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#design beast review
autoassembly · 8 months
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Episode Review: Beast Wars S01 Ep13 "Dark Designs"
It’s been a while since I looked back at Beast Wars, my all-time favourite of all the Transformers shows. So picking up from where I left off last time, it’s back to the first season and Episode 13 as I take a closer look at “Dark Designs”… Dark Designs – Synopsis Dark Designs, written by Ian Weir, starts off with a typical beginning for an episode of the series. The Maximals are off searching…
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goatmilksoda · 2 years
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Last night, as part of my 31 nights of Halloween movies I watched Crimson Peak (with my parents btw) because I was so convinced it was a vampire movie that I literally wrote it into something before I saw the movie thinking "heehoo people are going to enjoy this little reference" and then it wasn't. I was so so ready for vampire Tom Hiddleston to get stabbed with a stake and maybe drink someone's blood. I'm not going to say I was disappointed because I don't think that's the right word (the production design is absolutely beautiful) but I think I will say "hey. What the fuck did I just watch".
If I had a nickel for every time Tom Hiddleston played a rich soft goth anti-hero little-brother character who has a dead mother, shitty dead father, and a weirdly incestuous relationship with an insane woman who likes knives, and also stabs someone without the intention to kill but instead just out of convenience, then I'd have two nickels which isn't a lot but it's really weird that it happened twice.
I'm sorry I still can't get over how funny his whole character twist is.
They build up this character as Mr. Perfect (he's rich! He's fancy! He's new in town!) And his big twist is that he's a huge fucking nerd getting pegged by his sugar-sister-mommy-dommy who's killing the women he "marries" for him for money so he can play with his trinkets and build a machine.
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once-delight · 2 months
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Daniel, my love, wake up!
I have discovered the most magnificent online storefront named "Bad Dragon"!
No, it is in fact not a monger of wares related to terrible flying beasts, but a purveyor of various exotic sex toys.
See, they have made a selection based on creatures from fantasy and myth.
And look here Daniel, the dragon penis even comes with artificial semen and a pump! We must try it out immediately!
Don't fret my love, I have already ordered one of each design, and I look forward to hear a detailed review of their length, girth and texture.
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mythaura-blog · 9 months
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Development Update - December 2023
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Hi folks, a very Happy New Year to you!
In the spirit of new beginnings, Mythaura has entered a new chapter in its development, which we detail in our December development update. We also take time to review what was accomplished in 2023 (our first full calendar year with Mythaura!).
We've also got our color contest winners, the winning Fighter companion, and much, much more. And of course: our demo is now live! We're so excited for you to traverse the Wild Area, a procedurally generated map with monsters for your team of three Beasts to defeat.
Demo Trailer
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Message From The Developers
We're thrilled to share this pivotal update about Mythaura’s development journey, which showcases many of the core features we have planned for this game. Today marks a significant transition: we're shifting from the intricate and challenging phase of game engine development to the exciting realm of feature development.
Since beginning this project, our focus has been on scoping and then crafting robust and core components. Features such as wild areas, battle, and multiplayer systems, not to mention the complex breeding system, passive effect management, player inventory system, and the beast image engine. We've also been diligently integrating these elements with complex user interfaces and ensuring they will work on most devices (an ever ongoing battle). It's been a journey of overcoming unknowns and technical challenges, and we're proud of what we've achieved.
Now, we're entering a new chapter. Our attention turns to fleshing out the game's features, with a special focus on developing an immersive questing and dialogue system, towns & shops, skill trees & progression, and tools for content development among other needed feature development. The hardest challenges have by and large been solved at this stage and our focus can now be how to best deliver an amazing gaming experience by bringing them together. This shift doesn't mean the work is done—far from it. But it's a major milestone that brings us closer to realizing our vision for the game.
We want to express our heartfelt gratitude for your unwavering support and enthusiasm, and look forward to a jam packed 2024.
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Year In Review
This year has been marked by numerous milestones. Below is a recap of our key accomplishments, excluding the latest updates which have been a major focus of our efforts for the past several months.
1. Introduction of 'Supers': Enhanced breeding complexity by introducing 'Supers' as a new mechanic, making well-structured breeding projects more valuable. We started with the debut of our first Super: Tegu.
2. Special Additions: Welcomed the special Panda to our list of Specials.
3. Expressions for Beasts: Implemented expressions for beasts, a significant and ongoing undertaking that gives life to your beasts as they interact with NPCs.
4. Elements System: Introduced the Elements system, assigning each beast a pair of inherent elements. An element page was added that delves into the lore of each element.
5. Beast Sizes: Standardized beast sizes, assigning each beast a unique size within its species' range.
6. Beast Classes: Initial build of beast classes, providing each beast with a class-based playstyle and initial items.
7: Radiant Companions: Unveiled Radiant companions, rare alternate colorations for companions that are bound to be highly sought-after.
8: Deep Dive into Seasons: Explored the planned feature 'Seasons', designed to reward ongoing gameplay.
9: The Weekend Traveler: Designed the Kobold NPC known as the Weekend Traveler, who deals in ultra-rare goods, along with the Kobold non-player species.
10. New Colors on the Wheel: Established a sustainable method to introduce new colors to our color palette, allowing us to add 16 new colors this year (including the 3 contest winners).
11. Ephemeral Inks: Introduced Ephemeral Inks, a way to alter the colors of a beast.
12. Color Wheel Page: Created a dedicated page listing colors and corresponding inks.
13. PvP Battle Demo: Rolled out a demo showcasing our multiplayer technology in PvP battles.
14. Mutations Feature: Added Mutations as a rare breeding-only feature, beginning with our first Mutation: Piebald.
15. Items By You: Crafted 11 sponsored companions (excluding recolors), 5 sponsored apparel pieces, and 2 sponsored items.
16. New Game Engine: Designed a render pipeline that can create the 2.5D effects used in Wild Areas during exploration. Including, but not limited to, dynamic shadows, volumetric fog, real-time lighting, collision detection, special & particle effects, and gravity simulation, all accelerated by your GPU.
17. Granular Settings: Created a UI to manage game settings, graphics settings, audio settings, etc as well as added gamepad support with keybind remapping to Wild Areas.
18. Procedural Map Generation: Developed technology to procedurally generate bespoke Wild Areas.
19. Ongoing Production: Work on ongoing behind-the-scenes features such as worldbuilding, map design, systems design, and the exploration features we showcased on this update!
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UI Update
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You may notice the UI has received an update. This redesign focuses on being accessible for players using controllers, which is something we are working towards supporting on all screens and not just the Wild Area demo. The about page has also been updated. All the links to informational pages you would have found in the left-side menu of the previous design can be found on the about page with the exception of the /species page, whose contents has been moved to the about page.
We have also added an install button to the homepage that will display for users who have browsers which support Progressive Web Apps. This will add Mythaura to your taskbar/home screen for easy full-screen access.
Mobile and tablet users may enable gyroscope to interact with the parallax graphics if they would like.
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Feature Spotlight: Wild Area
Wild Areas are a key pillar of Mythaura’s gameplay, and will be where you can expect to spend a lot of your time.
At A Glance
Procedurally Generated Levels
Traverse through uniquely generated levels with your trio of beasts. Control your adventure with WASD for movement and Space for jumps and shift for sprint. This can be remapped in the settings.
Each Wild Area boasts a series of floors. Your goal? Reach the top (or bottom)!
Your Safe Havens: Checkpoint Floors
Leave the Wild Area without any penalties
Choose to start from any previously reached checkpoint.
Encounter formidable bosses or minibosses at many of these checkpoints.
Prepare for the Journey: The Adventure Bag
Your Adventure Bag is your lifeline. Pack it with essential items for survival and success.
Provision Wisely: Stock up and get ready to face the unknown.
Limited inventory space for both what you bring with you and what you find along the way.
Keep Your Energy Up
Your team's energy is key. Keep it replenished with food from your Adventure Bag or found on your journey.
Running out of energy or facing defeat? You’ll black out, dropping your Adventure Bag's contents. But don't worry, you can retrieve them by returning to your last stand.
Encounter the Unexpected
From unlocking treasure chests with lockpicks to aiding NPCs, each exploration offers unique surprises.
Day and Night Dynamics: Encounter different enemies and events. A full day/night cycle completes every 12 real hours.
Wild Areas have natural water bodies, perfect for a fishing escapade.
Escalating Challenges
Increase difficulty with each New Game+ cycle and encounter new enemies and challenging secret bosses.
Multiplayer Co-Op
Up to 3 players can group up to take on a Wild Area together.
Take on enemies as a group with co-op battles.
See your friends jump and move in realtime, split up to make the most of your exploration while keeping tabs on your team-mates through the text chat and the minimap.
Fledgeling’s Forest Demo
The demo features a single floor of the Fledgeling's Forest Wild Area, with unlimited energy.
Day/Night Slider: Experience any time of day at your convenience. (Note: Creatures that spawn remain the same in the demo)
Currently Disabled: Fishing, lockpicking, loot & foraging, multiplayer, and other events are not available in this demo.
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NG+ Cycle Update
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In last month's update we revealed our plans for Mythaura's New Game+ system. Originally, our plan allowed players from NG+2 and beyond to create any Tier 1-Tier 3 Beast.
We have since changed it so that at the beginning of a player's NG+2 cycle they may make a Tier 1-Tier 3 Beast with up to three Specials, but NG+3 and beyond will not feature any custom Beast creation. The player will instead have access to a pool of NG+3-exclusive items that they will receive items from.
Thank you to our Discord members for all their input, it provided us with a much better direction to move forward with!
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Winter Quarter (2024) Concepts
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It’s the first day of Winter Quarter 2024, which means we’ve got new Quarterly Rewards for Sponsors to vote on on our Ko-fi page!
Which concepts would you like to see made into official site items? Sponsors of Bronze level or higher have a vote in deciding. Please check out the Companion post and the Glamour post on Ko-fi to cast your vote for the winning concepts!
Votes must be posted by January 29, 2024 at 11:59pm PDT in order to be considered.
All Fall 2023 Rewards are now listed in our Ko-fi Shop for individual purchase for all Sponsor levels at $5 USD flat rate per unit. As a reminder, please remember that no more than 3 units of any given item can be purchased. If you purchase more than 3 units of any given item, your entire purchase will be refunded and you will need to place your order again, this time with no more than 3 units of any given item.
Fall 2023 Glamour: Ghastly Grin
Fall 2023 Companion: Saddleback Rattlecat
Fall 2023 Solid Gold Glamour: Ryu
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Custom Color Contest Winners
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Last month we revealed the names of the winning colors of our first ever Custom Color Contest--now they've made their official debut in the Beast Creator!
Congratulations again to:
Xander's "Moonstone"
Rhahatl's "Wintergrass"
Andydrarch's "Trench"
We were so impressed by all the amazing entries you all submitted. We'll definitely be running more contests like this in the future, so please stay tuned for them in future updates. Thank you all for participating!
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Fighter Class Companion Winner
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The brutish Domestic Wolverine will be the starting Companion for the Fighter Class! These brave and hardy creatures are perfectly suited to aiding new Fighters. Next month, we will vote on the next class companion: Rogue.
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Meet the Team
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We've gotten to learn so much about our supporters over the past year and a half, we thought it was time to share a little bit about ourselves as well! On our About page you can find short bios on each of the devs, including their favorite Mythaura species, color from our color wheel, and other fun and (very miscellaneous) facts.
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Safari & iOS Problems
At this time, iOS devices like iPad and iPhone are only partially supported. These are the issues that the dev team is aware of and actively working on:
On iOs, Safari forces a refresh if the memory usage spikes, forcing you back to the demo start page. This happens at different times on different devices dependent on its RAM usage.
Sometimes when starting a battle, battlers start shifted down, then snap to the correct position after interacting with a button.
The zoom in on a beast image is pixelated (Safari bug: https://bugs.webkit.org/show_bug.cgi?id=27684).
On Mac Safari, battle animations showing with a black background. iOS is fine. Solution is to disable battle animations in the settings.
You will need to be running at least iOS 15 and Safari version 15 or greater in order to use Mythaura.
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Mythaura v0.25.1
Improvements to AI Behavior: Improved target selection and behavior profiles for AI enemies.
Class Infrastructure Addition: Added new class infrastructure.
Stat Effects from Classes: Implemented functionality where classes affect stats.
Glamour CMS Process and Fixes: Updated and fixed issues related to the glamour content management system process.
Ability Usage Tracking: Implemented increments in the 'ability times used' counter, enhancing tracking of abilities' usage.
Policy Code Refactor: Conducted a significant refactor of policy-related code, improving efficiency and maintainability.
Item Actions Refactoring and Rename Feature: Refactored item actions and added a new feature to rename items, allowing users to name their companions.
Book Item Type Addition: Introduced a new item type - books, adding to the game's content.
Encounter and Description Fixes: Fixed issues with encounter metadata and corrected miss descriptions.
Shadow Maps Generation: Added tools that allow the system to generate shadow assets.
PHP 8.3 Compatibility Updates: Made updates to ensure compatibility with PHP 8.3.
Queue Configuration and Fixes: Improved the configuration of job queues and fixed related issues.
Fixes and Updates for Battler State: Addressed issues in practical testing and refined the battler state management.
Refactor of Current Effects: Refactored how current effects are stored and managed. Moved current effects to state and resolved turn resolution issues.
Map Generation and Space Management: Improved the map generator to add empty spaces when out of view.
Behavior Selection and Shadow Rendering Fixes: Fixed issues with behavior selection and shadow rendering in battle states.
Party Leader Management Updates: Implemented changes for setting new party leaders upon defeat.
Stat Resolution Enhancements: Updated the resolution of stats, improving the mechanics of stat calculations.
PvP and Demo Battle Fixes: Made fixes specifically for arena PvP and demo battles.
State Management and Pruning: Improved state management, including pruning data when no longer needed by the system.
Species Data Addition: Added species data to the about page.
Rest & Defend Action Health Gain: Resting no longer increases health but does recover more stamina. Defending no longer recovers stamina.
Remade Companion Page: Used the new scene component to improve usability and performance of companion page.
Adjusted Radiant Overlay: This fixes an issue Firefox users had with viewing radiant companions.
Updated Tooltips: Tooltips have been replaced with a more modern library.
Gyroscope Support: The game can use a devices gyroscope to move parallax scenes around.
Websocket Connection Updates: Ensures websockets get cleanly disconnected at the end of every battle.
Improved Hitboxes and Rendering: Objects no longer appear to "float" regardless of their size and their hitboxes have been refined.
Added Global Sound - App can now maintain music across different pages and the settings control master, sound effects, and music seperately.
Enhanced Settings - Greatly improved the number of modular settings a user can use in both graphics and gamepad.
Wild Area Game Pad Support - Wild areas now support game pag usage. Full game pad support is in progress.
Virtual Joystick - Touch screen devices can control movement with a virtual joystick.
General Cleanups and Tweaks: Conducted cleanups and minor tweaks across various parts of the system.
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Thank You!
Our first full calendar year with Mythaura has been one primarily focused on foundation-building. We're so excited to use these systems that we have built to create the content that players will engage with as they travel throughout Mythaura. Again, a heartfelt thanks to those who have supported us through all of this--we really couldn't have done it without you. We hope to deliver an experience that you'll want to revisit again and again.
As always: we'll see you around the Discord!
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atlaculture · 1 year
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Live-Action Promo Pics - Katara
I’ve been hesitant to comment much on the the live-action series, as most of the discourse has revolved around the casting. I’ve already made my ideal ATLA fancast pretty well-known and I don’t feel comfortable harshly critiquing children/teens for not looking like my favorite cartoon characters. At the end of the day, it’s the casting directors that we should hold responsible, not working actors trying to make a living.
However, I have no problem reviewing the costumes--- which I presume were made by industry professionals of adult age. In fact, I’d say the goals of this blog obligate me to give my two cents. So, enjoy my completely subjective take on the promotional costumes:
Katara
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What I Liked
Braided hair loopies! This has been fanon for years now, so it’s nice to finally see it done in an official adaption.
They did a good job of translating the wave pattern on Katara’s coat into something more elaborate.
The fur trim is good, although I wish the fluff around her hood was a bit fuller and thicker.
I like her hair beads.
What I Didn’t Care For
It feels like cosplay. Mind you, I love cosplay, but it’s a very different beast from movie costuming. Cosplay is about imitating the 2D designs as closely as possible; movie costuming is about taking the 2D designs and making them functional.
The blue color-coding in the show works for a cartoon, but less so in real life. A coat for a live-action Katara should look like it was made from real animal furs, and synthetic blue fur is just never going to give that effect.
The coat looks too new. It should look more worn, considering this is everyday wear for her.
In general, the coat looks nice but cheaply made. Like it could be a costume you’d buy for Halloween called “Arctic Water Girl”.
Overall, I give it 5 water whips out of 10.
Like what I’m doing? Tips always appreciated, never expected. ^_^
https://ko-fi.com/atlaculture
Click below for links to how I wish her coat looked.
I had a feeling this would be the direction they would take with the Water Tribe, but I still can’t help but feel disappointed. I’ve been spoiled by the better realized interpretations I’ve seen in fanart, with more realistic fur parkas and blue detailing. This is all personal preference, of course, but just take a look at all of the beautiful interpretations of Water Tribe clothing out there:
https://www.tumblr.com/ash-and-starlight/704817804388548608?source=share
https://www.tumblr.com/ash-and-starlight/693847558563430400?source=share
https://www.tumblr.com/chiptrillino/717611956655325184?source=share
https://www.tumblr.com/chiptrillino/698450671239921664?source=share
https://www.tumblr.com/chiptrillino/692656226353463296?source=share
https://www.tumblr.com/chiptrillino/642057819823243264?source=share
https://www.tumblr.com/atlaculture/719418204708061184?source=share
https://www.tumblr.com/bernard-the-rabbit/705601232213049344?source=share
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theresattrpgforthat · 5 months
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Hi! You have a really cool blog and have been getting me into indie RPGs, so firstly just thanks :) But anyway, any RPGs that could work well in a play-by-post format, even if you'd need to homebrew or hack it a little? Online friends on the other side of the world are a beast.
THEME: Play-by-Post.
Hello friend! So I haven’t done a lot of play-by-post games, but I’ve tried it out once or twice. I think in many cases, you might not even need a ttrpg in order to do online roleplay; I’ve played in Star Wars pbp that used the FFG system, but I’ve also seen Star Wars forums that are completely text-based and host their own wikis on information that’s been established in their world to keep track of what's happened so far.
That being said, I can understand having a framework to help guide you, especially if you enjoy the structure of traditional ttrpgs. The possibilities of playing these games by post are vast, although I'm noticing that most of the old forums have migrated over to Discord these days - and Discord makes things like rolling dice so easy, so it makes sense!'
If you're converting a ttrpg that uses dice into something that is play-by-post, you'll have a dice-bot, while if you're using a game that has no dice, or is a little more free-form, then that's one less mechanical piece that you'll need to worry about. Other considerations will likely be things like where you put character sheets, whether the game will be organized in a West Marches format or more like a traditional story, and how often players will be expected to write up what they're doing.
All of this is to say that the following recommendations are just the tip of the iceberg, really. Some of these are designed for play-by-post, while others are just games that I've seen out in the wild before.
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Lords of Creation, by Five Points Games.
Lords of Creation is a rules-lite cooperative world building game with a focus on the Divine. Players create Divinities and populate a fresh, open world with a focus on myth telling and lore. The game is intended to be played via Play by Post, allowing players to run multiple societies, factions and elements at once.
Five Points Games clarifies in the game text that this game isn’t really their brainchild, but rather the culmination of play-by-post roleplaying on old WOTC forums. It’s a game about divinity and world creation, and each “turn” of the game takes place over the course of a real-time week. I think this gives a lot of time for each player to be involved in each step of the game, as well as providing in-universe ways to manage players who no longer participate, or who need to stop playing for one reason or another. Lords of Creation is also GM-less, allowing everyone to participate in a partial player, partial GM-style role.
Yowl! What A Strange Hotel, by Zargo Games.
Yowl! is a reviewing service that allows customers to rate establishments from 1 to 6 stars and tell the important details of their stay in a handful of paragraphs. This game is about telling the story of a particular establishment, in this case a hotel, through a series of Yowl! reviews. Reviews are from a different perspective each time, and should reveal something interesting and unusual about the hotel. Is there a dark secret that the hotel is hiding, or is something even stranger going on?
Yowl! looks to be designed for a shorter length of play. Together you will create a strange hotel, and then take turns leaving reviews, letting little pieces of information contribute to a larger story-line as you go. I think this is a relatively simple way of playing by post, although it relies mostly on each player’s creativity, as the game doesn’t come with any prompts.
World /Chronicles of Darkness Games (currently published by Onyx Path).
The World of Darkness franchise is a beast, and has been fuelling play-by-post form play for decades. There’s a number of reasons this collection of settings has been so popular.
It’s focused on factions and politics, which means that a large number of people can join in and fill out various political groups and start plenty of drama with each-other. Because the drama is so juicy, dice rolls can fade into the background. (I don’t think that stops you from being able to use it in a small group though!)
It’s got oodles and oodles of lore, but it’s set within the real world, so players can use something like Google Maps to create a fantasy version of a real-life city, and it provides a solid frame of reference.
It’s been around for a long time, which means that there is so much in terms of resources and advice that you can look at, such as the Onyx Path forums, or the WoD Discord Server.
The Chronicles of Darkness games are specifically designed to be cross-compatible. Changelings, Hunters, Vampires, Werewolves and more can all interact in the same universe - as long as the GM is on board with it. Most of the base rules are the same, with some tweaks for each splat, so if you have some players that really want to play a werewolf, while others are more interested in becoming mages, you can combine the two no problem!
Chuubo’s Marvelous Wish-Granting Engine, by @jennamoran.
The Chuubo’s Marvelous Wish-Granting Engine RPG is a dice-less RPG from Jenna Katerin Moran, author of the well-regarded Nobilis and an important contributor to Eos’ Weapons of the Gods and White Wolf’s Exalted RPG.
Pursue fabulous quests. Progress through Issues. And find a place for yourself in a world of breathtaking beauty.
Chuubo’s Marvelous Wish-Granting Engine doesn’t require dice, but rather asks you to role-play through scenes and spend points in line with your character quests. You gain XP for the experiences your character has, the way they interact with other characters, and the steps they take to move towards completing their quest. Because character advancement is dependant on role-play, I think Chuubo’s is a great way to prompt interactions in a play-by-post setting, and character advancement is both a compelling reason for folks to participate and an engine that feeds the storytelling machine.
The rulebook for this game can be a bit of a big read, but there’s a starter adventure included, with pre-built characters to help you get going.
Kids on Brooms and Teens in Space, by Hunters Entertainment.
Kids on Brooms is a collaborative role-playing game about taking on the life of a witch or wizard at a magical school you all attend that uses the “Powered by Kids on Bikes” system, first used in the award winning Kids on Bikes. Kids on Brooms is a rules-light storytelling system that takes you on magical adventures.
Teens in Space is a space opera RPG that uses the “Powered by Kids on Bikes” system. Teens in Space is a rules-light storytelling system that takes you into the cosmos for adventure and profit.
Both of these games use the teen-horror inspired game Kids on Bikes. Since these games rely heavily on polyhedral dice, I think setting up a discord server that also has a dice bot is the way to go with this one. You can choose a character from archetypes provided in the books, or create your own piece-by-piece. Different locations could be represented by different Discord channels, and since these games seem to work really well in regards to mysteries, I think a GM could focus on putting clues in different locations for characters to find, allowing the characters to slowly piece together a mystery over time.
I think Kids on Bikes is a kind of game that is going to require a lot more work to replicate as a play-by-post game than some of the other games on this list, because characters will need to roll dice in order to get things done, and it's best used in a small group. However, one thing I think really works well for these systems is the relationship questions that you roll on to determine how your characters relate to each-other. It gives you a connection right from the get go, and it can give the players something to work with while they're finding their feet.
Belonging Outside Belonging Games.
As a rule, Belonging Outside Belonging games don’t require dice, and as a common feature, BoB games don’t usually require GMs either. Characters are typically organized into playbooks; tropes or classes or collections of abilities that both define characters and make it easier for new players to find their rhythm. These playbooks will come with three categories of abilities: things that you can always do, things that require a token to activate, and things that reward you with a token when you do them. These games also usually include the setting itself as a playbook, or a divided series of responsibilities handed out to each player.
I can imagine a play-by-post form of game moving between descriptive scenes and active scenes, with players alternating between introducing elements of the setting / narrative obstacles; and describing how their characters react to these new events. (I've also seen this kind of thing happen on a Wanderhome server.)
Some Belonging Outside Belonging games that sound interesting to me are Lunar Echoes (a solar punk hack of Wanderhome), Geese at the Beach (chaotic water fowl looking for shines), and Capitalites (urban Asian young people trying to figure out who they are).
I hope you found this useful!
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ratbagdc · 3 months
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Current keyring designs, they may change slightly after i've reviewed the prototypes. For this batch the designs are based on the characters '97 designs.
I have two character spaces free so if you're interested please vote for the character you'd most like a keychain for, I'll pick the top two most popular options.
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youkaiyume · 1 year
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So, Rise of the Beasts!!
I saw it twice of the weekend, and I want to put down my honest thoughts.
Overall, I had a great time and I definitely think it's worth watching. Ignore the critic reviews for some reason they are offended that a Transformers movie exists to sell toys. You know, their sole purpose since the very beginning of inception. But OF COURSE I have THOUGHTS so...
Spoilers under the cut!
I liked the human characters for the most part. Noah's sudden onboard motives for going with the autobots to Peru was not as convincing but adventure needs to happen so I gave it a pass.
Mirage is like, DTF with Noah. Like he is SO ready for that tiny bf bff. It's obvious that Bee spoke so much about Charlie (cuz it seemed he was the only one who did talk positively about humans in their group) that Mirage was just. HIS BODY WAS READY.
CHARLIE WAS MENTIONED!!! AHHHHH!!! That was the one tiny smidgeon of a crumb that I wanted and they gave it to me. Granted it was implied when Optimus says "I know one was good to you, Bee" But I was told that the Latin America dub had him say Charlie's actual name. There was a SCENE that was cut out according to the Hollywood Reporter--that Bumblebee had also pulled out a polaroid pic that Charlie took of them together from the first movie here to show OP. HE'S BEEN CARRYING AROUND HER PICTURE ALL THESE YEARS I DIE WHY DID YOU CUT THIS OUT!!!
Mirage's abilities seem very arbitrary. And I do not like this. He can turn into several alt modes which seems to be only a thing that he can do... he can mass shift--which I know mass shifting is a thing but when he turns into a truck to sneak past the museum security I was like??? I was always under the impression that the bots could turn into a vehicle relative to their own actual size so this just confuses me. There is supposedly an earlier cut of the film where it was more clear that the trailer was another illusion. which I wish they kept in. Also when he becomes Noah's symbiote suit at the end?? Like, as a shipper and rule of cool I am into it, but as a person who wants rules to ground my science fiction I don't like how Mirage is just a swiss army knife for the writer's convenience. It feels lazy instead of taking the time to actually worldbuild. Nobody else can do these things.
The arbitrary mass shifting of him being as big or as small as he wants (like when he becomes Noah's exosuit) really falls apart when they keep insisting that they need the humans because only they can fit into small spaces. Well, clearly not cuz you can just do it yourself. AGAIN, PLEASE BE CONSISTENT WITH YOUR RULES.
Airazor x Elena. Anyone else????
speaking of which, I am very upset about what happens to Airazor. And we never even got to see her transform. tragic.
Optimus sure was a negative nancy which--I understand why but I hope they ease up on edgy "i will rip everyone's faces off" Optimus because it feels disingenuous to his character to keep it going for too long. Like I get it, they killed your fave child so I will forgive you but also I want more of "Be strong enough to be gentle" Optimus. Not the edgelord Bayverse Optimus that they are clearly going for cuz the know certain :ahem: fans like that.
Beeeee. They put him out of commission which again, according to interviews they did just so they could make sure he doesn't steal the spotlight and give a chance for the other characters to shine lmao. He is too powerful. But also because we shots of him in the trailers, I was not too worried about Bee staying out of commission. But goddamn when if I still wasn't hyped as hell when he made his comeback. 10/10 he proves he's still the GOAT.
I hate Pablo/Wheeljack. No, after seeing the movie my opinion of him did not improve in fact it got so much worse. His design was the LEAST of his problems. Every moment he was on screen was deeply cringe. And he barely did anything!! He could have not been in the movie at all and it wouldn't have made a difference and I genuinely believe it would have been a better film. All this hullaballoo over Pablo and this is what we got. Wheeljack fans lost hard after all that defense I'm sorry this ain't it.
Hey speaking of bots that barely got any lines or screentime, wtf was up with Rhinox and Cheetor? My boys got shafted :(
There was a moment where OP is asking the bots if they detected the terrorcons and Arcee WHO IS SITTING in the pablo van was like "lol nope" and I was like GURL how could you, you're in a van. And it made no sense because don't you also have an altmode??? Shouldn't you be scouting outside to cover more ground???
I firmly believe the only had Arcee sitting in there like a dumb duck because they wanted Wheeljack to make a dumb joke in the original cut about how it was a long time since she was inside him. UGHUGHUGH.
Did I mention how glad I am that they cut the majority of Wheeljack's screentime since it was so awful especially his and Arcee's implied romance? Especially since they killed off the other femmes so the only one we got now has to have a mandatory romance. No thanks. Glad that nonsense is gone.
The Maximals' robot modes were very minimal. and they went by so fast I never got a good look at their designs.
I loved how the Maximals were harmoniously living with the native tribe--and speaking their language!
Scourge's face reveal seemed to be treated like it was a big deal but when we saw him it was just... guy without his wig on. Literally the surprise is that he is bald.
Noah x Mirage is very strong good. I have no doubt the fandom will be all over it since they seem to eat up BL romance much more readily and I am all for it. They also have all the great ingredients for it--flirting, drift compatibility, self sacrifice for the other. Another human x transformer ship for the books.
I'm sure there are some ppl who like the ending. but I.... did not. I do not want to see G.I.Joes in my transformers I'm sorry. I don't want the return of military propaganda or more introductions to several human characters that take away from the transformers. I don't want to see them exploited or used for our own human affairs--even if it's a fictional cult-- when they could be literally fighting Decepticons or Unicron or whatever. People might have wanted them in Bayverse cuz it was heavily skewed Military in those films but I don't want to see it again. It was a terrible, dark time. the Joes might be presented as good guys but I don't trust the military in general and I don't see their motives as altruistic--especially if their goal is to use them for their own purposes. Why would they help them get home? They wouldn't, if just to keep their best weapons--and Noah is bait. He is bait and he will fall for it hook line and sinker because they are bribing him with his brother's healthcare and the fact that he is struggling to find work elsewhere.I hope if they are to be involved at all it will be relegated to characters here and there but they stay in their own movies if they have to ride on Transformers coattails to revive an irrelevant struggling franchise.
There was minimal human injuries/death and I appreciate that. They did the DBZ thing where they took their fight to remote locations. This probably won't keep up if they introduce the Joes :/
Overall, 8/10. I had a fun time. I didn't love it as much as Bumblebee but it was definitely miles better than Bayverse (a low bar I know). The action was clear, the characters likable, the CGI mostly stellar. I have hope that they will bring back Charlie maybe. But hey, I took my parents to it the second time around and my Mom liked Mirage and my Dad did not fall asleep so I will consider that a stamp of approval.
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adobe-outdesign · 6 months
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Not sure if this is too far removed from your usual neopets reviews, but it'd be fun to have reviews of some of your favourite petpets.
Sure! There are literally hundreds of petpets, so I just did the first few unpainted ones that came to mind. If you guys want like a mini one or two sentence review of a specific petpet, you can send requests in for those as well.
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Bat Boy: It's weird that it's so human-like, but this weird almost rubberhose-style little guy delights me. he's not retired in my heart
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Ukali: There's just something really nice about the flow of the design, and the face is both adorable and mournful looking.
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Gruslen: I really like the tusks on these guys and something about the overall body shape is really appealing. Like if I had to pick one petpet to make a Neopet this one would be it
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Plumpy: All Plumpy knows is hatred and that's valid
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Meepit: All-time classic
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Seti: I am obsessed with the shape of this beast
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waterfrontcomplex · 2 months
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thoughts/review on 2.4 (and a little bit of au talk)
i got yunli!! and e3 yanqing on huohuo's banner... at least i have guaranteed sunday now i guess
ouhhhh i finished the new quests... yanqing i love you....... (spoilers under cut)
skip to the next pink text if u dont wanna read the au stuff
seeing the designs for the borisin reminded me of an au i thought of a while back. i just call it the 'abundance swap' au. the idea is that instead of the xianzhou following the hunt, what if they were denizens of abundance? so like, xianzhou natives would be wingweavers, foxians would be borisin, and vidyadhara.... could be cobrakind...? or still vidyadhara. idk. the xianzhou fleet would be the cloudseizer fleet(?), the plaguemarks would instead be worshipped and nurtured, and they would spread the 'blessings of abundance' to each world they stop by. the arbiter-generals would instead have spirits bestowed by yaoshi instead of lan.
blondies would be more common, philosophies of the hunt would probably be forbidden, and most people would likely know some form of healing. what do they do with the mara struck? im not sure, actually...
ok one of the reasons i thought of this au was bc i liked the thought of wingweaver/borisin yanhuo but shhh... girls should be allowed to be beasts...
i had more thoughts abt this au but lowkey forgot like half of them... maybe ill make a follow up post once i remember
anyway, back to 2.4
oh maaaan oh man oh man oh man im glad yanqing's finally getting more attention in the main story!! he was kinda tossed around in 1.2 and in kafka's companion mission but got some attention during the huohuo event (fav event <3) and now he's a major part in the main story... this patch was made for yanqingers by yanqingers<33
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hes depressed just like me fr... also, this pic was so pretty....
ok but seriously, im glad that his confidence issues were talked about here. it was brushed off in 1.2 and sword essence ended with an off screen conversation with yanqing and jing yuan. it talked about his problems a bit, but was left sorta unresolved, yk? im glad that he's not just instantly fine and recovered right away.
this conversation also gave me more insight on yanqing's feelings and personality. theres a lot of pressure being the cloud knight lieutenant, but when he uses his swords, that pressure is lifted, even for a moment. he's free, like a bird, but must eventually return to his birdcage.
this version rlly helped me understand yanqing's character more, and hopefully i can improve bnp(som) when i rewrite it, but for now i'll stick with practice oneshots.
i haven't finished much for the new march event, but HUOHUO!!!! HUOHUO IS HERE!!! AND SHE'S BEAUTIFUL!!!<333
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LOOK! LOOK AT HER!!!
i decided to color her in!! here's canon huohuo
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and here's my huohuo! (more yellowish-green, just personal preference)
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these are free to use with credits since they're just colored<3
anyway thats all for now... might make another post if i have more ideas. sorry for the lack of art and fics :( ive been busy with artfight but now since it's ending i should hopefully be posting more art soon :)
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haupkmn · 2 months
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Any Alola Gang headcanons?
Sun & Moon are twins who are both poke american from Unova
Their dad moved to Kanto for work and their mom lives in Alola researching Meowth. They're still together, they just work apart 99% of the time.
Sun is the older twin, Moon is the evil twin. Both of them attended the pokemon school for a bit before going into different child-carrers Moon doesn't have a gender. Sun is a cis guy. Maybe. They're both bi. Moon is Not Normal about Lillie. Sun has a weird crush on Kiawe. Moon can be smart if she feels like it, Sun is dumb as bricks and only knows book smarts over street smarts. Moon could probably steal anyone's wallet.
Ash Ketchum is a very distant cousin. He visits on occasion (Kukui has weird partial custody with Burnett) and after the championship travels the world with a group of his past companions.
Gladion & Lillie are Poke-French and are from Kalos. Gladion is 2-3 years older than Lillie and is a trans guy who's in denial about liking Hau and Moon. He's a horse girl who loves Type Null more than most people, but he has a soft spot and tries to be cool. Tries.
Lillie doesn't really have time to worry about gender since she has to work on her Lusamine Trauma™ she's some flavor of her gender being "i like girls but im not one". After game canon she gets into fashion design and travels to Kanto and Johto to do research with Vulpix. Nebby is usually with her (whether she knows it or not) and she wants to explode Bean Island™ one day.
Mallow is transfem and wanted a name like her mom's. Post game she, Lana and Kiawe all work in a silly little strip mall selling mostly food. (Plants, fish and dairy) and she's Just Roommates with Lana. She's a lesbian.
Lana being the little gaslighting fuck decides to catch water types with her not-wife and realizes that gender is fluid. Like water. She's genderfluid. Dresses exactly the same but Kiawe will look at her and say "Boy day?" and he goes "yup. B )". Lana grows up to be an Entity who most of the gang hopes she's joking about things like seeing ghosts or catching Kyrogre again but nobody can really tell.
Kiawe is in a relationship with Ash, he usually watches over Torracat and Rowlet when Ash is traveling the world. He has the option to go, but prefers the quiet of the farm and the peace of knowing the CANON FUCKING COLONIZER is dead. (Lana killed him)
Harper, Sarah and Mimo all attend the pokemon school when they're not playing with Lei (the Kukui breeder baby) or trying to catch their starters. They hang out with Bonnie on occasion.
Sophocles is ace/aro and is pretty chill with that. Togedemaru is his emotional support animal when he has to work at the lab with Big Mo and if Lillie is in Alola, he researches ultra beasts and ultra wormholes. Sometimes he films videos for a food review channel with Mallow.
Acerola & Hapu are business partners in a sense, Acerola scares equine pokemon and Hapu tries to corral them. Acerola spends most of her time traumatizing Guzma and Team Rocket. They're lesbians, Harold.
Hau is cousins with Raihan & Iris. His parents work in Paldea most of the time as chefs, he's genderfluid and just likes everyone. He got the alola champion when Ash got to be the pokemon master.
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zedecksiew · 9 months
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THE BLOGGIES 2023: NOMINATIONS OPEN
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If tabletop roleplaying games were a hydra, blogs would definitely be one of its heads.
Probably the smartest, zaniest one? The one with the unexpected ideas; the silliest quips; the most devious schemes; the most profound observations.
The OSR / post-OSR style of play arose on blogs. I was inspired to make roleplaying games because of a blog post (this one, by Patrick Stuart, specifically).
Beyond the actual playing of games with friends, blogs are the most important part of TTRPGs, to me.
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Last year, Prismatic Wasteland hosted the inaugural Bloggies.
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64 excellent posts from across the TTRPG blogosphere were considered. A celebration of our community, our psychic brain-trust---the many heads of this, our TTRPG beast.
All the nominees are worth perusing. Winners list here.
My post, "D&D's Obsession With Taxonomy", won Best Blog Post of 2022. (Thank you, everybody who voted!)
Because I won, it falls to me to host this year's Bloggies.
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Nominations are now open for the BLOGGIES 2023!
Is there a blogpost about TTRPGs from the past year (December 2022 to December 2023) that you think deserves attention and recognition?
Tell me about it! Drop a link to it, tell me why you like it, tell me which category it falls under:
Theory---broad criticism, observation, and analysis about TTRPGs (its cultures, its aesthetics and texts, its politics, etc);
Gameable---cool stuff (monsters, subsystems, bits of design, etc) you could grab and add to your own games;
Advice---ideas, tricks, and procedures for making your games better / easier / more fun, basically adding to the play-culture;
Review---specific criticism of specific books / games / systems / adventures / products.
Drop your nominations in the comments below, or in this Xwitter thread, or wherever else you can get in touch with me on the Internet. Do this before the end of 31 December 2023.
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How BLOGGIES 2023 Will Work
Here's how I am thinking of running things:
25 Dec 2023 - 31 Dec 2023: Nominations open!
1 Jan 2024: Nominees shortlist announced!
First week Jan 2024: Public voting for Best Theory Post!
Second week Jan 2024: Public voting for Best Gameable Post!
Third week Jan 2024: Public voting for Best Advice Post!
Fourth week Jan 2024: Public voting for Best Review Post!
First week Feb 2024: Final round of voting for Best Blog Post Of 2023!
"Imperfection is a feature, not a bug, of blogging," as Warren said about the Bloggies, last year. I am but a single person. I will be copying much of his methodology.
I will be whittling down the nominations I receive to a shortlist of 64 posts (16 per category bracket), via personal judgment. No blog will be represented more than once per category---except for reviews (3 posts per blog).
Public voting for each category will happen in four rounds (16 / 8 / 4 / finals). Winners in each category will face off in a four-way vote for Best Blog Post.
Voting will most likely happen on Twitter, same as last year. (I am loathe to do this, but Twitter is still the social-media network most TTRPG people are on, sadly. But am also considering Google Forms. Thoughts?)
Month-long voting gives us the space to celebrate / argue over all the work our community has turned out this year---and gives me time to create prizes. (Am thinking of making linocut prints, inspired by the winning posts.)
Finals being announced in February just before the Lunar New Year justifies the header art above---as the Year of the Rabbit gives way to the Year of the Dragon.
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Here we go here we go here we go!
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RWBY SIMIN'S ALLUSION
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To celebrate the exciting news of RWBY finding a new home, I want to celebrate the fans who kept moving forward & never gave up on our beloved franchise. And what better way than to review the most popular RWBY OC Team? SLVR is a fanmade project by Mark Zhang. These fanmade trailers blew the internet away with just how CLOSE he replicated Monty’s style with the RWBY trailers. Music, settings, weapons, moon shot, everything. One thing he does the best, however, is his incorporation of fairy tales & mythology. Today I want to honor his characters beginning with the one who started it all, Simin Megistus (video linked below if you haven’t watched his Silver Trailer).
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Simin Megistus is based on Hermes Trismegistus from Greek mythology. Hermes’s Roman counterpart is Mercury, who has a reference character in RWBY proper with Mercury Black. This explains the similarities between the two characters. Luckily, Simin fights for justice. His name means “silver” which is why it is spelled that way. This can be a nod to mercury also being known as “quicksilver”. His last name, Megistus, means “greatest”, and is derived from Hermes’ last name, Trismegistus.
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Hermes was a famous author who wrote several pieces of historic text. His most famous work was Kore Kosmou, detailing several ideals & cosmetology (moon, stars, etc,). The book continuously references the 4 elements (Fire, Water, Air, Earth). Simin’s weapon is named Kore Kosmou & can conjure weapons made from the 4 elements. Hermes is often depicted with a traveler’s cloak said to have magic abilities. This is why Simin’s weapon is a jacket.
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Hermes practiced alchemy, which is basically the foundation of chemistry. It is the study of changing the characteristics of matter. This is done by extracting, merging, or manipulating elements like metal, fire, gold, etc. Simin’s weapon allows for him to manipulate dust & form different elemental weapons, allowing for various fighting styles.
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All of Team SLVR has a moon/lunar theme, but it is the most present with Simin’s character. He represents the element of the moon, silver. He has a moonshot in the trailer (standard). His symbol is a moon & it's different craters. His weapon has 4 different “moon phases” where each of the craters hold a different types of dust. The song used in his trailer is “Paper Moon” from Soul Eater. Also, Hermes & his counterparts are said to be deities of the moon.
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Hermes is the protector of thieves, merchants, & orators. This translates to Simin fighting the White Fang in his trailer, thieves who are trying to smuggle dust (merchants) & spread the word for social justice as Faunus activists (orators).
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Hermes was also known as the “Argus-slayer” for defeating Argus, the 100 eyed giant, with his mighty sword. This is referenced with the final boss in Simin’s Trailer, Banesaw 2.0. His White Fang mask is significantly more detailed than the others, having emphasis on circles & dots in its design, resembling several eyes.
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The white fang is smuggling dust, as they do in Volumes 1-2 of RWBY. Simin in a way represents the dust “fighting back”. Simin can also represent the full moon itself, causing the beasts of the night (White Fang) to ravage. Notice the trailer takes place at night & stars are surrounding him.
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Simin has become more than a simple fan character over the years. He is the symbol of the RWBY Fandom, & his creation shows how inspiring & beloved the show is to its audience. Mark Zhang has said that he was deeply motivated by Monty Oum's work, & this led to the creation of the Silver Trailer. Everyday I hope Monty could somehow see the impact he had on others. Rest In Piece❤️
Here is the Silver Trailer for those who haven't see it or just want to look back on it :) love you Mark & keep moving forward.
youtube
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timeagainreviews · 10 months
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Bombastically Subtle: The Giggle
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In my review for “The Power of the Doctor,” I talked about the power of lowering expectations. It’s good to approach Doctor Who with an open mind as it leaves room for being pleasantly surprised. One major truth for the Doctor Who fandom is how often we play ourselves with our expectations. We get it in our heads how something is supposed to be and we get mad that it isn’t that thing. That being said, there is a rational standard to be expected. Before “Journey to the Centre of the TARDIS,” aired, I had a small list of things I wanted to see in the TARDIS. Things which if included, would mean they didn’t waste the opportunity. I wanted to see a big gothic library. Check! I wanted to see the swimming pool. Check! I wanted to see a room that looked like the outdoors. Check! I wanted to see an M.C. Escher room like from “Castrovalva.” Well, three out of four ain’t bad. Speaking of three out of four, remember “The Celestial Toymaker”?
Of the 97 missing episodes of Doctor Who, three are from the four-part story “The Celestial Toymaker.” It would be four out of four, but the last episode “The Final Test,” was eventually returned to BBC in 1984 but wasn’t made available to the public until 1991. For years, all fans had left of this story was the Target novelisation and their imaginations. You could argue that “The Celestial Toymaker,” is a story which has benefitted from going missing. It enjoys a sort of mythic status no effects budget from 1966 could ever live up to. So when it was revealed that the Toymaker would be returning to Doctor Who in “The Giggle,”  I saw it as an opportunity for them to finally give us the episode that has existed in our collective imagination for decades. 
It makes sense that it took 57 years to return the Toymaker to the screen. It’s easier to write “The Doctor sees himself in puppet form,” than it is to film. Words may be the cheapest way to put big images in our heads, but we’ve got Disney money now. Doctor Who can finally afford to give the Toymaker the visuals he deserves. And the episode delivers on those visuals. It’s as mindbending and dazzling as you would expect for a trickster from the Island of Misfit Toys. Not only are the visuals impressive, but they’re also creative. That last bit is something people often forget. Style is everything. The Toymaker’s old-timey shop is beautiful and this design aesthetic carries over to visuals he produces. He feels appropriately out of time and timeless. I wanted to say this upfront because, honestly, there is so much more going on than stellar visuals.
One complaint I’ve seen consistently about the 60th Anniversary Specials is that they often seem like pale imitations of what came before. Just last week I compared “Wild Blue Yonder,” unfavourably to “Midnight,” but I had to concede to the fact that these specials are a bit of an homage to all of Doctor Who. Of course, there are similarities, it’s a celebration of 60 years of Doctor Who. That would be like complaining that they put a Santa robot in a Christmas episode. “The Star Beast,” harkens to alien invasion stories and evil dictators. “Wild Blue Yonder,” is like our “Midnight,” “The Edge of Destruction,” and “Heaven Sent,” type stories with a healthy dose of body horror. And “The Giggle,” is a bit more like “The Ultimate Foe,” “The Mind Robber,” or even “The Sound of Drums.” If these episodes are, as Russell T Davies said, the finale to the 2005 series, they’re a fitting send-off. 
Much like “Wild Blue Yonder,” I found the introduction to “The Giggle,” to be the weakest section of the episode. Something about both scenes in both episodes had unnatural dialogue and poor pacing. It feels almost as though the episodes are both trying their best to get going as fast as possible. It makes sense when you consider that a major plot point is that the Doctor doesn’t take time to rest. Also, there is a lot of information to be imparted within three episodes. Regardless, I got a little nervous by Neil Patrick Harris’ over-the-top German accent bouncing off of Charlie de Melo’s confused face. But when Banerjee says to the Toymaker that his accent was slipping, I relaxed a bit. It’s like when Dorothy Vallens tears her bad wig off in “Blue Velvet.” You think “Oh thank god, they realise it’s unrealistic.”
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I love the inclusion of John Logie Baird into the story. Not only is he from Scotland (my newfound home), but an oft-overlooked person in history. Using the inventor of television to celebrate one of Britain’s oldest TV shows feels appropriate. RTD said in an interview that he started reading up on Baird while working on his miniseries “Nolly.” Initially, the only villain of the story was going to be the puppet, Stooky Bill, but Davies realised that might look a bit naff so he considered who might be the puppet master and the Toymaker was a natural fit. I love hearing how writers form stories from seemingly disparate elements. Had RTD never written “Nolly,” we would have probably not seen the Toymaker, which would have been a different 60th anniversary altogether.
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Thanks to things like “Doctor Who Unleashed,” and the commentaries, we’ve been given some intriguing insights into Davies’ creative process. Initially, he worried that the Toymaker was too ancient a character for modern fans to care about, but that never stopped Steven Moffat from introducing a new generation of fans to the Great Intelligence. He also took time to discuss the Toymaker’s racist roots. While I’ve never once thought of the Toymaker as yellowface, I can see how their use of the word “celestial,” and his Chinese silks might send the wrong message in this day and age. It’s funny then that that is also the reason he decided to give the Toymaker various accents, as a call back to his problematic nature. He is a villain after all. But is it really racist to make fun of Germans? I prefer my friend Taryn’s explanation that the Toymaker changes his voice often because the Doctor originally beat him by impersonating his voice.
With London at each other’s throats, it’s easy to see why UNIT would be relieved to see the Doctor. I half-expected Kate Stewart to slap the Doctor, but instead, she greets him with a hug. In the words of the Doctor- “This is new!” Now it’s been said before, so I’ll just agree that yes UNIT HQ looks like Avengers tower. We’ve already established that RTD is taking a page out of the Marvel playbook, no need to belabour the point. Back at UNIT, the Doctor is reintroduced to some familiar faces. We see Kate Stewart, Shirley Bingham, but most excitingly, Mel Bush. That’s right, I said “excitingly,” and “Mel Bush,” in the same sentence. I once met Bonnie Langford at a convention and I feel like she could tell I was lying when I said “I liked you in Doctor Who,” because in all honesty, I didn’t. But after rewatching “Paradise Towers,” and admiring Mel’s individuality in the face of the mocking Kangs, I thought “Maybe Hughie Lewis was right, it is hip to be square.” Furthermore, I knew RTD would do her right.
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Something I’ve really enjoyed about the RTD2 era is how he has somewhat elevated the role of companion. Too often in the show's history have the companions been forced into the role of audience surrogate, fit only to ask the Doctor what’s happening and to get captured. Both Mel and Donna are rocking shit at their computer consoles. Finally, a writer who remembered Mel is a computer wiz, go figure! And of course, the best temp in Chiswick is leading the attack. But beyond being useful, he’s allowing the companions to have actual depth of emotion. Mel’s life doesn’t feel like a sad sack existence that landed her in a support group. She had a fun life with Glitz. Furthermore, it was a life she chose. There’s no baggage between her and the Doctor, just delight.
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The Doctor learns that it’s not just Londoners losing their minds, but the whole world. Even our beloved Trinity Wells has fallen prone to the vitriol on her Fox News-esque talk show. The source of this anger is an arpeggiated laugh over the image of the first-ever televised face- Stooky Bill. This of course is the aspect that reminded me most of the “Utopia/The Sound of Drums/Last of the Time Lords” three-parter. Like the rhythmic heartbeats of a Time Lord, this signal has laid dormant on every television, computer, tablet, and phone screen for years. This is, of course, Russell T Davies’ comment on the current state of discourse on the internet these days. And in another way, it’s his comment on the state of the Doctor Who fandom lately. He seems well aware of the divisions in the fandom and it’s nice to see that aside from the sexists, racists, and transphobes, he’s interested in bringing the rest of us together, but I digress.
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In what may be one of the most effective scenes in the whole episode, Kate Stewart removes her Zeedex, a device invented by the mysterious Vlinx to inhibit the effects of the giggle signal. After removing it, we watch in horror as our beloved Kate Stewart devolves into a paranoid ableist bigot who hates gingers. Jemma Redgrave gives a chilling and vulnerable performance that was hard to watch. I found myself choked up seeing her in this state, and watching her profusely apologise to Shirley afterwards was heartbreaking. That said, I loved Shirley’s reaction. It’s nice that RTD in his desire to portray marginalised people hasn’t forgotten that we’re not all helpless. Shirley understood the situation and she’s strong enough to take it. Even more, I loved it when the Doctor snapped at her with a bit of sass. It’s good to see Davies treating this new diverse cast as flawed and vulnerable people. He’s not ticking boxes, these are real characters.
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The Doctor begins to get an inkling as to who they are dealing with. The words “puppetmaster,” and “toying with,” begin entering his vocabulary. The hairs on the back of his neck stand on end as something deep inside him is screaming “Toymaker!” Having correlated the mass outbreak of violence with the launch of a South Korean satellite, Kate gets permission from the Doctor to take out the satellite with a Galvanic beam. I loved how it was the Doctor’s job as President of the World to give the command. He must have hated that. Eagle-eyed viewers will remember galvanic radiation as the poisonous light from the planet Midnight. Once again RTD calls back to one of his best stories. Meanwhile, Donna hits Kate up for a job at UNIT netting her six figures a year and five weeks of holiday. Go Donna! While all of this is happening, Shirley has traced the original Stooky Bill broadcast back to SoHo in 1925. The Doctor and Donna pile into the TARDIS to follow this lead which takes them to the Toymaker’s shopfront.
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What I love most about including the Toymaker is that it has introduced magic into Doctor Who. The ‘70s gave us many occult storylines, but even then most of them could be explained with science. Seldom does Doctor Who give us a storyline where the Doctor is unable to explain what happened. We got the Beast in “The Impossible Planet/The Satan Pit,” and the haunted house from “The Chimes of Midnight,” but for the most part, magic has never been real in Doctor Who. Not even the Carrionites used actual magic in their word-based witchcraft. Perhaps RTD’s time working on “Wizards vs Aliens,” rubbed off on him. Either way, it’s an interesting way to breathe new life into Doctor Who. The Doctor hasn’t really ever dealt with actual magic and I am curious how it will affect him moving forward. Superman is one of the most powerful beings in DC comics, but along with Kryptonite, one of his greatest weaknesses is magic. Magic plays by its own rules.
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As a being governed by magic, the Toymaker is bound to a set of rules. The Toymaker takes pride in his rules, so much so that when Donna implies he’ll cheat the Doctor, he looks genuinely offended. There is clear animosity between the Doctor and the Toymaker that is palpable throughout the story. The Doctor even antagonises the Toymaker by implying he is a slave to his rules of play. The Toymaker isn’t just interested in revenge, he wants to humiliate the Doctor in front of the person who loves him the most- Donna. He attempts to weaken her faith in the Doctor by illustrating the Doctor’s past failures to save his companions while highlighting the ways the Doctor justifies his failures. The one thing the Toymaker didn’t consider is that Donna knows this about the Doctor already. He can’t break her faith in a man she regularly puts in his place. This woman once called the Doctor “a thin line of alien nothing.” Do your worst, Toymaker, because Donna has already said it and more.
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The real secret behind this episode’s success is in its subtlety, which is hard to imagine in a story where a man turns bullets into flowers while singing to the Spice Girls. Despite all of the big colourful chaos, the most effective moves are quiet. I mentioned in my review for “The Star Beast,” that Davies was more successful in his moments of subtlety than his big declarations, and here is no different. The Doctor and Toymaker play a simple card game. The Doctor loses this game but wins on the technicality that they are now even. There’s no way the Toymaker can allow for a tie, a winner must be decided. You can’t beat the Toymaker with bullets or Osterhagen Keys, but rather by playing his games. Underneath all of the expensive CGI and set design, it ultimately comes down to a game of wits. This is classic Doctor Who, “The Brain of Morbius” stuff.
That art of subtlety had seemed all but gone with the Chibnall era. I grew tired of the Doctor constantly knowing everything and never being out of her depth. It’s good to see the Doctor still has to solve things. It’s why I’ve enjoyed seeing Tennant skulking around being a detective. It’s why people always harp on about “show don’t tell.” It’s better to see how the Doctor slowly pieces things together than for the Doctor to tell us upfront. Knowing everything is not what makes the Doctor clever. Knowing nothing, having no plan, and discovering the path is far more gratifying to see. Ultimately it comes down to Davies having a better understanding of the Doctor as a character. The Doctor is flawed, vain, aloof, and prone to getting frazzled. Its his ability to soldier on that makes him special. The Doctor’s strength isn’t in knowing everything, it’s in knowing his limitations. You can’t learn if you have everything figured out.
While we’re on the subject of subtle changes and Chibnall, it might be worth it to discuss how this story addresses “The Timeless Children,” because I’ve seen zero people talking about it. When the Toymaker flashes the gold tooth in his disturbingly toothy grin, he tells us a little more than the Master’s fate. In a blink-and-you-miss-it line, he implies that he turned the Doctor’s timeline into a jigsaw puzzle. It’s such a subtle moment that it’s not surprising that most people missed it. But think for a moment- what recently turned the Doctor’s life into a convoluted mess? The Timeless Child storyline, of course. I love this line because it does two things. First, it allows the people who enjoyed “The Timeless Children,” to continue on in their enjoyment. Secondly, it allows those of us who disliked it to compartmentalise the storyline into something that finally made sense as a plan devised by a villain. If you ever wondered why the Timeless Child storyline was necessary, you now have a canon explanation- it wasn’t.
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Unable to foresee the Doctor’s clever escape clause or Donna’s ability to bash a doll against a wall (love love loved that by the way), the Toymaker decides to change the playing field from his Toyshop to UNIT HQ. Neil Patrick Harris seems to be having the time of his life terrorising UNIT to the tune of “Spice Up Your Life.” At first you think “Oh how funny,” and then you see Mel take a tumble and you think “Woah man, that’s an elderly woman there!” As he gleefully turns two soldiers into a pile of colourful plastic balls, the act is no longer cute. The Toymaker is a horrifying monster with no conscience. Our lives are playthings in his hands and he must be stopped.
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This scene illustrates beautifully the exciting possibilities of a magical Whoniverse. The Brigadier once famously quipped “You know, just once I'd like to meet an alien menace that wasn't immune to bullets.” Turning bullets into flowers certainly fits the bill, but it begs an even deeper question- how do you fight an enemy that is immune to science? Kate Stewart took great pride in reforming UNIT to be more science-based, but magic doesn’t care about facts. Magic rewrites reality. The Doctor tries to comfort Shirley by explaining that the Toymaker can change atomic matter with his mind, but admits that even that is a poor explanation. Both the Doctor and UNIT are in new territory. It really ups the danger and makes you wonder how the Doctor will adapt. I said in my review of “The Star Beast,” that the sonic screwdriver was like a magic wand and perhaps it may need to become one! Sorry, War Doctor, it’s no longer a scientific instrument.
Exasperated by the Doctor’s trickery, the Toymaker shocks by shooting the Doctor with the Galvanic beam, stating that he wants to play the final game with the next Doctor. This jumpstarts a new regeneration, but as we all know, it’s not your usual regeneration. But before we get into that, I would like to discuss the moments leading up to that infamous moment because some interesting stuff happens. Having Donna and Mel join the Doctor’s side was exciting because we’re so used to the Doctor regenerating in a blast of energy powerful enough to destroy TARDIS consoles and Dalek ships. It’s easy to forget that the Doctor used to regenerate surrounded by his friends. So there the Doctor stands, surrounded by what the Eleventh Doctor would refer to as “the ultimate ginge.” I think we all sort of expected to hear the Doctor say something like “I don’t want to go,” or “I’m ready to go,” and I applaud RTD for avoiding both in favour of a far more appropriate “Allons y!”
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Now, if you’re a terminally online Doctor Who fan like myself, you’d probably read the leak about bi-generation and were therefore not surprised. I kind of regret it because it turned out to be true. I am so used to “leaks,” and “fan theories,” being wrong that I expected the same here. However, part of me is somewhat glad I read the leak as it gave me time to think about the concept. I had seen people immediately hate the idea, so I think a part of me decided to be fair. After all, if you read just the synopsis of any story, divorced of all context and tone, you might also say “That sounds terrible.” In context to the rest of this episode, and what came after, bi-geneation was an absolute joy to behold.
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Usually when we get a regeneration, we get maybe 20 seconds to enjoy the new Doctor and then have to wait a few months to see more. But here we not only get to meet Ncuti Gatwa’s Fifteenth Doctor, we get to see him in a mult-Doctor episode with David Tennant! What a treat. Immediately I took to Ncuti as he tells the Fourteenth Doctor to push and then admits he doesn’t know that it will work. This is all new to him as well. I said above that I like when the Doctor is slightly out of his depth, and this is no exception. I will say it’s very lucky for both of them that one of them got the pants and the other got the trousers. Can you imagine that scene playing out with one of them having a Winnie the Pooh thing going on? However, they did miss a chance to call back to the Twelfth Doctor by not giving the Doctor question mark underpants. Oh well.
After watching this episode I asked Taryn what she thought about the Fifteenth Doctor and she told me that she felt it was too early to tell. I then pointed out that while we don’t fully know his personality yet, there was no point during which he didn’t feel like the Doctor. Ncuti takes to the role like a fish in water. He is the Doctor and I cannot wait to learn more about his personality. But first, we have a Toymaker to banish. Now I’ve seen people complain that a game of catch was a disappointing climax to the story, but I disagree. Both of the games the Doctor plays against the Toymaker are simple. Which card face is higher? Can you catch the ball without dropping? It’s nice to have a simple solution against a backdrop of heavy special effects. There are some comical moments such as when Fifteen throws the ball as if he’s trying to win against Fourteen. Also just seeing Ncuti run around in his pants was very funny. Ultimately it is the Toymaker who drops the ball. The Fourteenth Doctor takes his prize in the form of banishing him from our universe forever, but not before the Toymaker warns of his minions spilling into our reality. I was reminded of the “Babylon 5” spin-off “Crusade,” where the Shadows of B5 had been defeated, but their minions continued to plague the galaxy. Or if you’re a Tolkien nerd, it’s like when Sauron continued the work of Morgoth. It’s very exciting stuff.
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They continue to set things up for future episodes. They call back to the salt thing from “Wild Blue Yonder,” when Kate orders her men to encase the Toymaker’s box in salt. They also give us a hint of future Master appearances when a mysterious hand with cherry red nail polish retrieves the Toymaker’s tooth. Is it just me or was that lady floating? Because I can’t tell where she would have been standing. But most exciting of all would be the implications of bi-generation and the Fifteenth Doctor’s prize of splitting the TARDIS. According to Davies, he sees this as something that happens across every regeneration. Now every Doctor goes on to have further adventures with their own TARDIS. I’ll be honest, I like this idea less, but that’s mostly just because it’s a bit messy. But why I like it is that it makes a case for its existence. Doctor Who has always been slightly metafictional. Do you need to replace an actor? Well, now the Doctor’s body can change. But this has also introduced a problem into the show which is that if an actor gets too old to play their Doctor, you have to come up with some weird excuse as to why they now look old and bald. But not anymore! While the concept of time streams would have been a cleaner and more wibbly wobbly way to approach this issue, I’m fine with this explanation. It serves a purpose and fixes one of the show’s oldest conundrums.
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One aspect the fandom still seems a bit murky on is whether or not the Fourteenth Doctor will still go on to become the Fifteenth Doctor. I’ve seen some people wonder if the Fourteenth Doctor might go on to become the Currator. But I like to think it’s more like a Clara thing where he’ll eventually return to his original point of death to bi-generate into Ncuti Gatwa. One reason I think this is because the Fifteenth Doctor feels at peace with himself. I like to imagine this is due to living a life with the Noble-Temple-Mott family. Something inside the Doctor heals and he’s eventually ready to get back out there and travel like the good ol’ days. Truthfully though, neither scenario would really bother me. With Donna now working at UNIT and Fourteen sticking around I expect we’ll see them again, but at this point, I’m ready to watch Ncuti dazzle us for a bit. 
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The epilogue with Donna’s family was such a nice and necessary scene. While Ncuti had since become the new Doctor, he wasn’t yet the current Doctor. We still needed to say goodbye to the Fourteenth Doctor. A good and proper goodbye. Earlier in the episode, Donna mentions to the Doctor that he never seems to rest, but here he seems at peace. It’s funny how it took 15 years to explore how the Tenth Doctor could have been “so much more,” but here it is. The real reason he came back was to retire, to have a family, to find peace. It’s as though every regeneration still swimming around in the Doctor’s mind is finally able to relax. We do however get a hint that it’s not all sunny days and lemonade. If you read Rose Noble’s Magic Card, it mentions she is ready for adventures in her own right. Seeing as she is known to have the occasional trip to Mars with Uncle Doctor, I suspect we’ll see her in the TARDIS sometime if not Big Finish. 
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Back in his own fully accessible TARDIS, the Fifteenth Doctor is finally the current Doctor. He runs around his TARDIS consoles flipping switches and having the time of his life, ready to get out there and show the universe what he can do. And what a joy it is to see, is it not? I had been very nervous about this episode because I was worried about where Doctor Who would end up in the end. So much had changed during the Chibnall era and not all of it was for the better. The future of the show felt very shaky and uncertain. Ultimately I was hoping the show could once again find some sort of equilibrium and I feel it has. Doctor Who feels like it’s finally at a point where it can comfortably move forward. I can’t think of anything better to say now than “Allons y!”
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averagefungus · 1 year
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A review of the Dumb Jokes Jello kept out of the Sky Pirate Girlfriends video
The Valuan Armada is only allowed to attack one place one time, they get one shot. They nearly kill Vyse and his friends twice but never actually succeed because they completely where the base they lived at was completely.
Drachma is every beast to exist, including being Vyrsas older brother by implication of being a Gigas. (I give the funny moments not the context)
Vigoro is hated by every single person on both the sides of good and evil, and also being the only person in the entire world who intentionally deadnames Vyrsa. The elders reveal their biggest regret wasnt creating super weapons capable of destroying civilizations, but that they never killed Vigorors ancestors.
The history behind “Samuses Husband” is revealed, I don’t remember who it was that made the Oc of Samus’ Husband but it’s fucking incredible (no he does not have a name besides ‘Samuses Husband’, I believe his characterization and origin are told in the first VOD)
Belleza continually disguising herself in increasingly obvious ways, with Team-Rocket tier disguises after the events with Bellena
The increasing absurdity in Aika and Fina buying a ship with 10,000 gold in only a week on a waitresses Salary
Enrique gets sick easily on boats, Jello jokes that Fina doesn’t know what vomit is, so when we actually see Finas home everyone immediately is disgusted, and then it gets INFINITELY worse due to the worst dungeon design ever conceived.
Ramirez and Galcian are extremely gay for each other, to the point of pet names and dramatically trying to kill others out of rage when one perishes. The Dudes Rock to the Trios Polyamory
Andddddddd Piccolo
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theresattrpgforthat · 6 months
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Review Two, Electric Boogaloo: Eureka: Investigative Urban Fantasy
This is my second review for Eureka, as the document has been majorly updated, and the designers are gearing up to fund it on Kickstarter from April 10 to May 10.
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This game is an investigative game meant for mysteries that incorporate a large amount of action and horror. I’m going to break down some of the interesting things Eureka does, and talk about who I think would be a good audience for it.
Graded Success
Eureka uses 2d6 for pretty much every roll, with the possibility of ending up with a failure, a partial success, or a full success. You can add modifiers from various different places, such as your skills, your fear, and your player Truth. The breadth of this game and the game philosophy behind it means that it is not a Powered by the Apocalypse style game - Eureka is its own beast.
Investigation
There are two kinds of rolls in Eureka - investigative and non-investigative. When you are not investigating, success and failure will mostly be determined by what makes sense in the fiction. For investigative rolls, regardless of success or failure, your character will receive investigation points.
I really like this mechanic because even if you fail, your character makes progress - and in fact, since you gain more investigation points when you fail, this plays as if your character is able to use their failures to arrive at a conclusion later in the story.
This is a great time to talk about the Investigation Bar, which is the central focus of the game. When you fill the Investigation Bar, you get a Eureka! This could be a chance to get a vital piece of information, or to tip the narrative scales into your character’s favor.
Precious Information - Secretive Play
Secrets are important in Eureka. The Narrator has secrets of course - the answers to the mystery, the motives of the NPCs, the supernatural that is hiding around the corner - but the players do to. If you are a vampire, a werewolf, a psychic, etc., you are encouraged to wait until a dramatically appropriate moment in the game to reveal this information.
This presents a very specific style of play. Eureka is an ideal game for folks who want to procedurally uncover information, and game masters who like using pre-determined, pre-written mysteries, with motives, clues and events mapped out. How these mysteries are solved still depends on what happens in play, but as a GM, you’ll have plenty of sources to draw on when the characters ask questions.
Eureka also prepares players for messy relationships between their characters. If you want your characters to misunderstand each-other, compete with each-other, or even betray each-other, that is an option in this game. These complicated relationships might even give birth to a secondary plot line for the characters to follow as they try to solve the mystery, especially if they want to find the answers for different reasons. I think it has the potential to make Eureka a multi-layered storytelling experience.
Procedurals
This multi-layered experience is possible only if you have one or more members of the group who are dedicated to taking notes. Because the information being relayed to the characters is so important, it’s crucial that the players remember that information.
In some ways, this reminds me of games where players are expected to get inventive with the tools they have. Players are given pieces of information, and then asked to put the pieces together while in character. The handing out of this information is similar to what I’ve heard described in GUMSHOE - obvious clues will not require a roll - but what is done with that information is up to the players.
I think this might be why playing in longer games or campaigns might be a really good format for Eureka, because it allows characters to piece together a big mystery over a long period of time. This is a game that requires a large amount of investment from both players and game-master alike; this is procedural play in which the narrative emerges from the procedure.
Horror
Eureka thrives with horror, and while the game is meant to be compatible with adventures with various systems, that doesn’t mean that it is genre-agnostic. There are dark things in the corners of this world, whatever it may be, and those things will scare and stress out your characters. There are a number of mechanics that tie Eureka to horror really well.
First is Composure, which is a replacement for sanity mechanics of games like Call of Cthulhu. Your character can only take so much emotional stress before it starts to inhibit their ability to perform certain tasks. If you lose enough Composure, you’ll find yourself hindered in the amount of positive modifiers you can apply to any given action. I like how this replicates how stressors can inhibit it personal performance - and the fact that Composure can be regained means that you can moderate how gruelling the gameplay is.
There’s also character Truths, which aren’t necessarily horrific, but can give you a reason to take the less-than-optimal path in any given situation. Similar to Vice in World of Darkness, you can gain a modifier to a situation in which your character chooses to act in a way that is in line with their Truth, even if there is another option available. This is a mechanical reward for playing true to your character, flaws and all.
The game also asks you to personalize the fears associated with your character. These fears may trigger Composure Rolls, or apply modifiers to them to make them harder to pass. These fears may also be cues to give to your Narrator, indicating what kinds of things you want to inhibit your character, and what kinds of things you want your character to be able to face with little difficulty.
Toolbox
There are elements of Eureka that are optional, which are there to help tailor your game experience. For example, you can include a Ticking Clock to give your players a dead-line or heighten the suspense, which can focus the game and also make it feel more like a thriller.
You can also tailor the skills to make the game fit a certain setting, such as prioritizing horseback riding or driving cars - or perhaps increasing the medical skills to make this a mystery much more focused on biology and medical practises.
The game also has many nods to various forms of detective fiction, as well as supernatural mysteries, action pulp films, and film noir. You can see this primarily in character abilities, which come as a big list of things you can pick and choose and pair together for a unique character.
All in all, if you want a game where Columbo, Buffy the Vampire Slayer, and Indiana Jones can all be in the same adventuring party, you might want to check out Eureka.
You can find a free download version of Eureka here, and keep an eye out for the Kickstarter here!
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