix between self-loathing and horniness).
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kinoecho · 5 years
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Look out ‘Kid’: Hollywood dreams crash and burn (and rise from the ashes) in Mike Ott’s lost indie gem.
Cinema is replete with movies about movies and moviemaking. “Day for Night,” “81/2,” “The Player,” “Sullivan’s Travels,” “Ed Wood,” among the most memorable, not to mention 1,001 behind-the-scenes documentaries. To witness the grinding cogs and dripping grease of the star-making machinery is irresistible. Pay no attention to the little man behind the curtain? Screw that. Let’s bring the bastard centerstage. See what he’s made of. The wizard, after all the magic spells fade, isn’t so impressive, after all. Just another mope with a dream, struggling to get ‘er done. Those dreams die hard in “Kid Icarus.” In the abstract, it’s a documentary about a Santa Clarita, California community college student film production whose low stakes are wildly overinflated by the grandiose-yet-callow ambitions of a feckless wanna-be Spielberg who exhausts the last measure of patience and compassion in everyone around him. This train wreck is captured in all its horrible detail by Mike Ott (and co-director Carl McLaughlin), the instructor whose lessons seem to fall on deaf ears, leaving him only a camera with which to account how far off the reservation this teenaged rogue auteur manages to wander.
Playing something like “Project Greenlight Goes to Hell” (a phrase that may already be an oxymoron), “Kid Icarus” serves up hella easy laughs as it illustrates the maxim that “everything that can go wrong will go wrong,” but on a more philosophical level its subject, filmmaker Leigh Harkrider, could be a stand-in for every ego-driven maniac empowered by a movie studio to deliver the goods, yet ferments only on-set catastrophe. As such, he shares an existential bond with struggling visionaries as disparate as Terry Gilliam and Mark Borchardt, the quixotic hero of Chris Smith’s immortal “American Movie,” an Ott favorite for which Kid Icarus acts as a kind of garage-rock homage. Like them, the kid needs cinema in order to ratify his existence.
“Nobody wants to be nobody even those who are lonely, or even want to be lonely. They want to be something,” Harkrider says, in a rare, seemingly sincere moment of self-reflection. “I just want to entertain. I want to make people feel something.”
Ironically, even though the film-in-progress – a would-be urban sleazefest involving drug addiction, rape and underworld violence – is surpassed in dramatic impact by the on-set collective meltdown of cast and crew, "Kid Icarus” remarkably stumbles upon a star-is-born moment. It’s the first time Cory Zacharia appears in a Mike Ott film. Or any film. He shows up on the set one day, looking for a way into the movie industry, and quickly manages to hijack the production. Zacharia, a young Antelope Valley desert slacker who has become a kind of “punk version of Jean-Pierre Leaud” in Ott’s canon of fiction/nonfiction features and shorts, is a singular presence. His lovestruck efforts to woo the make-up girl only lead to a broken heart, but he guilelessly triumphs in fulfilling Harkrider’s mission statement. It is a wonder to behold, and an intimation of future screen appearances in Ott’s films, from the internationally feted “Littlerock” to the more recent “California Dreams.” Released, at last, on DVD more than a decade after its completion, Kid Icarus turns out not entirely to be a cautionary saga about student filmmaking (or the perils of adjunct teaching). Rather, it’s also an origin story, one whose permutations continue to play out in gloriously surprising ways.
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Available via https://www.smallformfilms.com
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themyskira · 7 years
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THAT Wonder Woman script, part 1 of what the fuck did I just read
Around 2005, Joss Whedon, who has recently been attached to an upcoming Batgirl movie, was hired to write a Wonder Woman movie that never got off the ground.
In an interview, Whedon described the movie he’d envisioned thusly:
She was a little bit like Angelina Jolie [laughs]. She sort of traveled the world. She was very powerful and very naïve about people ... [a]nd ultimately her romance with Steve was about him getting her to see what it’s like not to be a goddess, what it’s like when you are weak, when you do have all these forces controlling you and there’s nothing you can do about it. That was the sort of central concept of the thing. Him teaching her humanity and her saying, OK, great, but we can still do better.
Some years after the project got canned, a 2006 draft script was leaked, and proved to be every bit as terrible as Whedon described and worse. I skimmed it a few years back, and with all the renewed talk around it in the wake of the Batgirl announcement I foolishly decided to try to actually read it for real.
And oh, do I have some notes. 
We open with the following text:
IN THE TIME OF THE ANCIENT GREEKS, THE MOST POWERFUL WARRIORS ON EARTH WERE THE AMAZON WOMEN. PROUD, MIGHTY AND CUNNING, THEY WERE NEVER DEFEATED IN BATTLE.
LEGEND TELLS THAT ARES, THE GOD OF WAR, GREW JEALOUS OF THEIR POWER AND HAD THEM IMPRISONED, THEIR WRISTS BOUND IN MYSTICAL CHAINS — CHAINS THAT ROBBED THE AMAZONS OF ALL THEIR POWER.
SHAMED AND IMPERILLED, THE AMAZON QUEEN HIPPOLYTE PRAYED TO ATHENA, GODDESS OF WISDOM, FOR DELIVERANCE FROM THEIR SLAVERY.
THE AMAZONS VANISHED FROM THE EARTH.
Okay, so… there are already a few things I’m not a fan of here.
One: right from the outset the Amazons are being defined solely as warriors. All of their qualities are linked to their martial prowess — “proud, mighty and cunning”. The Amazons of Wonder Woman comics have always been powerful warriors, but it’s a skill they’ve cultivated alongside their prowess as scientists, makers, artists and priestesses. I’ve found that when Wonder Woman writers choose to define Amazons as fighters to the exclusion of all other interests, the result is a very militant, xenophobic and primitive people with a distinct whiff of straw feminism.
Two: really, Joss? Of all things, you had to keep the “Wonder Woman loses her powers when her bracelets are chained?” bit?
Three: “the Amazons were the best until things went wrong and they had to pray their way out of it” this origin story is boring as shit.
But enough of the Amazons. It’s time to meet the real hero of the story. The one we’ve all been waiting to see. Ladies and gentlemen, give it up for…
EXT. SKY - DAY.
We see the roiling grey fury of a storm — and an old twin engine prop plane roars into frame from above us.
She bucks bravely amidst the wind, rain and crackling flashes of lightning. We can hear her practically shaking apart.
INT. PLANE - CONTINUING.
Inside, the noise is even worse. Boxes of cargo, most with a red cross, shake and pitch with the plane.
The pilot holds the steering column as it bucks. Maybe 30, kind, determined eyes in a workingman’s face.
…LAAAAAAAME DUUUUUUCK!
I’m not being a smartass, that is Steve’s actual call sign, which he uses as he shouts into his radio trying to hail his guys on the ground. He’s getting only static in return.
STEVE This is Lame Duck, I got a force gazillion hurricane in my face! Visibility is zero and my readings are… […] …they’re shot! My instrument panel’s having serious emotional issues; I am lost at sea.
As the storm batters his plane, the voice of a South African bloke called Ben crackles through on the radio to advise Steve that he may be heading towards some bad weather. Ba-dum-tsh.
Steve deadpans at Ben and then the communications cut out with a “scorching pop” and lightning hits the left propeller. Being the hero of this story, Steve “stubbornly” hangs on, but the plane is bucking wildly and there’s no mistaking it— he’s going down.
Then suddenly he’s out of the storm, the rain and the clouds clear and spread out below is a lush, pristine island. Our rugged hero shakes off his bewilderment and manoeuvres the plane towards a river, “the thing most resembling a landing strip”.
It’s a messy landing; the plane skids along the river and slides out of control down a hill before hitting a couple of big trees mere inches ahead of a near-bottomless ravine. Steve’s wrist is broken and one leg is caught under boxes, and as he’s trying to figure out his next move, there’s a thump on the roof.
The door is tugged clean off its hinges. A silhouetted girl stands in the newly-made opening.
CLOSE ON: THE GIRL.
To say she is beautiful is almost to miss the point. She is elemental, as natural and wild as the luminous flora surrounding. Her dark hair waterfalls to her shoulders in soft arcs and curls. Her body is curvaceous, but taut as a drawn bow. She wears burnished metal bracelets on both wrists, wide and intricately detailed. Her shift is of another era; we’d call it ancient Greek. She is barefoot.
BARF. Just go back and compare this to the way Whedon describes Steve — “Maybe 30, kind, determined eyes in a workingman’s face.”
When Whedon introduces Steve, the main thing he seems to want us to take away is that this is a Good Man trying to do right. When he introduces Diana, the actual titular hero of this movie, he just blathers like a hormonal teen about how fucking hot she is, except not just hot because who could use such crass words to describe a woman as spectacular and— and elemental as she?! She is nature itself, friends, wild as the luminous flora! her dark hair a waterfall! the taut curvaceous girl of my manic pixie dreams!
Like. Are you even listening to yourself, Joss?
Anyway, The Girl looks about curiously; apparently she’s never seen anything like a plane before. “It’s hollow…”
She’s wary when she notices Our Hero, who babbles a bit to the tune of ‘hey do you speak English, could you get to a phone and call for help, my leg is pinned’, before The Girl casually pulls the boxes off him one-handed, studies him for a moment and concludes, “You look horrible.”
Not because he’s injured, mind. It’s because of his stubble. She’s thoroughly perplexed by it, since as we know gender is a strict binary and women never have facial hair of any kind especially since obviously Amazons have a strictly 21st century Western concept of female beauty except oh wait.
Then the realisation hits her.
She reaches for his face, touches it. Realisation breaks her face into a wondrous grin.
DIANA You’re a man.
STEVE Wow. No gettin’ anything past you…
But he’s as mesmerised as she, neither of them moving as her fingers sensuously trace his face.
THE ROMANCE. She is captivated by his masculinity, he belittles her, and they are both entranced.
They trade names, the plane lurches ominously over the ravine, and Diana scoops him up and tosses him to safety.  “You feel safer now?” she asks, as he lands hard on the grass.
ANGLE: STEVE has fifteen sharp, gleaming spears in a semicircle around his head.
They are held by fifteen women, armoured and helmeted in the greek style. Backlit enough to be dark and almost inhuman.
STEVE Nnyeaaybe…..
Ha-ha! Champagne comedy!
Also: what’d I tell you? Militant, xenophobic and primitive. How long d’you think before the straw feminism rears its head?
Next scene! Steve is marched into the Amazons city, accompanied by Diana and encircled by a grim company of Amazons. Steve’s hands are bound with rope, the other end of which is held by “the enormous, austere HEPHESTIA, captain of the guard”.
Steve tries to ask if he can use their phone, and Hephestia responses by yanking the rope and sending him sprawling. Diana rushes to help him up, but Hephestia ignores him entirely, admonishing, “It is not to be spoken to.”
YEP HE WENT THERE. WHEDON’S AMAZONS ARE ANGRY IRRATIONAL MAN-HATERS WHO REFER TO MEN AS “IT”.
Hephestia goes on to berate Diana for breaking the “First Law”, telling her that “By all rights your fate should be his” and “You should have killed it.”
Fuck’s. Sake.
Then Steve gets his first sight of the city.
THEMYSCIRA. It’s a vision of a city, nestled in the lush green hills. Greek in many aspects, it has an organic look that is particular to the Amazons — not just straight stone columns.
More than a hundred women are visible, walking, talking, weaving, forging — there is an arena near the bottom with women training at games and swordplay.
Hey, look at that. First indication so far that the Amazons are something other than primitive sword-wielding thugs.
STEVE (continuing; whisper) Where the hell am I?
DIANA This is Themyscira. Home.
STEVE Whose home?
DIANA The Amazons.
STEVE (looking at her) The Amazons are a legend.
DIANA We are? (considers) Good. We should be.
GOOD LORD THIS IS TERRIBLE. And what the fuck is with Diana’s casual arrogance here?
They walk through the city, attracting stares wherever they go. A friend of Diana’s, Aethra, hurries over and falls into step with her. After ascertaining that, yes, this is a fabled man-creature and they are taking him to the Queen, what do you think her first question is?
She falls into step, whispering into Diana’s ear. Diana looks briefly shocked.
AETHRA (continuing) Well, I would’ve. While you can…
SHE ASKS IF DIANA FUCKED HIM.
WHAT THE ABSOLUTE SHIT.
Cut to the Queen’s chamber.
HYPPOLYTE is every inch a queen: noble, beautiful, thoughtful. She is middle-aged, but very much in her prime.
Apparently being attractive is a prerequisite for being a queen now. Also, Whedon has trouble settling on a spelling for her name, as we’ll see.
She is approached by CIRCE. An older woman, Circe is honest and humble, but her eyes pierce well beyond common sight.
(No, it’s not that Circe. I don’t know why Whedon gave her the name of one of Diana’s most prominent rogues.)
CIRCE The Guard returns, my Queen.
HIPPOLYTE Is it what we thought?
CIRCE (nodding) A man.
HIPPOLYTE All this time… and the Gods still mock us. Alive?
CIRCE (nods) Hephestia would have killed him on the spot, but… she was not the first to find him.
This news tightens the corners of Hyppolyte's mouth.
Groan. Yes, Hippolyta, the gods are mocking you by inflicting man on you. That is what’s happening now.
Wait, no, I take that back. Somebody is definitely mocking you right now.
Cut to the throne room. Hippolyta’s on her throne, Steve on his knees before her under Hephestia’s guard. Diana stands by him, and women crowd about the room.
Hippolyta binds Steve with a familiar-looking lasso and interrogates him. The one thing she wants to know: if they fix his plane and help him on his way, will he promise never to speak of the Amazons to anyone? Steve says he won’t, but when Hippolyta presses — what if you were offered money? power? what if you were tortured? — he admits that he could not stay silent if his friends or family were threatened.
Anyway, it doesn’t actually matter because it turns out that Hippolyta was only exploring this line of questioning to demonstrate why there is no solution other than to kill Steve (and I guess so that we could see what a Pure and Heroic Hero Steve is). It’s his life against thousands of Amazons, which is why the First Law says that any man who sets foot on the island has to die, obviously.
At which point Steve gets his self-important on and is like ‘UM EXCUSE ME YOUR MAJESTY but if I don’t get the supplies on my plane to the refugee camp I was headed for, then a fuckton of sick and starving refugees will die, YOU MONSTER.’
Hippolyta considers this, and asks him what he’d say if she could guarantee that the supplies get to their destination — after she murders him. Steve stares at her a moment, then: "Deal.”
So Diana’s like “MOTHER NO!” and Hippolyta is like “MOTHER YES”. Except then for some reason she instructs Circe to take Steve away and feed him and tend to his wounds because I guess she’s too tired to murder him tonight, no need to rush the process.
Then Hippolyta kicks everyone out so she can argue with her daughter.
HIPPOLYTE We came here to escape the tyranny of men.
She holds out her hands as she speaks and Diana places hers begrudgingly in them — Hippolyte turns them palms up as the light glints off Diana’s bracelets.
HIPPOLYTE (continuing) Your wear the symbols of our subjugation but you don’t know what it was like. When these were bound, and we were powerless. The pain, the shame… no Amazon will ever be bound again. […] Steve Trevor may be an honest man but he connects us to a world more brutish and mad than the one we fled. […] He cannot peaceably stay and he cannot be allowed to leave. Do you not see?
DIANA (eyes locked on Steve) I see only murder.
HIPPOLYTE (sees Diana staring) Your eyes are clouded.
DIANA They are clear, mother. Maybe for the first time.
She starts to leave.
HIPPOLYTE I envy the luxury of your clarity. (Diana stops) I am Queen of Themyscira. My responsibilities weigh heavily on me. It’s simpler for those who’ve never had any.
so yeah basically this scene is all about Our Hero and how his heroic heroism puts Diana on a path to becoming Wonder Woman. She’s been living a life of blissful naivety on her island, and then this man comes along and is ready to die so that innocents may live, while Diana’s isolationist people would rather kill to save themselves, and in an instant her eyes are opened “maybe for the first time” and GOSH AREN’T YOU LUCKY A MAN CAME ALONG TO TEACH YOU HOW TO BE A HERO.
Nighttime now. Steve is gloomily pacing his ‘cell’, which is actually a big, comfortably furnished room. Diana, doing a Batman, steps out of the shadows behind him.
DIANA Why don’t you care?
He turns, not particularly surprised to see her. She comes close as she talks. There is an attraction between them that neither of them mentions — or possibly even knows about.
UGH GO AWAY JOSS.
She wants to know why he’s so willing to throw away his life. She wants to know about his world, and what it is he believes matters more than saving his own skin. Steve is uncommunicative; he doesn’t know what she wants him to say.
DIANA (thrown) I… I wonder if there’s a reason. For your coming. Some sign, something for me to learn.
STEVE So my imminent death is, wow, all about you. You know I really should rest up, though, for the dying — why don’t [we] do this another time?
DIANA But we—
STEVE (ushers her out) I’ll call you. I mean it. Let’s keep in touch.
This is a recurring theme in their interactions. Diana reaches out, trying — often somewhat ignorantly or naively — to understand or to help, and Steve bites her head off for being a spoiled, selfish little princess who knows nothing about the real world.
Speaking of which!
DIANA I don’t like your manner.
STEVE And I don’t feature spending my last night on earth playing Discovery Channel for some bored debutante.
DIANA I’m just trying to understand.
STEVE Understand what?
DIANA You. Your world.
STEVE You can’t.
DIANA “Can’t”?
STEVE Can’t. Is that another new word for you? Means ‘are unable to’.
DIANA But you won’t even—
STEVE You and I have nothing in common.
He crosses to the banquet table.
STEVE (continuing) Has there ever been a day when you didn’t have everything you wanted? Have you ever been hungry? (chucks the pear to her — hard) Been cold? Worked twenty hour days underground for no pay, been spat on, stepped on, shot at… (approaches her again) Your mom is Queen of Crazy Town but she’s right to be scared. You wanna stay as far away from the real world as possible. They’d eat you alive, Princess.
DIANA I am an Amazon.
STEVE Yeah yeah, bend steel with your bare hands… in my world, you wouldn’t last a day.
UGH.
So Diana wanders out of Steve’s cell and towards Athena’s temple, “lost in unhappy thought”. Aethra catches up with him and — you guessed it — SHE STILL WANTS TO KNOW ABOUT STEVE’S DICK.
AETHRA (behind her) At least tell me you looked at it.
Aethra wants to know why Diana comes to Athena’s temple every night. What is it she asks the goddess for?
DIANA I… I ask what to ask. To know… what I want, to be content… (quiet passion) I am not what I should be. I can be more, I was meant to be more, I know it. To do something worthy. (looking off) I ask Athena what that is.
AETHRA And you think she’s answered.
DIANA (turning, urgent) Can it be coincidence? That a man should drop straight from the sky after all this time?
So, if we’re following this logic… Diana asks the goddess “what [she needs] to be content” and to be the person she was “meant to be” — and the goddess responds by dropping a man in her lap.
Joss Whedon is such a Great Feminist Writer, y’all.
Also, Aethra’s response to this?
AETHRA (smiling) You really think you’re the only woman on the island thinks that was her prayer being answered?
Because evidently Whedon’s Amazons are deeply heterosexual and desperate for cock.
Diana confesses her unease, and Aethra gives her some completely meaningless advice.
AETHRA Then don’t be a child. Don’t ask for guidance, for permission; don’t ask for anything. Tell Athena what you want. Maybe then you’ll hear her reply.
yes because making aggressive demands of the gods and failing to observe proper respect has always historically gone well for the greeks.
Diana spends the entire night praying. In the morning, a falcon (which isn’t Athena’s bird, but who cares about research) alights in front of her and she stares at it.
Our Hero is led into the royal hall, bravely prepared to meet his death. As Hippolyta prepares to mete out his sentence, the proceedings are interrupted by a stampede of animals. Screeching falcons swoop into the hall and land on Hippolyta’s throne. Huge snakes carve a path through the crowd, followed by a pair of giant panthers and no I have no fucking idea where Whedon is going with this either because he never follows up on it at all.
Diana enters behind the panthers, cloaked and hooded, and announces that she is invoking the “Right of Trial”.
STEVE Trial by what?
Diana pulls off her robe in one swift motion.
AETHRA Combat, of course.
Beneath is the outfit: the burnished eagle breastplate, the deep red of the cloth bodice, the skirt, a greek’s, leather strips low in the middle and cut higher at the hips, dark blue with diamond-shaped silver inlays. The gold sandals matching the wristbands and tiara. A sword is on her hip, which she pulls, pointing at Steve with it.
DIANA (to the assembled) This is the law. If I can defeat Themyscira’s greatest warrior in single combat, judgement on this man will be mine to render. He will live, return to his world… and I will go with him. […] If this world of his is truly mad, I would know why. I would know what it is we all fear so terribly. (pointedly, to Mom) I consider it… my responsibility.
And who is Themyscira’s greatest warrior? Well, I think we all know the answer to that.
So Diana has to fight her mother to save Steve’s life.
But it’s more fucked up than that, because Joss has made Hippolyta the symbol of all of Themyscira’s insular, xenophobic, backward tradition, while Steve represents the hero Diana aspires to be — all-American, prepared to sacrifice himself to defend the helpless.
So in practice this reads as Diana choosing to reject her people’s (primitive, wrong) culture and embrace the (good, heroic) American Way.
Anyway, Hippolyta hefts her sword and they fight. Steve continues to be a smartass.
AETHRA This must seem strange to you.
STEVE No, my mom and I did this all the time.
The fight is relentless — “In Amazon training,” Joss tells us, “they don’t teach retreat”. What with the Amazons being ruthless savages and all. Hippolyta gradually starts to get the upper hand, sends Diana to her knees and brings her sword down “with all her might” on Diana’s shoulder. It shatters on Diana’s skin.
For a moment, only the clatter of the shards on stone.
Then Diana is back up in a flash, swinging at her mother with brutal force — Hippolyte blocks and pulls Diana close.
HIPPOLYTE In his world, it may not be the sword that will break. You will be weakened, and reviled, daughter: death is out there. Here you are safe, you’re strong, you are a princess and there they will make you nothing now will you yield?
Diana looks at her with intensity, but no malice.
DIANA I can’t.
HIPPOLYTE. (quietly) I know.
She steps back, throws her broken sword down. […] Hyppolyte grabs Diana to her and embraces her fiercely, both women exhausted and emotional.
Hyppolyte kisses her head, takes it in her hands, inches from her face. She whispers ungently:
HIPPOLYTE (continuing) Remember who you are. They will take everything from you but that.
…aaaaand I guess that’s that, then? Hippolyta breaks her sword on Diana’s shoulder, fights her to a standstill, and then, “give up now? what, you don’t? oh okay well I guess I give up instead, then”.
Steve and Diana fly out. Joss takes the time to tell us that Diana is wearing “a simple white tunic (which on her is anything but simple)” which oh my god keep your boner to yourself mate.
Also let’s just pause to note that at this point Diana’s only motivation beyond a vaguely-articulated desire for direction is The Boy. In most modern versions of Wonder Woman’s origin, Steve is a catalyst rather than the motivating factor in Diana’s journey forth into Man’s World. Rucka’s Amazons recognise the gods’ hand in Steve’s arrival and realise that greater forces are on the move; this spurs them to choose a champion who will be both ambassador and protector. Pérez’s Diana actually wins the mantle of champion and the responsibility of defending the world against Ares before the war god’s machinations bring Steve’s plane down.
Whedon’s Diana has no mission or calling. She just met a boy and decided to follow him home.
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themomsandthecity · 7 years
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7 Reasons Toddler Boys are Terrifying and Terrific
"Boys are different." It was refrain I heard many times when I was pregnant with my now 21-month-old son, Sam. My daughter was almost 3 when he was born, and because she was my first and only, I figured all kids were pretty much like her: adventurous but initially cautious of new situations, overtly emotional (or should I say erratic?), and in my mind, wild because she was into everything, was constantly dancing and gyrating, and was often seen wearing few, if any, clothes. But, almost two years later, I've learned there's a difference between spirited and wild. My daughter is the former, and my son is most definitely the latter. He's all boy, and man, boys are different. Here (in my experience, which has been corroborated with many a mom-of-boys friend) is why. * Boys keep you running. My daughter was busy, but she didn't have nearly the speed my son has developed in his short life. And that's why, in the last few months, I've begun feeling real empathy for those parents who put their kids on leashes. Pretty much every mom and teacher at my daughter's preschool know Sam's first name because they see me darting around the halls yelling it at drop-off and pick-up every single day. Turn my head for two seconds to, say, kiss my daughter goodbye or hang up her school bag, and bam, he's gone, searching through classrooms, hiding behind desks, or finding a stray Sharpie. Parking lots are an even bigger disaster, but no matter our location, these days you'll most likely see me in ready position: knees bent, legs wide, and arms out. * Everything's a weapon. My daughter loves stuffed animals and dolls. My son prefers any object, toy or not, that could be used to hit someone over the head with blunt force. Sticks, brooms, and plastic guitars are his personal favorites, but he'll make do with whatever he can find. If he can only score something round and small, he's not bothered. He'll just throw it at your head instead. * Their motto: the dirtier the better. There's not a day that goes by that, at some point, I don't cringe when I pick up my son. Sometimes it's because he's decided to pour an entire glass of milk or juice down the front of his shirt. Other times, his finger painting project at our gym's childcare has gone seriously rogue, or he's found an open toilet and decided to sample the water . . . with his mouth. He prefers to eat yogurt by the handful and peanut butter and jelly sandwiches inside out, licking the jelly off first. At our house, bath time is never optional. * They are fearless. It took my daughter almost three years to go down a slide by herself without a prolonged internal struggle. My son went down his first slide, which included a rather dangerous and extended climb up an open ladder, at 18 months. I didn't even notice until he was halfway down (mom of the year over here). Before his first birthday, he was quite happy to jump in a pool, whether an adult was watching or not, wildly approach animals of all shapes and sizes, and launch himself off coffee tables, beds, and stairs, confident that either someone would catch him or he'd survive the fall. * Climbing is their favorite pastime. There's nothing in my house that my son hasn't tried to climb, including my own body. But he really hit the jackpot last week when he realized he could move our kitchen counter stools around the first floor to reach even greater heights. I took my eyes off him for 30 seconds and he had pushed his new find over to the refrigerator and was switching off pushing our refrigerator's ice and water buttons. Yet another fun clean-up project for mommy. * They shake it off. While my daughter's favorite song might be "Shake It Off", my son literally embodies the spirit of the song. Fell down a few stairs? He'll walk it off. Ran head first into a table? He'll give it a quick rub, and he's off and running. Even the scariest spills warrant just a few tears and quick hug from mom, and that makes him kind of awesome. * They love their mamas. I expected to immediately bond with my daughter (we have the same parts, and I could already imagine how fun our future shopping excursions would be!), but I wasn't as sure how I'd feel about my newborn son. Luckily he made it easy on me, deciding that I was his favorite person on the planet at first sight and sticking to that decision for good (or at least for the entirety of his 21 months). Add in the constant unsolicited hugs and kisses and the fact that he, unlike his sister, is totally fine with whatever outfit I decide he should wear and whatever hairstyle tickles my fancy, and he's won my heart for life. Even when he's beating me over the head. http://bit.ly/2m9rDX0
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shirlleycoyle · 4 years
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Fuck the Police: Why Does Cop Porn Still Exist?
Professional dom King Noire has experienced violence at the hands of police throughout his life. When he was 10 years old, cops shot and killed his friend's cousin, 16 year old Phillip Pannell. Later, when Noire was an older teen, they killed another friend, 24-year-old Jelani Manigault. Noire told me he's been beaten by the police himself on numerous occasions.
So when he first started his career in the adult world, he was adamant that there was one type of role he'd never take: a cop. "It's a complete fetishization of our pain and torment," he said.
At the peak of global protests against police brutality this summer after the police killings of Breonna Taylor and George Floyd—as images of protesters being teargassed and beaten by cops in riot gear flooded the news—something odd was happening on porn sites.
On xHamster, one of the biggest tube sites along with Pornhub and Xvideos, searches for terms like "cop," "police," and "jail" rose 39 percent in the U.S. and 25 percent worldwide between the first week of May and the first week of June. According to xHamster vice president Alex Hawkins, that surge has since died down, and interest in cop porn in general has been on the decline for the past five years.
What does it say about us, as porn-viewers and as a society, when eroticizing Black oppression is suddenly in demand at the height of awareness of systemic injustices Black people face? How did police-themed scenes become a common trope, and do they have a place in the future of porn?
A BRIEF DEFINITION OF COP PORN
First, let's establish what "cop porn" is. The most mainstream example might be the party stripper cop scenario, when a cop shows up at the door and, in porn scenes at least, it immediately leads to sex with that cop. In some ways, it's not that different from the old pizza delivery guy trope or horny plumber: Someone is there to do a job (in this case, strip for a bachelor party) and gets otherwise occupied.
Then there's your classic blue-uniform roleplay, where someone's getting arrested and the culprit has to do something — anything — to get out of the ticket. Border Patrol scenarios, which are more about race and often feature Latinx actors caught in the act of crossing the border, are in the cop porn category.
"Cop porn started off as a way to enjoy fetish without acknowledging fetish," Hawkins said. "Before 50 Shades of Grey made power-exchange dinner party conversation, cop porn was an easy way for viewers to enjoy that type of fantasy without having to cross the threshold into BDSM. Power exchange has entered more mainstream productions, so cop porn just doesn't have the cache it used to."
Even if it's in decline, however, police-themed porn is still popular. There are multiple highly popular police-themed channels on Pornhub, for example: the "Fake Cop" channel has more than 82 million video views. The "Screw the Cops" channel only has two videos, but more than 330,000 views. "Border Patrol Sex" has eight videos and nearly seven million views. On XVideos, the most-viewed cop porn video has more than 41 million views.
"In reality, life doesn't separate itself out like that. Fantasies and projections are how people navigate everything."
A lot of cop porn is lighthearted and downright goofy. The sort of "ma'am I'm here to arrest you… for being too sexy" sort of jokes that are present in much of porn. But finding these scenes as an easy avenue for goofiness and fun is a luxury that not every viewer can enjoy. If you've never been on the receiving end of police brutality, or raped by a cop while in custody, it would be a lot easier to get into scenes depicting those things.
Most entertainment—and porn especially, being so overtly fantasy and frequently campy—requires some suspension of disbelief. But suspending that disbelief is becoming harder in a world where it's becoming increasingly impossible to remain ignorant of the reality of rampant police brutality.
"Ignorance truly is bliss, but to continue consuming such porn after gaining knowledge makes you part of the problem," kink educator and professional dom Blaksyn told me.
HOW POPULAR IS COP PORN
Police roleplay in porn goes back as early as the mainstream commercial porn industry itself. The 1986 film Miami Spice starring Amber Lynn as an undercover cop is just one example. 1986's Flasher is about, well, a rogue flasher in Central Park, but the police role in this one only comes in the end, when actress Victoria Stanton, playing a cop, decides she's more open minded than her prudish detective partner.
Porn usually follows and reflects what's happening in culture, and while it's hard to say whether police porn in the 80s was motivated by events of the time, that does seem to be the case today—and data from porn viewership shows it.
"With so much news about police and policing these days, it's not surprising to see a sudden uptick in searches," Hawkins said. "In my experience viewers fantasize about what is already on their minds. They fantasize about the figures they fear or loathe and the figures they love in equal parts."
There are a few studios that have dedicated series and sites to the genre. Adult Time's "Girls Under Arrest" plainly lays out the core conceit of most cop porn in its description of the series:
"…rebellious teens getting caught and fucked to avoid charges or jail time…Be a part of the action as a dirty cop catches a teen girl with illegal drugs and fucks her for her release as her boyfriend waits in the car; or watch as a cop catches an escort in the act in a seedy motel and gets a freebie in exchange for her release."
Police taking sexual advantage, and raping, people in custody isn't just a porn fantasy. It's a legal loophole that exists, and keeps cops from being convicted of rape. Recently, with increased and vocal criticism of police violence around the world, more people are talking about the legal loophole that allows police in 35 states to have sex with their detainees. In 2018, two NYPD cops arrested and raped an 18 year old while she was handcuffed in their unmarked vehicle. The Brooklyn district attorney dropped those charges.
Voyeurism is repeated across many types of porn that would be considered societally taboo: everything from "caught masturbating" and "caught cheating" plots (like the one Ted Cruz famously tweeted) to "casting couch" scenes rely on a trope where the viewer is surreptitiously seeing something not meant for public consumption.
Some sites lean much farther into tropes of brutality and race than others, depicting plausible situations of police misconduct as fetish. FetishNetwork's "Operation Escort" series is about undercover cops doing stings by hiring sex workers, having sex with them, and then arresting them—something that actually happens in real life. "Latina Patrol," also by FetishNetwork, features a detainment, sex, and deportation theme.
Not all cop porn involves race. But based on the production effort these studios have gone to, and the extremes they've taken the trope—and considering that so many people were searching for it during the height of the Black Lives Matter protests— the racial aspect of a lot of cop porn appears to draw viewers. That spike in popularity is saying something about how we perceive the genre, eroticism of state violence—and how the industry typecasts BIPOC performers.
"It’s dangerous, naïve and wildly privileged to choose to divorce the reality of police brutality from detention porn as entertainment”
Managers and agents told King Noire he'd never succeed in the industry if he kept turning down roles that stereotyped him being Black. So he focused on becoming independent, starting his own studio and creating content on his terms.
In our phone conversation, Noire specifically brought up Black Patrol as an example of racist stereotyping in the industry—something the BIPOC Collective, of which he's a member, is working to change.
"Over the span of our entire existence as Black folks in this country, America has found different ways to justify how they treat us," he said. "It also plays on the other stereotype of Black and brown people being hyper-sexualized, as if we always want to fuck."
WHAT ATTRACTS PEOPLE TO COP PORN?
Like Noire, Blaksyn also said they never have and never will take a role playing a police officer or other figure of state authority. But the appeal of cop porn or other arrest and detention-themed porn, as they see it, is multifaceted.
"First, there is the attractiveness of power itself. Individuals are drawn to power as a result of their personal narrative. Power and privilege intersect, but understanding how they relate is subject to one's position in society," Blaksyn said. "In this case however, I think this allows people to confront the atrocities of the world in a digestible way. Those who have power enjoy these depictions vicariously. Those without power enjoy these scenarios as a result of the controlled and predictable environment, offering a chance to change one's narrative around power and consent."
In a 2016 Q&A published in the journal The Black Scholar, Ariane Cruz, assistant professor in the Department of Women’s, Gender, and Sexuality Studies at Penn State, addressed race play in a BDSM context. We don't need to separate race play into a "fringe" category within BDSM, she wrote, which sets it up to be seen as radical or extreme.
Cruz wrote that race play is a kind of performance that reveals the "mundane and everyday erotic currency" of race in contemporary American culture.
"I suggest that we extend the theoretic aperture of race play beyond its BDSM and pornography framework to illuminate the ways in which the violent pleasure of play of race is enacted in the larger venue of popular culture," she wrote.
A Black man in a confrontation with the cops could definitely be considered mundane in American culture. Violence, too, is often mundane. But eroticizing that encounter in porn invites the viewer to take pleasure in violence, specifically violence enacted by the state.
So why are people turned on by displays of state authority? Amber Jamilla Musser, professor of American Studies at the George Washington University and the author of Sensual Excess: Queer Femininity and Brown Jouissance, told me that some people have a psychological desire to connect with power as a way of expressing belonging to a larger structure—in this case, the state.
"What gets complicated in race play always is the fear that these fantasies and desires will not just stay in the porn studio (or bedroom), but that they actually articulate someone's subconscious desires for society," she said. But people still express a desire "to engage in fantasies that render them subservient," she said.
"What is happening in those cases can also be described as a desire to repeat reality with a difference," Musser said. "Instead of being pulled over resulting in pain, here it results in orgasms. What is pleasurable is the ability to repeat these scenarios with a difference that one controls. If reality is difficult because one doesn't have the option of control, these porn spaces allow viewers and performers alike to potentially explore these situations with a more favorable outcome."
At the same time, model and adult performer Jessa Jordan told me it's not possible to separate cop porn as entertainment from the realities of police brutality as it exists.
"It’s dangerous, naïve and wildly privileged to choose to divorce the reality of police brutality from detention porn as entertainment," Jordan said. "People will continue to be sexually attracted to and desire the fantasy of sex with cops because it’s more about the concept of an authority figure enacting control over them, being forced to the whims of someone else perceived as a superior or just succumbing to someone who has more physical force or strength. If the focus was more on those aspects instead of an inherent emphasis on racist, and often times classist, social norms, then maybe police porn could exist in a less problematic format, but it will continue to be problematic as we continue to live in a society that is terrorized by police and their various extended forms."
Blaksyn said that to ask if it's possible to separate cop porn that features police brutality from real-life state violence is to challenge the narratives of Black performers and consumers. "Being able to separate the two screams privilege and ultimately makes one complicit," they said. "I personally cannot separate the two.”
THE FUTURE OF POLICE IN PORN
The performers I spoke to expressed a hope that with the recent pushes to change the unfair treatment of models of color in the adult industry, genres that exploit their trauma will die off as well.
If there's one thing the porn world does best, it's responding with speed and precision to the desires of consumers. The reason this genre is in decline is likely because people got bored with it and stopped seeking it out as much, so studios stopped spending the time and money to make it.
Hawkins noted that the decline in interest in police-themed porn scenarios could be a matter of investment: Filming a scene with convincing uniforms, scripts, police cruisers, and dedicated sets for jails require a budget. At a time when viewers are just as eager to watch candid, unscripted experiential porn or connect with a cam model, it's likely just not worth it.
It's also possible that over the years, as more stories of violence at the hands of the police are uncovered as commonplace, the fantasies of "good cops" and "bad apples" have been exposed as just that: unrealistic fantasies that mask the reality oppressed communities face. Unless performers and directors are willing to push the trope to the absolute extreme, as Black Patrol does, consumers get bored and the content gets pushed down by tube site algorithms.
Noire believes that the way forward is for BIPOC performers to take control of their own content as he did early in his career, and choose to work with—and watch—content made by studios that don't put people into racist categories or scenarios.
"We're in an age right now where a lot of these studios, the reason that they're trying to be as extreme as possible is because they feel their grip [on the market] loosening," he said.
"There isn’t a place for scenes with racist themes in modern or future pornography—companies that make it just need to catch up with the rest of us and start getting more creative and inclusive with their screenwriting," Jordan said. "That includes employing more Black and non-white passing POC as screenwriters, producers and directors because these scenes often reduce non-white characters to stereotypes and caricatures. Give us the ability to tell our own stories and show our sexuality authentically."
The answer might not be to ban all porn eroticizing state violence or shun it as irredeemable. But viewers need more literacy about BIPOC sex workers' experiences with police, and a willingness to interrogate why they're turned on by eroticized, glamorized scenes of real-life violence.
"I think there is a cultural desire for pure objects, that we can say that something is ONLY entertainment or that something is completely unproblematic," Musser said. "In reality, life doesn't separate itself out like that. Fantasies and projections are how people navigate everything."
Framing the existence of cop porn as whether or not it should exist raises all of these questions about how porn and fantasy carry into our lives, Musser said. "This is a broader question about where pornography resides culturally—can it ever just be entertainment? But then is anything?"
Fuck the Police: Why Does Cop Porn Still Exist? syndicated from https://triviaqaweb.wordpress.com/feed/
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teamrsbd · 7 years
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201: Unlimited Breadworks
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It’s the last free day before the start of a new semester, and Teams RSBD and MERA head down to the dining hall for breakfast. The hall is abuzz with chatter.
MERA claims a table near the wall.
Marche digs into a bowl of milk, sprinkling some cereal in for appearances’ sake.
Raphtalia seems to have traded her old heavy armor suit for a sleeker bodyframe. Eissen asks if she’s decided to use the new armor for the rest of the semester, to which Raphtalia nods.
RSBD sits placidly at their own table.
Rani and Stein discuss the list of baked goods to make for the day.
Bianca sips on tea and offers the occasional suggestion.
Drake eats peacefully, music turned up as usual.
Nearby, Team RWBY seems to be busy planning something big.
Ruby: Sisters. Friends. ... Weiss. Weiss: HEY! Ruby: Four score and seven minutes ago, I had a dream… Eissen: (sips tea) “Four score” implies eighty years, Rose.
Then this happens:
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The hall goes impossibly still.
Rani: (eyes sparkling with mischief) Is this…? Bianca: (grabs hold of Rani’s sleeve with a sigh) How about we not help this escalate? Marche: (stands up and points at Nora) HEY, DON’T WASTE FOOD!
Muffins and tea kettles start flying. It’s food fight time.
Team JNPR launches into action, giving Nora covering fire as she builds an impressive fort from vending machines and tables.
Team RWBY bobs and weaves to dodge JNPR’s projectiles, eventually regrouping on the far side of the hall.
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Nora: I’m queen of the castle! I’m queen of the castle! Ruby: Justice will be swift! Justice will be painful! And it will be—delicious!
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Rani lights up when she realizes they have a full bakery van’s worth of ammunition.
Eissen grabs Raphtalia and starts running away from the chaos: “I refuse to partake in these shenanigans! I just washed my hair!”
Eissen: I refuse to partake in these shenanigans! I just washed my hair! Marche: EVERYONE STOP THIS MADNESS. YOU’RE ALL WASTING FOO— (gets slammed in the face by a rogue pie) War—war never changes. MERA, FORM UP! THIS. IS. WAR.
Rani conjures up a cloud of steam and slips out of the jacket that Bianca’s holding. She starts legging it for the van.
Stein: You don’t know how to drive that! Bianca: Hold it! (teleports van keys into her hand and holds them up) If we’re doing this, WE HAVE TO WIN.
Drake continues eating, unfazed by the brewing chaos.
Everyone arms themselves with choice bits of food pilfered from the kitchens and the nearby tables.
Raphtalia replaces her usual sword with a gigantic baguette
Marche returns from the kitchens wielding a meat grinder-and-funnel minigun, a sack of peanuts, a belt laden with milk cartons, and cheeks painted with ketchup war stripes
Eissen projects a whirling barrier of Dust-bread swords to protect herself and Raphtalia
Adrian takes DURAN out for a grocery run
For RSBD:
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Stein: All aboard the party van, BUD-dies! Bianca: (aggrieved sigh) Am I going to be stuck in crazy vehicles until I graduate?
Stein goes for pizza bread, the huge pan spatula, and a pun: “Alright, cap’n, time to take this BUTTERING RAM for a DRIVE THRU!”
Bianca grabs an eight-foot baguette and an industrial-strength piping bag, quipping: “Funny how much prep we put into our hooliganism.”
Rani subs a similar baguette for her spear and hops on top of the van, weapon held high to signal the charge: “HOOLIGANISM HOOOOO!”
Drake looks up from his meal and finds his team missing
As the van crashes in and Raphtalia guns for Nora’s stockpiled bread, it becomes RSBD vs RWBY and MERA vs JNPR.
Raphtalia straps buttered bread to her feet and uses her armor boosters to turn into a spinning beyblade of doom. She careens right into JNPR’s fort, bringing the whole thing down with a crash.
Marche, deep in a battlefield rage, rails against JNPR, calling them “filthy Atlesians”
Eissen: I am Atlesian, you boot strap.
Rani uses her Semblance to create a fruit-frog water construct that rains watermelons down on Ruby, Weiss, and Blake
Bianca taps Rani for a tag-team move. The pair focus fire on Yang and send her into low orbit—but not without some losses.
Stein takes advantage of JNPR’s shattered fort to hurl sacks of flour at the whole team
Adrian and DURAN return, toting M&M-loaded autocannons, carrot-firing rifles, and cheese bread naginatas. They open fire on Rani, Drake, and Pyrrha. Pyrrha goes down.
Adrian: “MERA! Reinforcements have arrived!”
Marche follows up with a peanut barrage; Jaune slams him with a watermelon in retaliation. The fruit explodes, sending juice all over the hall—and Eissen’s hair.
Jaune: “That was for Pyrrha!”
Eissen, enraged, drops the idea of defense entirely. She conjures up a whirlwind of Dust-bread: pastries, bagels, whole loaves. For a moment, the room goes still. Then, with a flick of her wrist, Eissen unleashes a storm of bread upon the hall.
Eissen: (intones)  I am the bone of my bread Flour is my body and milk is my blood I have created over a thousand loaves Unknown to stale, nor known to rise Have withstood pain to create many pastries Yet these hands will never hold yeast So as I pray — Unlimited Breadworks!
Jaune goes down
The teams take stock of their conditions, and the battle shifts.
RSBD regroups, with Stein hopping back into the Rolling Pin to collect his scattered teammates. He splashes olive oil all over the floor as he goes.
Raphtalia slips on the oil and is once again set spinning all over the hall. She’s on a collision course with the bakery van.
Bianca sprays icing at a breadcrumb-blinded Eissen and Ruby, but misses. Sensing an opportunity, Adrian opens fire on Ruby—and she goes down.
Weiss: (catches Ruby and spirits her away from the field) Ruby! Ruby! No!
Marche loads up his meat grinder with soda cans and fires wildly at everyone. The makeshift weapon collapses under the strain, and the ensuing explosion catapults Marche to the other end of the hall. He’s down for the count.
Adrian: Marche? Marche? MARCHE!
Weiss attacks Adrian in retaliation, scoring a hit with her swordfish. Blake comes to her aid, and the two of them take him out.
RSBD leap clear of the van just as Raphtalia crashes into it. Both Raphtalia and the van topple over, and they take Nora’s table with them.
Nora goes down, and Ren throws up his hands and surrenders.
Rani grabs a jam nozzle from the van, and she and Bianca spray Eissen with jam and icing.
Eissen, blinded and furious, slips on a banana peel and gets knocked out.
With most of their friends out of the fight, RSBD set their sights on Raphtalia.
Rani sics her Semblance-frog’s machine gun on Raphtalia and follows up with a barrage from her jam rifle.
Bianca closes in and whacks Raphtalia in the face with a baguette
Stein, eager to avenge his fallen van, suggests hurling Raphtalia into the air
Rani: “DO IT!” Bianca: “…Just don’t drop her on me, please.”
Stein misses, but Blake and Weiss see their opening.
Before Weiss and Blake can launch into another combo, though, the hall doors slam open. Professor Goodwitch marches in, looking far from pleased. She cleans up the mess and repairs the structural damage.
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Professor Goodwitch: “Children, please. Do not play with your food.”
Everyone starts picking themselves back up, though the force of Professor Goodwitch’s withering glare doesn’t help. Yang drops back into the hall.
Yang: Uh. ‘Sup?
Headmaster Ozpin enters the hall.
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Ozpin: Let it go. Glynda: They’re supposed to be the defenders of mankind. Ozpin: And they will be, but right now, they’re still children. So why not let them play the part? After all, it isn’t a role they’ll have forever.
Trading grins and promises to make it up to each other, the teams start to scatter. Some resume breakfast, others—notably Eissen—head back to the dormitories to change. RSBD hands out free pastries from their bakery van.
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Ozpin: (to the people who remain in the hall) So, who won? Rani: We totes did, sir! Raphtalia: (pouts and points to herself) Adrian: It was a close fight, Professor Ozpin! Worthy of the books! Rani: (sticks tongue out at Raphtalia) You survived, Ghosty. Our whole team stayed up until the end. So we totes won. Eissen: My hair lost. I am going to get a shower and go to bed. (wags an admonishing finger at Weiss) You’ll pay for my shampoo, Schnee.
Ozpin leaves, but not before he informs Marche that Professor Port wants to see him.
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themomsandthecity · 7 years
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7 Reasons Toddler Boys are Terrifying and Terrific
"Boys are different." It was refrain I heard many times when I was pregnant with my now 21-month-old son, Sam. My daughter was almost 3 when he was born, and because she was my first and only, I figured all kids were pretty much like her: adventurous but initially cautious of new situations, overtly emotional (or should I say erratic?), and in my mind, wild because she was into everything, was constantly dancing and gyrating, and was often seen wearing few, if any, clothes. But, almost two years later, I've learned there's a difference between spirited and wild. My daughter is the former, and my son is most definitely the latter. He's all boy, and man, boys are different. Here (in my experience, which has been corroborated with many a mom-of-boys friend) is why. * Boys keep you running. My daughter was busy, but she didn't have nearly the speed my son has developed in his short life. And that's why, in the last few months, I've begun feeling real empathy for those parents who put their kids on leashes. Pretty much every mom and teacher at my daughter's preschool know Sam's first name because they see me darting around the halls yelling it at drop-off and pick-up every single day. Turn my head for two seconds to, say, kiss my daughter goodbye or hang up her school bag, and bam, he's gone, searching through classrooms, hiding behind desks, or finding a stray Sharpie. Parking lots are an even bigger disaster, but no matter our location, these days you'll most likely see me in ready position: knees bent, legs wide, and arms out. * Everything's a weapon. My daughter loves stuffed animals and dolls. My son prefers any object, toy or not, that could be used to hit someone over the head with blunt force. Sticks, brooms, and plastic guitars are his personal favorites, but he'll make do with whatever he can find. If he can only score something round and small, he's not bothered. He'll just throw it at your head instead. * Their motto: the dirtier the better. There's not a day that goes by that, at some point, I don't cringe when I pick up my son. Sometimes it's because he's decided to pour an entire glass of milk or juice down the front of his shirt. Other times, his finger painting project at our gym's childcare has gone seriously rogue, or he's found an open toilet and decided to sample the water . . . with his mouth. He prefers to eat yogurt by the handful and peanut butter and jelly sandwiches inside out, licking the jelly off first. At our house, bath time is never optional. * They are fearless. It took my daughter almost three years to go down a slide by herself without a prolonged internal struggle. My son went down his first slide, which included a rather dangerous and extended climb up an open ladder, at 18 months. I didn't even notice until he was halfway down (mom of the year over here). Before his first birthday, he was quite happy to jump in a pool, whether an adult was watching or not, wildly approach animals of all shapes and sizes, and launch himself off coffee tables, beds, and stairs, confident that either someone would catch him or he'd survive the fall. * Climbing is their favorite pastime. There's nothing in my house that my son hasn't tried to climb, including my own body. But he really hit the jackpot last week when he realized he could move our kitchen counter stools around the first floor to reach even greater heights. I took my eyes off him for 30 seconds and he had pushed his new find over to the refrigerator and was switching off pushing our refrigerator's ice and water buttons. Yet another fun clean-up project for mommy. * They shake it off. While my daughter's favorite song might be "Shake It Off", my son literally embodies the spirit of the song. Fell down a few stairs? He'll walk it off. Ran head first into a table? He'll give it a quick rub, and he's off and running. Even the scariest spills warrant just a few tears and quick hug from mom, and that makes him kind of awesome. * They love their mamas. I expected to immediately bond with my daughter (we have the same parts, and I could already imagine how fun our future shopping excursions would be!), but I wasn't as sure how I'd feel about my newborn son. Luckily he made it easy on me, deciding that I was his favorite person on the planet at first sight and sticking to that decision for good (or at least for the entirety of his 21 months). Add in the constant unsolicited hugs and kisses and the fact that he, unlike his sister, is totally fine with whatever outfit I decide he should wear and whatever hairstyle tickles my fancy, and he's won my heart for life. Even when he's beating me over the head. http://bit.ly/2nLBl2Z
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