#flashbacks to be embedded in the chapters...originally some of them were flashbacks
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literally me when i use a scene from the muppet movie as inspo for what is probably the saddest of the lover boy interlude chapters
#the interlude chapters are chapters that just showcase the physical things beau interacts with throughout his grief#its been so long since i thought about those anyway#like transcripts for videos he recorded because he is a 1980s vlogger....letters and cards...journal entries...mixtape lists....#not all of them are bobby related but most of them are#originally i was going to have them be every other chapter but idk i think that might be too much...we shall see#originally it was going to be any kind of thing disconnected from the fictive present but i wanted#flashbacks to be embedded in the chapters...originally some of them were flashbacks#rip the interlude chapter that was just a flashback of beau and felix going bowling </3#i know the first one and the last one....this is for the last one.....it is one of the things that has me like#maybe i need people to read the whole thing so they can experience when it Hits
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Ichi the Witch ch.26 thoughts
[Literal Tourist Trap]
(Topics: worldbuilding - Kagami, speculation - Bakugami)
...Yeah, shoulda seen one coming
Of course Ichi charged in instead of formulating a strategy, that's what he does, and we love him for it
So this chapter was mostly for expositing the history and relationship between Bakugami the Magik and Bakugami the country (which I'll refer to by its old name of Kagami to avoid confusion going forward). This didn't make for a particularly exciting chapter, but a necessary one for setting the tone of what's to come
The Bad Ol' Days
Ten years ago, Kagami was undergoing an economic crisis due to the rise of magic item production in neighboring countries, a practice which Kagami used to have a monopoly on
Kagami being a land of magic item crafters goes a long way in explaining Gokuraku, as it means that his capacity to create and graft magic items onto his body didn't come from nowhere, and is instead a skill with likely deep personal meaning to him as a family legacy. It also gives a small glimpse into how Kagami may bounce back after they inevitably lose Bakugami, as Gokuraku's methods are likely extremely advanced compared to the rest of the world
It was also mentioned last week that Bakugami raised Kagami from underground, but there was no direct acknowledgment of that in this chapter. However, I did notice that until Kagami becomes a tourist attraction, the sky in the flashback is never actually shown. There are a couple of shots where you see something that could be the sky, but it's colored in either solid gray or white as opposed to how it's usually drawn with clouds and some gradation. Every other panel though is either indoors or shot from a birds-eye-view, cleverly obscuring the skyline
Kagami being an underground country was likely by design, as it helped them both forage for material and keep that material away from others who might steal it. Once the bubble burst, however, it merely isolated their people from any other economic opportunities that trade and agriculture would have provided for them. Worse, it means that there's no fresh air, which may have helped disease spread among the populace, and no sunlight, which definitely contributed to their malaise
I don't think that Nishi is trying to keep it a secret that Kagami used to be subterranean considering that it was literally in the script last week, but I think that the original Japanese might have been a bit more subtle about its intention and that it is supposed to be somewhat of a surprise when we learn it
Either way, knowing that Kagami was once the premiere magic item country, we also get a bit more context into the mines: they were undoubtedly mining a special ore that facilitated crafting magic items. I don't know what properties this ore has, but it's most likely the stone or metal that Gokuraku has embedded in his spine, and is probably also what his armor is made of, just differently refined
If I had to guess, this ore is going to be a major plot point sooner or later, whether or not Bakugami has any knowledge of or interest in it. Personally, I would expect that it was a contributing factor in his decision to make Kagami his base and eventual victims - either that ore has some kind of positive effect on him and has been helping him become stronger faster, or he sees it as a threat to himself and the World Hater and is trying to eliminate it
That, or he was just attracted by the country's sadness as a perfect snack for him and everything else was a coincidence
Long Con Meal Prep
While the exact mechanism of Bakugami's ability hasn't been elaborated on yet, it's made explicitly clear that he's effectively eating peoples' sadness and growing bigger from it
This is likely why he stopped growing a year ago, because the country is too happy, and the number of sad tourists coming in to unload their sadness onto him is likely too small to contribute to him getting any stronger due to the entry fees. This may or may not be why Bakugami has chosen now to wipe out the people of Kagami, as he needs to turn all of their joy into despair at once to get any more value out of them
Or, again, that's just a convenient way to achieve the goal of sacrificing them to his idol. It doesn't really matter either way, but it is very likely that his method of destroying the country will involve manufacturing a new reason for them to be sad and then absorbing it
What's really interesting to me though is what would happen in that scenario. After Richia hugged Bakugami, it wasn't like her mother came back, she just felt way happier as her sadness disappeared. This implies that the emotion itself was gone, like Richia wasn't capable of being sad about her mother anymore
Not only would this give a clear explanation of why Gokuraku calls Bakugami a parasite, stealing important emotions from people to survive, but it also would explain why Richia seems somewhat apprehensive about the advent celebration. I think Richia might have some idea of what's going on here, like she realizes that she's now missing a fundamental portion of her self even if she doesn't know exactly what is missing
So if the people lose their sadness when Bakugami feeds upon them, what would happen if he personally gave the entire country a reason to be sad and then took away their feelings? I envision it as Bakugami rising above the people, forcing them to look on in horror and despair as he declares his intentions, only for them to all suddenly be cheering and celebrating their impending doom instead
All of their will to escape, to survive, lost in the euphoria of their deity's "salvation." They may even justify it as the price of their joy, and decide to give themselves willingly to pay for all that Bakugami has "given" them. From there, they would just be lambs to the slaughter, offering no resistance as their country meets its end
I could go on about the philosophical implications of that sort of false joy, but I think I'll wait until the narrative makes its own statements on it before I start throwing my own into the mix. I don't want to make too many assumptions about the messaging before Nishi has even said anything!
Until then, let's enjoy life!
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1959 Agents of S.H.I.E.L.D. series 2
S.H.I.E.L.D. has been running pretty smoothly for some time now. But a pair of terrible twins are about to disrupt things for the team…Fenris! They are older (77) in 1959 (their age is related to where The Gifted is in this timeline) and some of their story will be told in flashback.
They have been setting up Hellfire Club chapters around the world, trying to manipulate world events in the club's favour. They create terrorist incidents and blame them on other factions, plant misinformation etc. They have also been finding or rescuing promising mutants then enticing/forcing them to join.
Nathaniel Essex is referred to as "our employer" but never by name. No one has been able to work out how the bombs were planted in these incidents, but Howard works out that Fenris are the bomb, managing to link these incidents together and build up a profile for the now elderly Von Struckers.
In a slight rework from the original The Gifted timeline, the London incident should be 1915 and it's the Police in pursuit, Rio should be 1930 with SSR investigating and pursuing. They manage to evade capture until this series.
They chase them across the world after the latest incident in Plac Zamkovy, which kills hundreds. They can't figure out what gives them this power (no one knows about mutants, except Otto Strucker). They finally catch up with them and Andrea is killed before they can detonate. Andreas flees to grieve and consider his next move.
They have embedded themselves in Hydra to disguise their true allegiance.
Peggy, Howard, the Howling Commandos, Brian and Jacqueline Falsworth are all present but Adam Brashear is now off world and Sousa 'died' in 1955 as per original AoS s7 continuity. James Braddock (actor tbc) is more prominent here after being a background character previously, also he had "mystically given" powers, but kept them secret from all but a select few, also a great scientist. Very useful for S.H.I.E.L.D. and S.T.R.I.K.E.
As a second arc in this series Howard and Anton Vanko finalise their prototype for the arc reactor. Howard wants to keep developing it in secret, with a view to sharing it when he is sure it can't be copied or duplicated without them both. He has learned his lesson from season 1 of Agent Carter where some of his technology was dangerously flawed or misappropriated. He doesn't want the arc reactor rushed. He doesn't want the technology to fall into the wrong hands. Vanko wants to patent it and start selling the idea straight away.
Vanko: It's too important not to share it right now.
Stark: I see that it could help the world right now, but I am not prepared to compromise on safety or security. If we rush out a design that could be reverse engineered relatively easily it could start another world war.
V: You just don't want to share the technology with Russia, do you? You think Russia is Leviathan? You think I am with Leviathan? I have known you 13 years Howard…
S: Now Anton, it's not like that, I just need to put in some checks and bal-
V: You want to take all the credit! Where is the proof I was involved in the design if there is no patent?
S: Now wait a minute Anton-
V: You want all the profit too?
S (scoffs): This shouldn't be about money.
V: This is easy for you to say. You live in America like a billionaire, I live here like a Russian immigrant.
S: I pay you well enough Anton…Let's just…let's just cool off…talk about this in the morning. We can work this out.
V (tersely): Good night, Mr Stark.
By the next morning, Vanko has gone and so have the blueprints. S.H.I.E.L.D. tracks him down and recover the blueprints and hand him over to the company lawyers who have him charged and deported. Howard is too angry to object to the industrial espionage charges or the deportation. He does, however, offer to pay Vanko his share of any profits their design makes. Vanko refuses, arrogantly thinking he can recreate the designs on his own in Russia. He cannot and ends up drunk and destitute setting up Iron Man 2.
Post credits:-
With the Fenris bomb duo out of the picture, we see Sebastian Shaw at the Las Vegas chapter of the Hellfire Club taking a phone call from his employer saying he "would be delighted to be the new black king". After he hangs up he says "now to find myself a queen".
#mcu#marvel cinematic universe#iac#it's all connected#marvel#peggy carter#howard stark#agents of s.h.i.e.l.d.#the howling commandos#jacqueline falsworth#spitfire#brian falsworth#union jack ii#james braddock#captain britain#fenris#andrea and andreas von strucker#anton vanko#sebastian shaw#hellfire club
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chapter 1014—spoilers
Okay, I’m super busy, so not much to say this week except it made me tear up.
But first, the cover!

I love this! Law’s nickname being the Japanese word for tiger (tora), the o part just means man. And it just kind adds to that itch to write that Law-wandering-monk thing. I think that Oda has allusions to religion all over One Piece, cos’ it’s pretty everyday in Japanese life too, even though Japanese will tell you that they are not religious.
But Law is the guy who has so far had the vague Christian background, and who adopted the wandering monk disguise while in Wano. (written about here).
[More below the cut]
The scans had this really neat bit of information too (below). I got this from mangasee. I usually go to ... I can’t remember, I went down a bit of a rabbit hole today, the site seemed dodgy, but I think they’re (forgotten name) the original scanners. But, anyway, thanks very much to them. They often colour panels as well.

I think the LawZo, ZoLaw shippers can run with this one too! (Zoro’s animal being a tiger, I think).
Okay, the chapter. I won’t cover it in depth, just things that struck me. It doesn’t mean the rest wasn’t important, but you know that someone will cover it all.

Flashbacks can be lazy writing, and maybe it is lazy writing—Oda trying to figure out how he can boost Chopper’s power cos it’s needed now, but the flashback with Caesar is not out of the realm of imagination (panel above).
It’s also why I think it’s a good idea not to take announcements and pronouncements as (G)oda’s word. Cos, especially those coming from World Government sources, or that are hearsay, have a likelihood of being a different story in flashback. Like, Oda never fully shows his hand.
Regarding the panels, Caesar’s ego would let him design something for Chopper, even though Chopper is his enemy. Maybe Chopper designed his own enhanced rumble balls using Caesar’s knowhow.

The Marys are super cool (and Perospero is still in the game).

And look!! Law and Kid are sharing a panel! Or a strip (and so are Sanji and Zoro, and a speech bubble! I guess Zoro must have woken up).
These guys won’t be so easily fooled by Kaidou’s words of Luffy’s demise, but the idea of the Polar Tang popping up from somewhere to rescue Luffy maybe has more credence this week.
Law’s got his, I’m so upset with this news I must grit my teeth face on. His captain’s coat is still stylishly draped. He did have that second to rest on blackleg’s shoulder in 1012, was it? He must have fixed himself up then. Ooh, and tatt. Did we see his tatt when he landed on the shoulder? I must do some serious research.
We only get a blob of Kid, unfortunately.
Robin’s looking kick-ass while she kicks some ass. And Brook’s in the background doing his own version of Zigfield follies. (Panels above).

So, Kanjuro sure plays dirty (above). I do like the scans’ translation of “Even the sharpest of swords becomes dull when pointed at a friend”. Ashura’s line to Kiku when she hadn’t done such a good job of eliminating Kanjuro the first time around.

And man, if she couldn’t finish of a traitorous friend, she sure can’t eliminate a father figure. But fake-Oden/Kanjuro has no hesitation in finishing her.
Of course the words that Oden-Kanjuro says, “How could you raise a sword against me?!” can be read on so many levels and applied to so many characters. And of course are also what Kiku should be saying, and the scabbards as a whole to Kanjuro.

Ah. Not Kiku. She and Izou have had like five minutes of reunion. Oh, man. That exchange a few chapters back. Ahhh. And that’s a very poetic translation. I wonder what the official will be? But Kanjuro was a friend. Is a friend. And that’s what cuts the deepest.
Yes, he was damaged. Orochi too. But was it that mindset where the pain was just too deeply embedded to ever trust the good, or feel it? But I think he felt it. Just couldn’t trust it. Such a complex character.

And Kaidou and Kanjuro, the only two characters that I remember (there are probably more) who have an expressed death wish. That being a main aim of their lives.

What a betrayal, huh? Oof. And Kin’emon’s tears are evident. Is Kanjuro’s crying? Seems he was never able to feel or see that emptiness and form were the same thing. Ah.
Shinobu too. Big chapter for her. She did not suspect Kanjuro at all in Ebisu town where she accused Law’s crewmates of betrayal.
Both she and Kanjuro didn’t recognise Tonoyasu (Yasuie) and shared a moment of camaraderie in their embarrassment at not knowing his name. I know her role was to deflect reader suspicion from Kanjuro, but putting that aside. Oof.

And Momonosuke? Thinking he saw his father again? (And what did he read in the log book?). Man, once that kid is shogun I hope he hires a good psychologist / healer.
And what does he want Kin’emon to tell everyone? And whose voice did he hear?
And Shinobu, I reckon you could have taken out the frog.
Bonus:

Although he’s looking worse for wear. C’mon Chopper. You and Marco can do it!
#one piece#chapter 1014#trafalgar law#kin'emon#one piece okiku#kanjuro#op spoilers#one piece spoilers#opspoilers#chapter 1014 spoilers#chromalami#chromameta#opmeta#op meta#my stuff#my writing
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15 Years of Xbox 360: Flashback Special!

I am usually timely with these, but the holidays has resulted in this 15th Anniversary of the North American launch of the Xbox 360 Flashback Special to be about a month late. The 360 was one of the first major consoles to have a near simultaneous global launch in the three major market territories. With the United States and Canada launching first on November 22, 2005, followed by Europe on December 2nd and finally Japan on December 10th with most other smaller markets over the following year. The 360 had an extraordinarily long life cycle, with it being eight years until Microsoft launched its successor, the Xbox One. I had major highs and lows with the 360 so get ready to take in my journey with the system. Like with past system specials here, I recorded podcasts based on RPG games and comic book games that released on the 360, PS3 and Wii and have embedded them at the bottom of this entry for supplementary material if you crave even more 360 games to learn about. Be forewarned, this is my lengthiest Flashback Special yet, so I have implemented bookmarks for ease of navigation you can click or press on below! With that out of the way, the last special I did here was on the PS2, and I want to begin the 360 Flashback Special the same way by expanding upon its unavoidable….. CHAPTERS Part 1 – The Hype Part 2 – The Launch Part 3 - Reinventing Dashboards with Blades & Achievements Part 4 - Revolutionizing Downloadable Games on Consoles Part 5 - An Awesome Debut Year of Games Part 6 - Upgrade to HD Part 7 - Three Red Lights Part 8 - Kinect + Avatars = Wii’s Userbase Part 9 - Backwards Compatibility & Indie Games…..not those Indie Games Part 10 - For the Love of Online Co-op Part 11 - Bringing on J-RPGs and Doubling Down on Western RPGs Part 12 - Becoming a Pinball Wizard Part 13 - Racing Away to One of the Best Eras for the Genre Part 14 - The Fad that was Plastic Instruments Part 15 - Non-Kinect Casual/Family Game Hits and the Failure that was NXE Part 16 - Wanna Wrassle? Part 17 - Sports-ball Forever! Part 18 - No Russian, No Cauldron Part 19 – Dubious Honors Part 20 - Lightning Round Quick Hits Part 21 - ”It’s an Ocean” (THE END!!!) Part 22 – You’re Still Here!? Well then…. (STINGER!!!) The Hype Microsoft garnered a lot of attention by pulling the plug on its original Xbox early because of the PS2 being an unstoppable global force, and was determined to launch its system a year before the PS3. The Dreamcast had huge success in North America for its first year by launching ahead of the PS2 a year early, so I could see where they were coming from. I covered E3 2005 for the long defunct gaming site, VGpub. I recall getting a closed door tour with a few other gaming press members for the Xbox 360 and was shuffled around to a few isolated booths that showed off the 360’s “blade” dashboard interface and went over some of the functions of the system. I recall being shown Kameo running side-by-side an unreleased build on the original Xbox to demonstrate the 360’s horsepower. 360 had a couple games playable on the show floor that year with Top Spin 2 and Need for Speed: Most Wanted. From my brief time with those two games what I took away the most was the much-improved controller being lighter, slightly more ergonomic, and the much appreciated inclusion of the shoulderbumper buttons to replace the peculiar white and black buttons from its predecessor. Of the several games I was shown and/or played from E3 2005, the one that impressed me the most was Saints Row. I walked out of that demonstration thinking it looked like the first viable open world contender to Grand Theft Auto after countless watered down GTA-clones were flooding the market. Sure enough, Saints Row did not disappoint the following year and would have three more successful sequels over the years.
youtube
Back when cable TV mattered before the dawn of streaming, this MTV reveal event delivered on building anticipation for the 360.

Microsoft’s E3 press conference, which happened in tandem with a much publicized MTV reveal event of the 360 filled with all kinds of celebrities made it impossible to avoid the 360 launch hype building up to its November launch. Then there was Microsoft’s truly extraordinary “Zero Hour” launch event in the Mojave desert to give people the opportunity to travel all the way there just to buy an Xbox. Then there was the Mountain Dew contest where they were giving away 360s every so minutes and you increased your chances to win by entering more codes on their website, and yes, I must have entered at least a 100 codes from weeks of gathering bottle caps from co-workers to no avail. All this blitz of marketing engagement made it impossible to not pay attention to the 360’s launch. I was a huge fan of the original Perfect Dark on N64, and thus was eagerly stoked for the prequel, Perfect Dark Zero which made it a day one buy for me. Amped 3 wound up as the second game I pre-ordered for launch day, and it was a solid snowboarding game, which got a significant boost from its irreverent narrative that pushed me through playing it. The Launch With my pair of launch games pre-ordered I went on to count down the days until the 360’s launch. I thought I had my launch system guaranteed on November 22nd, but last second shenanigans prevented me from buying it at the final hour, yet I was able to procure dibs on the first batch of second wave systems that hit retail three weeks later. Launch window systems came with a couple limited pack-ins in the form of a DVD remote control (yay?) and the downloadable XBLA puzzler game, Hexic HD. Hexic HD was a perfectly fine hexagonal based puzzler from Alexey Pajitnov, the same designer who invented Tetris, but I mostly played Perfect Dark Zero in those opening months of the 360. I only got about halfway through the campaign, but I played a ton of deathmatch with friends and/or solo against bots. Like the previous game, PDZ had a plethora of multiplayer options and maps and tided me by splendidly during the first months of the 360’s lifecycle.


Perfect Dark Zero and Amped 3 were my first two 360 games and both held me over nicely during those initial launch window months! Over the next few weeks I played a fair amount of launch games my friends brought over and picked up/rented a couple more. Top Spin 2 I played far more than I thought I would and wound up finishing its lengthy career mode. Call of Duty 2 was a local multiplayer hit that friends repeatedly brought over. A few years later I eventually picked up Need for Speed: Most Wanted and got immersed working my way through its “blacklist” of rival racers to vanquish. Launch title Condemned: Criminal Origins I did not start playing until recent years, and I am kicking myself for not starting it sooner as it is a trip of a suspense/thriller first person game consisting of intense hand-to-hand and melee weapon combat over traditional firearms FPS weaponry. The game is still fun to this day and I have made it a ritual to play it on Halloween for the past three or four years. Reinventing Dashboards with Blades & Achievements

Also worth highlighting here during the launch was familiarizing myself with the much-loved “blade” dashboard in the launch window. The four blades were filled with many options to separate game, videos, photos and music media. I made heavy use of custom soundtracks on the original Xbox, and loved how the 360 had support for it built into the user interface so they could be dropped into any game. Dashboard and online features on the original Xbox like friends list, voice chat, game invites and more carried over on the 360 and later evolved into so much more through system updates that introduced must-have features like Party Chat that made it so several users can voice chat together regardless of what game any of them are playing. It made catching up with family and friends on weekend game nights more manageable. The biggest hit of the UI during that launch window was Microsoft debuting achievements that were mandatory for all games. These became an instant sensation among any ardent game player when accomplishing the criteria for an achievement and hearing the endorphin-rush of a sound effect and accompanying on screen graphic that indicated you unlocked another achievement. Most of the launch window games had straightforward achievements like finishing campaign missions or getting X amount of wins in sports and racing games, but they eventually evolved and encouraged users to play games in new ways I never thought of (Crackdown was a great early example of this with its achievement design). Also the way the Blades made it easy and irresistible to compare what achievements you accomplished in a game against other people on your friends list that it only upped the friendly competition between friends to see who could unlock more achievements. It is gratifying to see Microsoft allowed each Gamertag’s linked Gamerscore to carryover from 360 to Xbox One and now Series S|X. While achievements are still around today, and I occasionally dive into going out of my way to unlock some if I am enjoying my time with a game, they do not compare to the early years of the 360 where achievement-mania was running wild. Revolutionizing Downloadable Games on Consoles

This was also the first time a major console had an online digital store implemented at launch. The original Xbox had a scaled-down store they experimented with late in its lifecycle with about a dozen smaller classic arcade hits and smaller sized web browser-esque “flash” games of its era that could be purchased, and the 360 expanded on this bigtime. Initially, the 360 digital game marketplace known as “Xbox Live Arcade” launched with games maxing out at 50meg download limits so the game could fit on a memory card, so all of the first year or so worth of XBLA games were mostly re-releases of smaller-sized arcade classics like Smash TV, Contra and Gauntlet along with similar simple browser-based flash game of its era like Bankshot Billiards 2. Over the 360’s lifecycle though they kept increasing the game size limits to the point where disc-based games were coming out digitally and were multiple gigs in size as memory card and hard drive storage options increased. During the first few months of the 360 after launch developers were not flocking to releasing XBLA games because they were unsure if they were going to take off like digital games were slowly starting to on PC at that point. The launch dozen or so XBLA games were met with success, but developers were not anticipating it so in those early months only one or two new XBLA games hit a month. The big breakout XBLA success was a straightforward adaptation of the card game, Uno that launched in May 2006. I can attest for many sessions of simple, pick up and play rounds of Uno while catching up with friends over voice chat online. Microsoft eventually patched in support for the 360’s first webcam, the “Vision” camera, which lead to some peculiar matchups with strangers online who wanted to make sure to demonstrate all their adult substances they were consuming that evening. Later throughout 2006 and 2007 XBLA grew to releasing a game every Tuesday, and Microsoft enforced every XBLA game have a demo/trial so it was an eager experience to see what game would be hitting that Tuesday, because most of the time Microsoft did not announce the game until maybe a day before at that time.


It took over 20 years, but it was worth it to relive the iconic X-Men arcade game with online co-op, and EA did a bang-up job bringing back NFL Blitz for two of my most played XBLA titles! There are so many success stories of XBLA games to go on about, but I want to highlight a few of my favorites. Seeing the re-release of many classic arcade, 8 and 16-bit titles with enhanced graphics and online support was a big win for XBLA in this department. I remember interviews with the XBLA executives from this time answering fans demands and going through the legal hoopla with Konami to bring back arcade favorite beat-em-ups like TMNT, X-Men and The Simpsons, and all with online play! This treatment went doubly so for fighting games. It started with Street Fighter II: Turbo receiving the XBLA treatment, and within years Capcom, SNK, Namco and other studios were porting over their greatest hits onto XBLA like the first two Marvel vs. Capcom and Soul Calibur titles, many King of Fighters re-releases. My personal favorite is the remake, Super Street Fighter II Turbo: HD Remix that saw all new gorgeous artwork and a new officially endorsed ReMix soundtrack from the fantastic ocremix.org community.

Non-fighting game wise I was surprised by EA Sports’ revival of NFL Blitz. It is one of the few games I somehow got addicted to online, and become somewhat legitimately good at too and was able to genuinely earn the 10 straight online wins achievement against random ranked opponents! Renegade Ops is an addicting twin-stick shooter in an mini-open world unleashing destruction as pint-sized vehicles with a gruff CO barking orders from the chaotic minds from the team that also made Just Cause. Valiant Hearts I originally played on 360, and loved the passion they showed on their unique adventure/action take on a World War I game. I 1000% related to Double Fine’s take on being a wide-eyed kid caught up in the whimsical spirit of Halloween in both of its RPG-lite Costume Quest titles. Fans of past Sega consoles like the Genesis, Saturn and Dreamcast were well treated, and new fans emerged after a plethora of XBLA re-releases of titles like Guardian Heroes, Radiant Silvergun, both Sonic Adventure games, Daytona USA, Ikaruga, Virtua Fighter 2, Nights, Jet Set Radio, Sega Bass Fishing, Space Channel 5, Crazy Taxi, Rez and others saw new life in XBLA form. The Genesis saw packs of three games re-released in bundles themed around best-sellers in the Streets of Rage and Golden Axe 16-bit entries. Although I would recommend skipping the XBLA Genesis packs in favor of the 360 disc release of Sonic’s Ultimate Genesis Collection that has 40 Genesis games and bonus unlockable Arcade and Master System titles. Sega obviously treated its back catalog well on the 360, and I put in many hours revisiting these past favorites. I bought into the hype for Shadow Complex, and it became the first “MetroidVania” I ever finished. Hydro Thunder Hurricane perfectly captured the nature of the 1999 arcade boat racer, while successfully evolving its gameplay into the HD era. Adorable puzzle-platformer Ra-Skulls brought back pleasant memories of Mr. Driller! Twisted Pixel’s Comic Jumper made smart use of implementing FMV-video into its charming superhero platform-action title. Despite its stomach-turning title, Deathspank is a lighthearted action-RPG I saw through to the end with a twist ending I did not see coming. That same developer, Hothead Games, released the first two turn-based RPG Penny Arcade games I ate up that perfectly encapsulated the popular web comic in videogame form.

Two of my best-of-class XBLA recommendations are Trials HD and its sequel, Trials Evolution. It is an exemplary example of the adage, “easy to learn, tough to master.” Its quirky, bouncy motorbike and instant reloading spawns made it easy to succumb to endlessly retrying its inventive stages after each wipeout. It also had innovative use of implementing Friends List leaderboards with their ghost times appearing as you play, just teasing you more and more upon each crash when coming close to usurping their times! The sequel added online multiplayer that clicked and made perfect use of Trials unique gameplay. Microsoft I recall got a lot of flak for their curating policies for XBLA at the time because they would only allow one game to release each Tuesday, and there were many indie developers lashing out for being on the short end of the stick for not getting their game slotted for release on XBLA. Eventually Microsoft upped it two XBLA games a week, with usually a more anticipated game hitting on Tuesday and a lesser known title from a smaller studio hitting on Friday. Looking back on this the obvious downside is the lack of quantity of XBLA titles with only one or two releasing a week, but the curation process lead to the hit-to-miss ratio of them being significantly in favor of the hit range. Sure there were some stinkers that creeped in their like the disappointing Turtles in Time Re-Shelled remake, but the good outweighs the bad greatly in the XBLA market, especially compared today to the ridiculous amounts of low-rent DIY shovelware hitting every week on all consoles with there being seemingly no restrictions for any developer to get their game on a current console, for better or worse.

The digital store also made game demos more easily accessible instead of the traditional demo disc, and downloading demos in the early years of the 360 was kind of a big deal, especially when they had major opening acts of action and intriguing narratives like the Prey and Just Cause demos that made a huge impression on me and triggered me to rush out and buy them. This also worked against games, with the most egregious case being EA Sport’s planned reboot of its basketball series with NBA Elite ‘11’s demo being so plagued with bugs and glitches, that EA infamously flatout cancelled the game days before its street date release and forced retailers to return their copies of the game. That last minute recall tempted overzealous retail employees to snatch up precious copies to make it one of the rarest physical releases on the 360, with copies going on eBay for many thousands of dollars. An Awesome Debut Year of Games

I have no idea if it was happenstance, or intentionally planned, but it worked out pleasantly in the 360’s favor in its first year of next-gen exclusivity they had one or two AAA exclusive games launching per month. Noticing multiple users on my friends list playing the latest AAA game, and with the dawn of podcasts in 2005 featuring their affable hosts discussing the latest games in exhausting detail on launch week is what I feel created the horribly named sensation, “Fear of Missing Out.” I ate up gaming podcasts upon discovering them in 2005 with 1up Yours, The Hotspot, Broadcast Gamer and Team Fremont Live being early favorites of mine and influencing my gaming purchases with their genuine positivity on the latest games that made it difficult to ignore their top picks. They, along with traditional print and online gaming press made it easier to keep up with the latest must-have game of the month for the 360’s first year. A month after launch Dead or Alive 4 snuck in at the end of 2005. It was the first fighting game on the system, and with it having a Spartan character from Halo’s universe as a guest fighter, and an innovative-for-the-time pre-fight lobby system lead to me spending many hours in it online and offline. I was terrible at it, but still had countless hours of fun, even while legitimately earning the dubious zero point achievement for 25 straight online losses.


Oblivion’s Adoring Fan I loved seeing respawn every couple of in-game days to tag along on my adventures before quickly getting slaughtered, and Test Drive Unlimited was an unprecedented always-online open world racing title that laid the foundation for Forza Horizon and The Crew! A couple months later, the first big RPG hit on 360 with Elder Scrolls IV: Oblivion. It was a huge improvement from Morrowind, and this Western open-world RPG was publisher Bethesda’s first mainstream console hit. It took me well over a hundred hours to finish that I spread out over the course of five years (just in time for Skyrim!). I had to resort to abusing the hell out of the dupe glitch for infinite invisibility potions to get past those dastardly Oblivion Gates, but it was an immensely gratifying experience to complete and fully 1000 gamerscore Oblivion! Pro tip, make sure to avoid a near freak-out experience like I had and have a bow in your inventory on the final Thieves Guild mission where you steal an actual Elder’s Scroll!

The string of big-release games kept rolling through 2006. Test Drive Unlimited broke new ground for the racing genre with its always connected open world! Before From Software had blockbuster success with their string of Souls games, they were known at this time for their niche mech games, and had their most success yet with the release of Chromehounds in 2006. The online-focused mech game was more accessible from their previous feature-extensive Armored Core titles. A pair of popular third-person Tom Clancy games hit in 2006 with the first Ghost Recon: Advanced Warfighter and Rainbow Six: Vegas titles. I rented both of these and was terrible at them online, but I do recall having fun as the decoy in Vegas to draw out enemy fire so my friends could pick off my assailants! My anticipation for Saints Row paid off, and it wound up being an awesome GTA-clone done right that year! The first Gears of War was the big 2006 holiday release from Epic Games, riding the success of several hit Unreal FPS games, but long before their current Fortnite fame. It lived up to the hype and delivered with its unapologetic brand of in-your-face gore, and smooth drop-in/drop-out online campaign play. It became one of my favorite franchises on the 360, and I would up playing through the campaign of every single game released to this day! The final big 2006 release I want to highlight is Dead Rising’s brand of campy, zombie mayhem from Capcom that became a huge new IP for Capcom and also the catalyst for many 360 owners to… Upgrade to HD Up through most of 2006 was when I used a traditional CRT (AKA “Tube TV”) as my main gaming television. HDTVs were first noticeable on the market during the PS2/Xbox/GCN era, and a fair number of games supported HD resolutions (especially on Xbox), but HD graphics were never a marquee bullet point of that gen. That all changed with Dead Rising. For the first several months I remained content with the CRT visuals of launch window 360 games, then when playing the Dead Rising demo, I could not help but notice the game’s text was rather tiny and kind of difficult to read. Upon listening to podcasts I learned I was not alone on this and it turned out the game’s text was optimized and quite readable for HD resolutions. Many more games would soon follow this trend in the following months. I noticed this even more when a friend brought over a smaller HDTV and we put them side-by-side running Rainbow Six: Vegas and I saw for myself the difference in the legibility of the in-game text. So yeah, the core graphics for all games where shinier and crisper in HD, but my primary reason for upgrading at the end of 2006 was just to read the damn text. History is repeating itself in recent years with text starting to look smaller and requiring more eye-squinting again to read in games like Wreckfest and MLB: The Show for me, when I later learned that is so because the visuals are optimized for 4KTVs (which I finally upgraded to several weeks ago).


Did you experience the ‘Look and Sound of Perfect’ with 360’s HD-DVD player, along with its killer app of a film in Tokyo Drift? HD movies also arrived to the 360 in 2006 with the release of the ill-fated HD-DVD add-on. Sony getting the better end of the stick in exclusivity deals with studios lead to it losing the physical HD format war against BluRay, and movies stopped releasing on HD-DVD by the end of 2008. I almost impulse-bought the add-on upon seeing it on the clearance rack for $50, but thankfully I held off. By that time however HD streaming was starting to take off with TV shows and movies available to rent and purchase from 360’s online marketplace, and the 360 nabbing a year exclusive on being the first non-PC device to offer streaming Netflix. Streaming movies and TV shows exploded in popularity and before I knew it, almost anytime I logged on nearly half of my Friends list was making use of one of many streaming apps that would become available on the 360. A couple years before the 360 got to this level of success, it had a couple major hurdles to overcome, especially the right-of-passage a vast majority of early 360 owners fatefully dubbed…. Three Red Lights There have been a fair number of platforms that have been notorious over the years for noteworthy faulty hardware ratios like the first three original PlayStations and the problematic powering on trickery required to boot NES games, but those all pale in comparison to the atrocity of the launch year 360 units. Within a few months after launch more frequent whispers started to become prominent of knowing someone who had a 360 that failed on them with the telltale indicator being three flashing red lights on the system. Users would then have to call Microsoft to set them up with a shipping container to mail to Microsoft to repair and mail back. I was the first among my local friends and peers to get the three lights of doom, and I have painful memories of it because my system was lost in UPS transit for three months before I finally got it back after visiting the local UPS center’s lost and found.

360 #2 only lasted several months before red-lighting in 2007, and the third met its expiration date in 2011. I will refrain from going into the nuts and bolts of the architecture problems, but in layman’s terms Microsoft was in such a rush to get that year head start on Sony, that a high amount of faulty chips made their way to manufacturing and resulted in the system’s high failure rate. To Microsoft’s credit, they gave all launch year 360 owners an extended three year warranty to get their system replaced free of charge, which I took advantage of twice. The third one died after the extended warranty, but by that point Microsoft had a slim version of the console on the market releasing alongside Gears of War 3 that I snatched up, and **fingers crossed** have had no issues yet with. Being the first to be hit with the three red lights amidst my immediate local circle of friends and co-workers made it interesting. Over the next year every couple of months another friend would call or text me, and/or another co-worker would catch up with me at work and relay to me their troubles of their 360 bricking and I would be their unofficial tech support on how to get ahold of Microsoft to the point where I still remember the phone number to this day (1-800-4MY-XBOX) to get set up with the replacement system. I wound up buying a hard drive transfer cable to transfer data to new hard drives when switching systems and I recall at least a handful of people borrowing it from me when they switched systems due to switching systems and/or upgrading hard drives. In a bizarre twist, I will put a curse on Hollywood Video for my first two 360s red-ringing! The first time it happened I was playing a rented copy of Chromehounds. The Hollywood Video curse struck again in 2007 when renting Shadowrun caused my 360 to crash!!! As ubiquitous as the three red rings became, Microsoft wanted to ensure a 360 makeover image with a marketing assault for the 2010 launch of… Kinect + Avatars = Wii’s Userbase Nintendo’s Wii launched Holiday 2006, and the motion-based console was an initial sales juggernaut, and it took over two years before it was commonly available on store shelves. Both Sony and Microsoft initially had meek responses to it with Sony essentially patching in motion controls in time for the PS3’s launch with the Six Axis controller that was not that well received or regarded for its precision, and the 360 had the aforementioned Vision Camera, which was essentially Microsoft���s take on an Eye Toy that only saw a handful of games support it for motion controls. Holiday 2010 saw both companies with a meaningful response with PlayStation Move on PS3, and Kinect on 360.

Microsoft pulled the same marketing strategies as Nintendo did years earlier intentionally marketing the Kinect towards families and advertising it heavily on daytime television. Most of Microsoft’s Kinect games were more-or-less their takes on the hit Wii versions. This is when Microsoft implement cartoony characters that could be implemented across games called “Avatars.” They were especially prominent in Kinect games, and one cool side effect for them was the many digital clothing items for them that could be either bought off the Avatar Marketplace, or unlocked for free by playing through games. I am especially proud of my You Don’t Know Jack dummy, and goofy oversized head ornament I unlocked from finishing Comic Jumper. A fair amount of late gen 360 titles supported Avatars in-game, which made for some interesting sights like having your Avatar onstage in Guitar Hero 5 jamming out next to Kurt Cobain. Microsoft’s gamel paid off, and for two-to-three years, the Microsoft moved millions of units of that camera. It is safe to sumrise that the 1-2-3 punch of Kinect, Move and smartphones all combined to steal the “casual gamer” userbase that the Wii was known for and the Wii’s console sales in America plummeted from 2011 onwards. The Kinect boosted 360 console sales so much from the Holiday 2010 period until the Xbox One and PS4 launches in Holiday 2013 that in that three year timeframe Microsoft sold the most systems in America for all but a handful of months. By the Holiday 2013 launch of the Xbox One/PS4, the 360 overcame the Wii’s sizable lead to become the best-selling console of the Wii/360/PS3 generation in America.


Only Kinect game I ever played was the river-rafting follies seen in Kinect Adventures, but surprise hit games like the Gunstringer seen above tempted me to almost get a Kinect on multiple occasions. I never bought a Kinect, but did play Kinect Adventures at a friend’s….yes, it was that damn river raft mini-game. I paid attention to the games releasing for it and supporting the peripheral, and a few looked like genuinely entertaining games and went on to have critical acclaim. Many traditional games added optional “Better with Kinect” features like zoom-in art gallery halls, or audio play-calling in sports games. Even though the ardent game player in me despised the change in direction Microsoft took with the Kinect, I cannot deny there were still several games I wanted to try on it after seeing the positive reactions for Harmonix’s trilogy of Dance Central games, Twisted Pixel’s The Gunstringer and even the limited on-rail experience that is Fable: The Journey. Backwards Compatibility & Indie Games…..not those Indie Games Hitting around the same time as Kinect was Microsoft patching in a new division of purchasable digital games initially called Community Games, but later rebranded Indie Games. Microsoft made its XNA development tools easily available for almost any level of experienced developer. This lead to a deluge of DIY games that looked like they were made as a semester long development school project flooding the Indie Games channel. Some developers embraced the campy nature of the amateur works that dominated the 360 Indie Games scene, with Silver Dollar Games especially unleashing a plethora of their…brand…of games like Try Not to Fart and the ironically titled, Why Did I Buy This?
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The 360 Indie Games scene left a lot to be desired as seen above with the quality of games from infamous companies like Silver Dollar Games There were a few gems in the rough to be discovered in the Indie Games channel, and like XBLA games, Microsoft enforced a free trial on all games so you knew what you were getting yourself in for before throwing down some hard earned Microsoft Points, which are like regular points, but fun! There are two DLC Quest games that are fun quirky $1 platformers riffing on how gratuitous in-game DLC would become. Tribute Games gained notoriety on here with their adorable Breakout homage, Wizorb. Finally, I was a huge fan of Zeboyd Games that earned their reputation for their 360 Indie Games and I played through and devoured all four of their humorous takes on throwback pixel RPGs (Breath of Death VII, Cthulu Saves the World, Penny Arcade’s Rain Slick 3 & 4) that released as Indie Games. Zeboyd earned their development stripes on the 360 Indie Games platform, and I am happy with their continued success today! For every one of these hits that broke through however, there were at least a few dozen forgettable releases overshadowing them. Indie Games was Microsoft’s answer for their curation policy to XBLA, but as you can see it only went so far.


Zeboyd’s four 360 Indie Games are excellent retro-style RPGs well worth your time and can be found on Steam today to experience these gems! Microsoft had similar lukewarm success with their backwards compatibility efforts on the 360. There was a huge demand leading to the 360’s launch to be fully compatible with all original Xbox games. Microsoft only originally promised that the first two Halo games would be back-compat on 360, but after enough user outcry, Microsoft released several updates over the 360’s lifespan patching in support for what ended up being a little under half of the original Xbox’s library being supported on the 360, but the software-based emulation had a list of issues and bugs that accompanied each compatibility update. Aside from a fair amount of both Halo games, I played through Fable and Spider-Man 2 via 360 back-compat, and ran into intermittent bouts of slowdown with the former, and random little portions of graphic flickering with the latter. Still enjoyed my time with both, but not without these added issues. Speaking of Halo…. For the Love of Online Co-op

The 360 featured countless games that supported online co-op which made playing the latest big AAA title all that more fun. This primarily effected first and third-person shooters with the big example for this being the Halo titles on the 360 (3, 4, Reach, ODST, Halo Anniversary Remake). I played through all five of those games in online co-op and enjoyed them all tremendously. I will give props to Halo 3 and 4 having my favorite narratives, and I loved the final level of Halo 3 being an homage to the last level of the first game where you drive a warthog through a lengthy labyrinth of enemies and terrain to navigate before a time limit expires and everything explodes, MacGrueber-style! Halo 3 brought in four player online co-op, which I experiment with friends online by trying out the “Skull” modifiers which only upped the difficulty and lead to us finishing a good chunk of the game on the highest difficulty. Halo 4 I continue to this day to reference an ill-fated moment I had when playing with my friend Derek, where I was controlling the Scorpion tank whilst marching it up a lengthy incline, and he was walking alongside me and I misinterpreted the level’s geometry where I did not see a turn and nonchalantly drove the Scorpion tank off the edge of a level and plummeted it down to its awaiting death to the erupting laughter from Derek on the headset.

While I had a lot of fun with the Halo titles online, there were plenty of other worthy options, with the first Crackdown standing out among them. Getting lost in that open world with a friend and wreaking havoc with powered-up heroes whose jumping abilities had seemingly no limits was a blast, so was coming up with random challenges for each other like making a competition to see who could race up to the top of the mammoth Agent’s tower first. Saints Row 2 is another open world game that had online co-op, and made discovering some of the game’s secrets I had no idea about like its hidden mall worth going out of the way to show to friends. Dead Island’s online co-op stood out to me with its in-depth crafting system and emphasis on melee combat ala Condemned. The four Gears of War titles on the 360 all feature first-class online co-op. Gears of War 3 I have classic memories of bringing over to a friend’s the night it launched and we set up our TVs next to each other and played through the entire journey over two days. The survival-based Horde modes from the Gears titles created a new sensation for online co-op, and I played many hours of it online in the first three Gears. I even became invested into the “deep” lore of the Gears franchise to the point that I read a couple of the novels. Gears of War: Judgment switched developer to People Can Fly who tried to freshen up the controls and gameplay a bit. They also focused the narrative on Baird and Cole’s origins which did not go over well with the fanbase, and while it was the least popular of the four on the 360 I will still give Microsoft props for trying something different with it.


Marvel: Ultimate Alliance’s final boss battle with Galactus was made to experienced and conquered with someone in co-op, and while the Army of Two games weren’t perfect, I would be lying if I didn’t admit to having some fun times with all the games in online co-op If it was not for online co-op I would have not broken my curse to finally finish the first Marvel: Ultimate Alliance. I started and never finished that campaign on five, yes five, separate occasions with different sets of friends each time and stopped because we either lost interest and/or ran into logistic issues setting up times for everyone to meet together. A former co-worker Sean reached out to me to play with him online and I reluctantly agreed and started it the sixth time, but sure enough we stuck with it and completed it, and it was worth all the starts and stops because it remains years later one of my all-time favorite comic book games. That Galactus boss fight is a final boss fight that I will never forget and a truly epic final encounter to close the game! The second Ultimate Alliance game also featured online co-op and I finished that game on a much timelier basis because a lot of my co-workers also picked it up and we met up regularly for a couple weeks to finish it twice because it focused on the popular Civil War Marvel event that had two separate storylines. It had a more polished presentation, but the first Ultimate Alliance I easily rank as the superior game!

Some rapid-fire quick online co-op memories to wrap this segment up on: The first Kane & Lynch game was an interesting experience in co-op because I played it on this insanely huge HD projector. The first two Borderlands games were both huge hits with my friends and peers that won us all over with its loot-driven FPS gameplay. Credit to Derek for having patience with my crazy work hours and sticking with me for the better part of a year to pick away at and eventually finish Borderlands 2! To a lesser extent, another fun FPS co-op focused title were the Army of Two trilogy of titles. The games all had noticeable control issues, but the teamwork focused gameplay worked for us, and the franchise had a certain charisma to it with their many unlockable masks and charming fist bump animations to equip. Real time strategy games have historically been troublesome to pull off on consoles, but Ensemble Studios found the magic formula to make it work with Halo Wars, and somehow made online co-op viable with it too, and it was another game I found myself teaming up with Sean in a very enjoyable campaign that also featured some of the best CG cutscenes that remain stunning to this day. Finally, 50 Cent: Blood on the Sand has likely the most ridiculous storyline of all these co-op titles where you play as 50 Cent himself to track down a prized skull across the middle east that made it a zany quest to just shake my head and go with to see where it took me next, and also for my friend Matt and I to jam out to its hip-hop flavored soundtrack to throughout. Bringing on J-RPGs and Doubling Down on Western RPGs In the console space, before this generation, role-playing games were dominant on the first two Nintendo and Sony platforms. That surprisingly changed this generation. Microsoft made pitches to Japanese developers in the early years of the 360 to release their games exclusively, or at least timed exclusively on the system. This lead to Square-Enix releasing exclusives like Infinite Undiscovery and Last Remnant on the 360, and porting its MMO, Final Fantasy XI onto the 360 in 2006 and making it cross-platform-online compatible with the PS2 and PC versions which meant it was the first game to share online user bases between consoles from different manufacturers. It took a little over a decade for this to happen again, so this was kind of a big deal. I still recall Square stunning gaming fans with their E3 announcement that Final Fantasy XIII would release day and date with the PS3 version (along with XIII’s two sequels later on), so it was surprising during this time to see Square open up its publishing portfolio on other platforms.


As twisted as its plot may be, I still got a lot out of Eternal Sonata with its highly entertaining battles. Blue Dragon was another early J-RPG that drew a lot of attention that Microsoft was serious about RPGs this gen. Other Japanese developers also released RPGs in the early 360 years with Blue Dragon, Enchanted Arms, Resonance of Fate, Eternal Sonata and Lost Odyssey all appearing. I purchased nearly all these games, but only one I played through of these was the bizarre Eternal Sonata, which is a traditional J-RPG set in the mind of dying legendary composer Federic Chopin. Its plot is as out there as its premise, and I will never forget its equally bizarre post-credits stinger, but I loved its engaging battle system that kept me glued in all the way through. I was also taking a music history class in college at the time, so the brief Chopin historical fact interludes between acts also did a lot for me. While Japanese RPGs took off on the 360, so did…. …. “Western RPGs” from companies on this side of the global hemisphere. Bethesda and BioWare are the two most prominent developers responsible for this slate of RPGs this generation after lighting the fire on the original Xbox. I already discussed my love for Oblivion, and Bethesda capitalized on that success with another blockbuster in the form of Fallout 3. Take the medieval fantasy world of Elder Scrolls and apply a retro-50s post-apocalypse skin to it and you have the formula for another Bethesda best-seller I once again put in over 100 hours in completing the main campaign and all of its DLC expansions. After that I needed a break from Bethesda’s games and have yet to play New Vegas. I did start up the Oblivion sequel, Skyrim and briefly made some headway into that, but got sidetracked by other holiday tent pole releases at that time and it regrettably succumbed to becoming lost in my backlog. I eventually picked up the remaster on Xbox One, and one day I will restart and finish that game!
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Giant Bomb’s videos of their complete play-throughs of the Mass Effect trilogy is some of their best work that should not be missed! A series that did not get lost in my backlog was BioWare’s Mass Effect trilogy. The first game I initially got into as an awesome modern-day take on Star Trek, with an engrossing cast of crew mates on the Normandy. The first Mass Effect was a little rough around the edges, so I eventually fell off halfway through, but picked it up a couple years later and plowed right through it. The same thing happened with Mass Effect 2, but the advantage to finishing it in 2014 was that all the bonus story DLC add-ons were released and combined for a gratifying experience all together. ME2 delivered on hyping up being careful with pivotal story decisions that would have consequences in the infamous final “suicide mission” in the game. My initial run through of it saw three of my crew members not survive it through, and it gutted me so much I restarted that final mission and had to compromise with only two crew members passing away. Immediately after finishing ME2 I jumped right into ME3 and this time saw it all the way through within a couple months, luckily by this point the extended ending and all the story DLCs also just finished releasing and I was stunned with what Bioware held out of the core game and I can feel for players who initially played it and missed out on having a central character like Javic locked away behind DLC and missing out on essential storyline DLCs that dealt heavily with the origins of the Protheans and Reapers. The way I played it felt like a complete experience with all the DLC, but without it I sympathize for the critics who stated it felt unfinished upon first release.

There is also the fantastic “Citadel” DLC I want to give props to which is its own standalone swashbuckling adventure full of lighthearted campy jokes, and concludes with throwing a the party of all parties for all your friends! For people who have not played the initial Mass Effect trilogy, at least give a couple episodes of Giant Bomb’s Mass Alex play-through videos of all three games in their entirety a shot. I am almost wrapped up with them as of this writing, and it has been wonderful experiencing that trilogy all over again this way. Like Gears, I became so absorbed into the Mass Effect lore, that I have bought and read all of the novels, and almost all of them are good, even the Andromeda-based ones! I know the first Fable has been on the receiving end of a lot of criticism over the years for not delivering on all of its promises, but that does not take away from the final product on original Xbox still being a astounding action-RPG! I treasured my time with it, and the “Lost Chapters” expansion, and late in the 360’s life in 2014 it got the remastered treatment to bring the entire trilogy (and the spin-off Kinect game, The Journey) all on 360. Fable II from what I gathered has been the highpoint of the series from everyone I have talked to. I have only played through the prologue, and failed at getting back to it while covering other games in the gaming press at the time amidst another busy holiday release season. Fable III sounds like it did not win everyone over with its major storyline hook it marketed of overthrowing a corrupt sibling at the throne, and sadly the Kinect game, The Journey was the last major single player installment of the series as of this writing. Becoming a Pinball Wizard I have played various videogame pinball titles over the years, but for whatever reason the 360/PS3 gen is when it got ahold of me and never let go. It started with Crave’s Pinball Hall of Fame: The Williams Collection. Each real life table replica had their own set of goals to accomplish in order to unlock an achievement for each table, so I kept plugging away, and little-by-little I found hooked into addicting tables like Gorgar, Medieval Madness and No Good Gophers especially being my favorite. Later on Crave released an XBLA pay-per-table platform with tables from multiple companies called The Pinball Arcade. Every several months a new batch of tables were released and I found myself immediately downloading them and studying the in-game instructions for each table to thoroughly learn all of its intricacies and the addicting nature of filtered online Friends-list leaderboards had me plugged in to top the scoreboard for each table.


Well over 100 hours I invested into Pinball Arcade and Pinball FX on the 360. Two of my favorite tables are pictured above with No Good Gophers on the left, and Mars on the right. The same exact thing happened with Zen Studio’s XBLA title, Pinball FX. Their tables were not based on real tables, and as they gradually released more tables for download, they embraced their interactive nature and featured more computer animated toys that flew off of and around the table, and more dynamic special effects on the playfield that simply are not possible on real life tables. Despite them being not lifelike, and featuring more exaggerated pinball physics, I still embraced them when I was in the mood to switch up from the real tables in Pinball Arcade. Zen released a sequel a few years later in Pinball FX2 that had more dynamic community and hub-based features and integrated online friends leaderboards into actual gameplay with in-game pop-ups when your score was approaching a friend’s high-score which only intensified every attempt and kept me coming back more frequently. Some of my favorite tables from the first two PBFX games are the spooky mystery pin Paranormal, the Monty Python-influenced Epic Quest (with RPG stats and leveling that carries over in each attempt!) and the outer space themed Mars. Pinball FX3 on Xbox One/PS4 added even more community based features that keep me playing it weekly to this day, but that is a story for another time! Racing Away to One of the Best Eras for the Genre I believe Microsoft somehow found a way to publish one marquee AAA racing game each year for almost the entire 360 lifespan. They originally rotated between Bizarre Creation’s Project Gotham games, and Turn 10’s Forza Motorsport series each year. I never got into either of those series that much. Forza is the more serious sim, and I have tried out a couple installments over the years, but the intense sim mechanics are just not for me. If I would have put more time into PGR I feel I would have really got into that series, and I have some fleeting memories of getting into the second game for a brief moment on the original Xbox.

While I did not get reeled into Forza Motorsport, I fell hook, line and sinker into PGR’s replacement, Forza Horizon from the developer, Playground. It lightened up the sim-based controls and offered up enough assist options to procure that comfortable blend of sim and arcade racing. I also wound up in favor of its open world hub nature to either drive around to new races and take in the country side, or hang around the game’s central music festival. The first Horizon had such a fitting licensed soundtrack of rock and electronica-based songs that I sought out the entire soundtrack and it is its own separate running playlist for me. Since I did not upgrade into the Xbox One/PS4 gen until 2016, that meant I picked up Forza Horizon 2 on the 360 instead, and thankfully it was not all that downgraded from its Xbox One version. Both games I wound up completing all the races, challenges and finding all the hidden barnyard cars. Yes, I even played through all of the Fast and Furious licensed expansion for Forza Horizon 2 where Ludacris himself as Tej provided voiceovers to set up each race. Before Forza Horizon, another game attempted the same thing a couple years earlier with Test Drive Unlimited. It featured a sorta-GPS replication of the entirety of Oahu as its open world hub and I absolutely ate it up and was white-knuckling the final race which was a one-on-one endurance race against the top ranked AI around the entire outer highway of the island. The sequel was fun too and added another island, but I think one Alex Navarro’s reaction to the opening cutscene in his Quick Look video will be my main takeaway of it. I have mentioned in previous console flashbacks how I love demo-derby racing games, and on 360 Flatout: Ultimate Carnage was king! It is a fantastic follow-up to the PS2/Xbox games, and my brother and I played it online regularly for years, I can go on about it forever, but instead I will embed below a special three-part video where my brother and I raved about why it was one of our favorites….
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Many years ago my brother and I made this three-part YouTube series on our fandom for Flatout: Ultimate Carnage The summer of 2010 saw two new arcade racing games debut that both should have been successful new IPs with sequels to this day, but since the two released within a month of each other they presumably took up each other’s player base and both Activision and THQ did not pick them up for sequels. Activision invested in Bizarre for an all new racing IP in Blur, which is essentially conflating the power-ups of Mario Kart with underground street racing, and it was indeed as awesome as that pitch sounds. I played hours of it in the main career mode and online as well. On the other end THQ invested in Black Rock Studios with their innovative racer, Split/Second, a reality show-based driving game where studio directors would triggers obstacles and destructible environments to activate and provided an all-new gripping racing experience. It too was also a riot to endure and 100% finish, but it sadly never received a sequel either.

I loved the Burnout series the previous gen, and EA delivered with an upgraded port of Burnout Revenge that remains my favorite entry in the series to this day. I got into its open world follow-up, Burnout Paradise and developer Criterion were aces with their long-term support of free updates that kept me coming back to it. EA’s other flagship racing series, Need for Speed had a few entries I put serious time into. The 360 launch title, Most Wanted had an intriguing concept of working your way up the “Blacklist” of the most wanted street racers to compete against. When Criterion did an all new reboot of Most Wanted several years later, it combined that concept with the blazing fast gameplay from the Burnout series to my approval. Finally, I will give head-nods of recommendation to both of Sega’s Sonic kart-racers on the 360. They are the top Mario Kart-clones out there, and ooze with Sega fan service. The second game, Sonic & All-Stars Racing Transformed successfully innovated with evolving stages that switched up from racing in karts, then into mini-bi-planes and then onto water-based hovercraft. I completed the careers for both games and put in a fair amount of online play with both entries too. The Fad that was the Plastic Instruments My gut told me the original PS2 Guitar Hero was going to be big within minutes of trying out the original demo in the fabled Kentia Hall at E3 2005. Adored the first game, but the second game was when it went mainstream, and was thrilled with the second game’s HD 360 release in 2007. 2005-2009 was the apex of the genre for my friends and me. There were countless nights of my friends and family passing the guitar around trying to best each other’s scores, and when 360 introduced online leaderboards for each song it upped the competition level even higher. Local city clubs and bars did Guitar Hero tournament nights and my favorite memory from these was on a Guitar Hero III tourney night when it was my turn to go up on stage to pick a random song out of a hat I was the lucky soul to draw one of the hardest songs in the game in the form of Slayer’s “Raining Blood.” I suffered on stage, and barely managed to finish, yet it remains a memory I shall cherish! In fall of 2007, Harmonix splintered away from Red Octane and teamed up with MTV Games to unleash the revolutionary Rock Band that brought in drums and karaoke to the fold for four player co-op play!

I will forever love the countless Rock Band nights I had in the first two Rock Band games that hit in 2007 & 2008, especially the nights I played with my old podcast co-hosts Chris and Scott. I downloaded well over a hundred extra DLC songs over a few years for it, and we would routinely meet up one or two nights a month for Rock Band nights for two years. Almost always, our last song to finish off a session was the final song in the first Rock Band’s career mode that was filled with many wrist-suffering solos, yes I am talking about Outlaws’ “Green Grass and High Tides”. Our Rock Band addiction culminated with the “Bladder of Steel” achievement which we procured when playing every song straight without a fail over the course of several hours! I was almost always the drummer on Rock Band nights. At first no one else wanted to do them, but eventually I got into them and kind of became somewhat decent at it on medium difficulty. One night at an Alice Cooper concert I became entranced at watching the drummer wail away all night that I convinced myself after the show to lay down a $200 pre-order for the premium ION Drum Set for Rock Band….though after a few months something about that bulky set did not gel with me and I did not prefer the way the drumsticks clanked off the pads and I never developed a rhythm for them and eventually gave them away to free up space.
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The forgotten gem Rock Band title no one talks about, LEGO Rock Band! Behold one of its awesome boss stages with the Ghostbusters theme song! The plastic instrument genre quickly became oversaturated with numerous entries a year from Activision and EA. At first it was kind of interesting to dive into some of the band focused entries of the series like how Harmonix did a wonderful tribute to The Beatles with reliving their career and its groovy “Dreamscape” stages in The Beatles: Rock Band. The Metallica nut in me feasted on forcing carpal tunnel upon myself with the painfully intricate, yet entrancing solos from almost every track in Guitar Hero: Metallica. By the time Green Day: Rock Band and Guitar Hero: Van Halen rolled around though and other offshoots that I completely skipped like Band Hero and Guitar Hero: Greatest Hits, it was clear the writing was on the wall for the genre. I did manage to sneak in some last doses of fun with a couple other off-the-beaten-path entries though before this genre faded away from its zenith.


The head-bopping mash-ups of DJ Hero with its uniquely intuitive turntable controller and feeding my karaoke addiction with Lips were breaths of fresh air for the genre late in the 360’s life.

Microsoft’s karaoke series on 360, Lips, supplied a fair amount of fun with its unique glow-in-the-dark microphones and four volumes of songs released before Microsoft eventually morphed it into a karaoke pay-per-song app late in the 360’s lifecycle. My buddy Matt introduced me to LEGO Rock Band, which Matt got for free with any Black Friday purchase one year at Kohl’s and we were both nearly burnt out on the genre by this point, but thought we would at least give this graphically unique version a shot. The adorably twee nature of the LEGO visuals with its complementing soundtrack were irresistible, and it instantly won us over. We stuck with it all the way through, and were fans of its music video-esque “boss” levels, with the Ghostbusters theme song stage being one we replayed far too frequently. Another refreshing take on the genre was through DJ Hero and its sequel, DJ Hero II. I loved that turntable controller, and it flawlessly placed me into the DJ world with its mash-up stylings soundtrack and fitting club visuals. Both games were unsung heroes of the genre when they released because they both came out a year or two removed from the apex of the genre’s success, but the DJ & LEGO games brought in some much needed fresh air in that scene. Non-Kinect Casual/Family Game Hits and the Failure that was NXE Now while I almost entirely avoided the Kinect, there still remained deluge of non-Kinect casual party games that were a hit with the family on holidays and friends on game nights. The two Microsoft published Scene It games that came bundled with their user-friendly big button wireless controllers were family favorites for a few years and successful adaptations of the hit movie trivia DVD-board game. A guilty pleasure of mine is legacy licensed trivia/board games/game shows on consoles, and the 360 had plenty of them with solid editions of Wheel of Fortune, Jeopardy, Apples to Apples, Risk and Family Feud 2012. Doritos Crash Course seemed initially like a forgettable promotional game that was free on XBLA that only offered avatars racing each other on a variety of obstacle courses, but somehow its simple gameplay was addicting and far more entertaining than it had any right to be at family and friend gatherings.

You Don’t Know Jack was a fun revival of the hit PC irreverent trivia series that was dormant for nearly a decade before THQ brought it back on consoles in 2011. Friends and I played through every episode on the disc and its DLC packs, and I revisited it for several years because of one dumb habit where the adorably jerk-of-a-host, Cookie Masterson, would have a unique greeting to open the game if you played on a holiday. The success from this You Don’t Know Jack revival got the developers at then-Jellyvision to revitalize the brand and include a bunch of other party games in the popular yearly Jackbox games that are still going strong as of this writing. I also wanted to squeeze into this chapter of the flashback Microsoft’s polarizing decision to appeal the UI of the 360 to a more family/casual audience and changed the fan favorite “blades” UI into the detested “New Xbox Experience” (NXE) in 2008. Microsoft was trying to synergize with the equally detested UI of its latest PC operating system, Vista. Tablets were starting to become trendy at this point, and Microsoft was resilient on forcing a tablet-esque UI across all its devices and the results were a total system failure. I was among the many who made their outcry heard over how ugly the many rows of diagonally aligned boxes filled with ads were a visual nightmare on the eyes. I was use to some minor ad implementation in the Blades UI before promoting other 360 games available, but the NXE mixed in all sorts of commercials, movie trailers and other assorted promotions that hit the same wrong nerves as those eye-blasting web browser ads.

Microsoft eventually updated and tweaked the NXE into a much more aesthetically pleasing and user-friendly UI that remains on the 360 boot-up today. With the 360 user base understandably a modicum from what it was in its prime today, it is refreshing to see Microsoft lay off as of this writing with a complete absence of ads on the UI. I will also use this space to shout out the premium theme backgrounds that I have used for many years being the pumpkin patch and winter wonder land themes that are always a delight to see when I boot up the 360. Yes, the Xbox Live 360 servers are surprisingly still online in 2020, 15 years after the 360 launch. Most 360 online multiplayer supported games support peer-to-peer multiplayer so as long as Microsoft keeps the lights on, you will still be able to play 360 games online. Microsoft only kept the original Xbox Live servers up for seven and a half years, so to see them more than double that for 360’s servers as of today is…astonishing. Worth noting is some games like Chromehounds, Final Fantasy XI and all EA-published games utilized their own private servers which the publishers have shutdown long ago, so those games are unplayable online, but a vast majority still support the option. Wanna Wrassle? For several years on the 360, one of my yearly holiday season traditions was to buy the latest WWE Smackdown vs. RAW game and complete the career/season story mode and unlock all of the hidden wrestlers and features over the course of a few months. I did this from WWE Smackdown vs. RAW 2007 through 2011. For one of the yearly installments I was so close to unlocking all the achievements to get 1000 gamerscore, but the last one I needed required a grind to complete the main single player career mode five times. I decided at the time this was a perfect opportunity to catch up on past seasons of 24 and brought a second, smaller TV next to my living room TV and absentmindedly button mashed my way through those extra career mode playthroughs, and it took almost the entirety of the second season of 24 to accomplish that feat and earn that final achievement. No regrets!


WWE's yearly Smackdown vs. RAW games featured zombies in their storylines, while All-Stars shifted the gameplay to more arcadey fun for all! The story modes in those yearly WWE games were worth playing through because the writers in some cases got creative and did things that were not possible on TV like having the Undertaker cast mind control spells for example. They added and experimented with a plethora of new modes and options, with the WWE Universe mode being a prime example of going all out creating dream cards and custom storylines. The creation options became incredibly in-depth each year too, in the later installments the developers added a Create-a-Storyline feature that had a surprising level of customization full of custom text entries for dialogue and branching cutscenes. One infamous online community, Video Game Championship Wrestling, became famous for its machinima they created with this system that contained intricate storylines with created wrestlers in its league consisting of video game character icons, developers, comic book & anime characters, fabled movie legends and yes even sprinkling in a few wrestlers. I dabbled in creating a couple simple storylines, but it was too much for me to invest into, but thankfully users could upload and download storylines from the community which added seemingly infinite replay value.
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You have not lived until you witnessed an episode of the acclaimed wrestling videogame machinima that is Video Game Championship Wrestling. Will it be Gabe Newell or Dr. Wily who will emerge here as VGCW champion? WWE released a couple spinoff games that were not as feature-dense, and contained more accessible, arcade-like controls. They were on the right path with Legends of Wrestlemania, which highlighted the 80s success of the then-WWF, but absolutely nailed it with WWE All-Stars which featured a hybrid of past legends and current stars, and all of them were intentionally designed to look like roided-out action figures capable of larger-than-life moves like hurling opponents 30 feet into the air in addition to juggling, fighting game-like air combos. This all combined for fun multiplayer sessions with friends and family members who usually are not fans of wrestling games, but genuinely got into the gameplay to my surprise. I rampaged through everything All-Stars had to offer within a couple months after the latest Smackdown vs. RAW game, and was kind of burnt out on wrestling games after this for a while and skipped all future WWE games for several years starting when they changed the branding with WWE ‘12.


TNA iMpact! was from the same people who made All-Stars and had super-fun Ultimate X match as seen above! FirePro Wrestling on the other hand features only controllable Avatars and none of the trademark legacy 2D gameplay the brand is usually known for. There were a few other non-WWE games I tried out before I took a 360 wrestling game sabbatical. Rumble Roses XX was the first 360 wrestling game and the second all-women wrestler game in America after its PS2 predecessor. Never put as much time into it as I meant to, so I cannot leave any lasting impressions on it other than it gave Dead or Alive a lot of competition with its variety of costumes. I did put a lot of time into TNA iMpact! however, which was the game the All-Stars developers worked on before. At the time it hit, I was into the TNA promotion, and the game was a pretty good representation of that product with a fun Ultimate X mode, and a story mode circled around a fictional costumed wrestler named Suicide who went on to become an actual wrestler in the promotion in 2008, and the character has remained there off-and-on to this day. Lucha Libre AAA Heroes del Ring introduced the high-flying luchadores from Mexico with their own exclusive game and featured some familiar past WCW/WWE/TNA stars, but had problematic controls to prevent it from having any lasting appeal. I never played the Kinect motion-based wrestling game, Hulk Hogan’s Main Event, but I have seen clips online to witness it in its near-broken state that lives up to one of my favorite reviews on Game Informer where it became one of their worst rated games ever. There are a couple of low budget Avatar Wrestling games on the Indie Games channel on 360 that are basic affairs, but there is one Avatar-based grappler that somehow got a full fledge XBLA release with the much-respected, best-in-class FirePro Wrestling branding. Those games have been a decades-long line of some of the best 2D wrestling games of all time, and somehow Microsoft was able to secure that branding for an admittedly decent and accessible Avatar wrestling game, but a game that should in no way be worthy of that elite branding. That would be like Phillips securing the Zelda and Mario licenses for their own low-rent made games on their CDi system….oh wait. Sports-ball Forever! Time to highlight some of my favorite go-to sports games on the system. Starting off with football, there I got use to buying Madden every two or three years. I only rented the 360 launch title, Madden NFL 06, which wounded up being one of the worst debut Madden titles on a console ever. This is because of EA’s overblown “Target Gameplay” video they debuted at a previous E3 where the final game, while still graphically a leap above Xbox/PS2, was far from what they teased. To make it worse, that was the same year they debuted the doomed “vision cone” gameplay feature in the earlier PS2/Xbox versions that went over so poorly that they had to disable it as a default option for the 360 version and hide it in the options. This was also the first lead Madden game to remove John Madden himself (and co-commentator Al Michaels) from commentary in favor of a nameless afterthought of a radio-style announcer. Madden NFL ‘06 is easily the all-time worst lead-platform version of Madden!
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This video encapsulates why Madden 06 was an atrocity of a debut on the platform…at least it had easy achievements.

EA stepped it up with later entries, with Madden ‘10 remaining a favorite of mine for the brand this gen. I still recall that edition was when EA initially introduced their cash cow microtransaction-focused “Ultimate Team” feature as a free DLC a few months after its release. How foolish I seem now for at first dismissing it as an interesting curiosity I could not bother to invest a dime into ever, but only to see it blow up in DLC sales for EA and become integrated across all of EA’s sports titles and other publisher’s sports games within a few years. I only picked up one college EA effort this gen via NCAA Football ‘12 which was technically free with a six-month subscription to Sports Illustrated, but I got the most out of that game, and was huge into its “Road to Glory” mode. Road to Glory had my created player play out his final year of high school, and then go through a full college season. EA were absolute pros at this point with their college game, perfectly capturing the college game pageantry by jam-packing the it full of college anthems, cheerleaders, mascots and first-class commentary from the old College Gameday crew of Kirk Herbstreit and Brad Nessler. EA was also surprisingly generous with a community create-a-school option where users could create and upload teams and stadiums, and sure enough someone created my middle-of-nowhere Midwest FCS school and high school teams. It remains a heartbreaker (for good reason though) that EA pulled out of college sports games after the NCAA student athlete class action lawsuit, with NCAA Football ‘14 being their final installment. I do not feel that much love for EA though because of how they squashed 2K’s attempt at returning to football videogames with All-Pro Football 2K8. 2K signed on a couple hundred retired legends for their game, and players could pick a handful of legends to be the standout stars on their otherwise auto-generated teams. It was a fun, different approach, which EA quickly put the kibosh on by signing many of those legends away to appear in throwaway historical features in future Madden games. As I mentioned earlier though, EA did win back some favor with me by resurrecting the Blitz franchise with their excellent XBLA version of NFL Blitz.

There were a few other non-NFL games on the 360 I gave an honest try to, with Midway releasing an unlicensed, M-rated version of Blitz before they went bankrupt with Blitz: The League II. It showcases M-rated behind-the-scenes drama storylines, and more brutal and violent hits that bestow it the M-rating, and if you can handle that, then it is worth checking out. Finally, Backbreaker was an ahead-of-its-time pigskin game that debuted an all new physics engine that EA would eventually incorporate into Madden games. While the tech was not quite all the way there, the thing I associate most with that game is it playing P.O.D.’s “Here Comes the Boom” on every…single…kickoff. It was a huge detraction in my review, and I was surprised to see a few weeks later an email from my editor at the time passing along a note from the developers to revisit the game after an update addressing reviewer feedback, which did address a multitude of things, but at the top of the list was reducing the amount of times P.O.D.’s jam played to only twice a game, thank god! On the basketball side of things, I remained a huge fan of the NBA 2K series. The 360 carried over the awesome 24/7 mode I adored from PS2/Xbox era, which was an in-depth career mode for a single created baller, doing a global tour of the street hoops circuit. The 2K games struck gold in NBA 2K11 when Michael Jordan graced the cover and the game added a new historical Jordan mode where he relived his most monumental games with historically accurate rosters, and vintage 90s telecast presentation and commentary. The Jordan mode was a success, and integration of NBA legends became a big selling point on the 2K games going forward with future installments having a theme around the Jordan/Magic/Bird NBA breakout success of the 80s and the iconic ’92 Olympic Dream Team.

EA had a downward spiral with their sim hoops games, and I only tried out a couple demos of the earlier NBA Live titles this gen that did not win me over, including the attempted re-branding of the series with NBA Elite ‘11. That doomed demo was so glitch-laden that it got EA to cancel and recall the game from retailers mere days before its street date, and took them three years to launch another proper console NBA sim. I did love EA’s re-launch of NBA Jam however, along with the XBLA sequel, On Fire Edition. They hit all the right notes on re-introducing the classic arcade gameplay to a new generation. No idea why they have not done another NBA Jam since however, but at least On Fire Edition is back-compat on Xbox One and Series S|X. The PS3 consumed the bulk of my baseball playing time with their awesome MLB: The Show games of that era. However, I do have one chuckle-worthy memory of staying up late playing a lot of 2K’s arcade take on baseball, The Bigs, at a friend’s place one night. We played several games and I recall being impressed at how fast each game breezed by. I skipped all hockey sims this generation too, with the only time I digitally hit the ice this gen being EA’s killer NHL game on XBLA, 3-on-3 NHL Arcade, which delivered the hat trick of arcade fun gameplay, creative power-ups and intuitive controls.

For alternative and single player sports games, I already raved about Top Spin 2 during the 360 launch window. I could never get into EA’s thumb-stick controls for its Fight Night games, but I did enjoy 2K’s Don King’s Prize Fighter, which came from the same team that made the Rocky games on the previous gen I preferred more. Of all the MMA games, I briefly got into THQ’s UFC 2010, but the game always became a chore when gameplay transitioned into ground submissions. I enjoyed Tony Hawk’s Project 8 when it launched, but that series also had a fall from grace with several failed experimental games once EA stepped up the competition with Skate. One of the greatest mysteries in gaming history to me will always be Skate 3’s staying power in sales seeing it on sale for so many years that eventually EA repackaged the game in an Xbox One case with a sticker on it saying it is playable on both the 360 and through back-compat on Xbox One because there were no longer any other 360 retail games on store shelves. I tried a few times to get into Skate, but like the Fight Night games, the thumb-stick focused controls never gelled with me and I could never adapt. No Russian, No Cauldron

For several years straight, from the 360 launch in 2005 through 2012 I played every yearly installment from Activision’s flagship brand, Call of Duty. The first couple of years it was not that much though. Call of Duty 2 I only played several times in local couch multiplayer battles when friends brought over a copy. I always regretted never renting or buying it cheap to play through the single player campaign which I heard is excellent. Ditto that for the original CoD which eventually got a re-release on XBLA as Call of Duty Classic. However, I played through the entire campaigns for the next six games. CoD3 I rented from GameFly and breezed through in a weekend in split-screen co-op with my brother and did not think much of it at the time, but came to learn later that when playing in co-op it removes a few levels that proved to be too daunting to be handled in split screen. Then in 2007 Call of Duty 4: Modern Warfare released and first person shooters as we knew it changed. 13 years later it still has two of the most powerful moments in a FPS campaign in the form of the nuclear blast and its immediate fallout in the failed helicopter escape, and THE sniping level of all sniping levels in the flashback mission which immerses the player so well into the sniper role at its apex moment, that few other games since have managed to achieve. It overall was an incredibly gratifying campaign, which was equaled with a revolutionary online multiplayer experience that popularized persistent online multiplayer unlocks with a seemingly endless barrage of weapon and character customization unlocks to keep players reeled in. I was never “hooked” into the multiplayer on a regular basis, but starting with CoD4 and for the next few games I would occasionally pop on and play with colleagues who did play all the time, and had a blast catching up while apologizing for not carrying my own with my less-than-ideal kill/death/ratio.

World at War was an interesting revisit back to World War II and I enjoyed Keifer Sutherland’s voiceover talents as a superior barking orders at me throughout. It also debuted its survival variant in Zombies mode that was a hit that year and frequently played with co-workers on game nights. While that mode would become a bigger focus and more expanded with each successive CoD game, for whatever reason it never became as popular or played as much then as in World at War. 2009’s Modern Warfare 2 somehow met the high bar for the quality of campaign that the first game set, and its “No Russian” level I will never forget and I was bug-eyed throughout it as I never experienced anything like it before or since while my character attempted to keep his cover. As good as Infinity Ward’s Modern Warfare titles were, Treyarch stepped it up with 2010’s Black Ops and its Vietnam War setting. It remains my favorite single player campaign from this stretch of CoD games. The meaning of the “numbers” touched on throughout the campaign had a meaningful payoff, and I loved how Treyarch sprinkled in their own unique gameplay intricacies like “diving to prone” and my love for the RC Car killstreak bonus in multiplayer. No matter how much of a weak link I was for my coworkers in online multiplayer, as long as I got just one set of three kills straight to get that fun RC Car perk, then I considered that a successful multiplayer session! Infinity Ward had a satisfying conclusion to the Modern Warfare trilogy with MW3 in 2011, but 2012’s Black Ops II was surprisingly underwhelming to me. It felt like they tried to do too much with the campaign, and sprinkled in optional bonus missions I felt obligated to do, but broke up the narrative for me. Of course, it could have been CoD burnout by this point, and I have never played another CoD game since. If I were to play the campaign of just one CoD game after this from 2013 on, what would you recommend?

For five years I anticipated the low budget FPS efforts from Cauldron that had me reliving past historical battles and as a DC Secret Service agent seen above. Interestingly, while Treyarch and Infinity Ward took turns each year this gen delivering Activision’s big holiday FPS hit, quietly another studio, Cauldron, yearly released five budget-tiered FPS titles under the Activision Value banner. These little publicized releases always caught my eye, and I had no idea if it was the case, but Cauldron’s games felt like where Activision would send freshly recruited developers to get their feet wet before getting promoted to the CoD teams. Three of Cauldron’s five games were History Channel licensed games themed around recreating and reliving both sides of war in two installments based around the Civil War, and another in the Japanese theater of World War II. The history nut in me appreciated the History Channel-produced intro video for each level, and it was a budget-friendly alternative come down FPS game to breeze through in a weekend after the latest blockbuster CoD game. Cauldron also did a DC-terrorist themed FPS in Secret Service, and Jurassic Park-inspired FPS titled, Jurassic: The Hunted. I imagine all of these play horribly outdated now, but I still will appreciate them for what they brought to the plate. Dubious Honors

Hulk Hogan’s Main Event and NBA Elite 11 top the dubious honors list for reasons I already ranted on above, but wanted to make sure to at least notate here. Moving on to other bad games, here are a handful that I was not a fan of: Rogue Warrior was a super-short and barebones functioning FPS published from Bethesda, but bizarrely got AAA buzz and marketing. It did have a catchy closing credits song though. Turning Point was an FPS from Codemasters with an interesting concept of a post-WWII shooter if the Nazis won the war, but poorly executed and reason why Codemasters has primarily stuck with racing games since (although they did attempt one more FPS with Bodycount which I did not play, but understand is just as atrocious). One game that went on to have a misrepresented history I reviewed at the time was Bullet Witch. It was a middle-tier single player action game published by Atari, and while it had some problems I made sure to point out in my six out of ten review, I received serious flak from a few friends for overrating the game. While I addressed the game’s issues and marked it down appropriately so, I did have a fair amount of fun with the boss battles and messing around with some of the more powerful spells. Over the years I have seen many bill this game with the label that it is among the worst on the 360 with the same kind of tone and vitriol as ET received on the 2600. Even Mr. Microsoft Larry Hyrb poked fun at the game in an online video long ago. Again it is not a great game by any means, but it is far better than what a lot of people make it out to be.

An XBLA game that got one of their marketed themed event releases (‘Summer of Arcade’, ‘Fall Feast,’ etc.) was TMNT: Out of the Shadows. It looked to be a cannot-miss 3D brawler TMNT game, and with that level of hype how could it go wrong? Very much so in fact, and with some of the worst camera controls in gaming I could not put it down fast enough. Another painfully disappointing TMNT game was the aforementioned XBLA remake of Turtles in Time. It played well enough like the original, but the redone visuals did not capture the spirit of the affable 80s/90s cartoon like the original did, and it stripped out the SNES bonus levels and had poorly substituted voiceovers. Stay away! There were a couple of semi-decent 360/PS3 era Turtles games. Nickelodeon TMNT was a perfectly serviceable brawler that did a better job of bringing back the good memories of the arcade classics than Re-Shelled did. Ubisoft released a single player platformer/action game to coincide with the 2007 CG film, TMNT. It too was pretty straightforward, and not earth-shattering, but at least hit some TMNT fan service marks good enough to be a worthwhile entry. Danger of the Ooze is one that slipped through the cracks that I rarely hear talked about likely because it released late in the 360/PS3 lifecycle in 2014. This should be played by any Turtles fan because this is the standout Turtles game this gen from the platforming masters at Wayforward with their take on a pretty fun MetroidVania-style game the TMNT license seemed destined for all this time. Lightning Round Quick Hits

Microsoft did not release 360’s successor, the Xbox One until 2013, so with eight years between the 360 and Xbox One, a boatload of games hit that system and I played far too many of them which is why this is going on far longer than it should have. There remains a hearty amount of AAA, mid-tier, XBLA and other noteworthy games that I want to give their due, so bear with me as I attempt to rapid fire through these… -I got wrapped in too many open world games this gen, and I want to first give props to RockStar Games for managing to finish two of their behemoths in the form of Grand Theft Auto IV and Red Dead Redemption. GTAIV is the only GTA I finished the storyline for, and Niko Belic will be one of my favorite protagonists. The cell phone activities were initially a chore to retain friendship ratings, but eventually I came around to bowling, cab rides, comedy clubs and rounds of pool. RDR was the ultimate Wild West open world game. Neversoft’s 360 launch title, Gun, was in my backlog still and I blitzed through that in the weeks leading up to RDR’s launch because I just knew it would blow it away. Gun was a decent effort from Neverseft, but quickly became obsolete when starting up RDR, which did not disappoint, and delivered a remarkably atmospheric experience for its time in 2010. I loved getting lost on adventures out in the wild, and that original score is masterful and could not be have been better crafted. That final several hours of gameplay based around the family ranch is an incredibly bold choice of gameplay that will always have a special place with me. Kudos to RockStar with their spooky-themed story expansion, Undead Nightmare, which is a hell of a side story to RDR that is well worth your time all these years later!


GTA IV put a lot of attention on its mini-games that were entertaining shoulder content, and Red Dead Redemption introduced a drop-dead gorgeous wild-west open world I would crave getting lost in and exploring for adventures. -Another one of my top 10 favorites on the 360 released on the same day as RDR, and I am talking about sci-fi third person thriller that is Alan Wake. I got completely absorbed into Alan’s quest to find his wife, and Remedy had a five star presentation to keep me on my seat. Some people criticized its style of combat, but it worked for me, and I believe it will go down as the only game where its deadliest weapon in its arsenal is a flare gun! Easily the spookiest T-rated game I have played. Do not skip out on the DLC episodes that put a nice bow on the story, and the XBLA sort-of time loop sequel, American Nightmare

-Two open world games that I shamefully have resting in my backlog to this day are GTAV and Bully. I picked up both on 360, and eventually picked up the Xbox One version of GTAV. You know what open world games I did play through though? The first two Just Cause titles. This satirical take on the James Bond-super agent was right up my alley, and Rico’s unique gadgetry like hookshots, parachutes, and wide variety of instant vehicle drops innovated in new ways to traverse its gigantic open world. The chaos and destruction those games both were capable of raised the bar with how creative one could be to lay waste to their surroundings. -I already commented above how the first Saints Row lived up to its potential from its E3 demonstration I saw a year before its release. The sequels surprisingly kept getting better and better. The first two games were essentially damn good GTA-clones, but with both games having more zany activities and side missions than in GTA. Saints Row the Third upped the outrageous quotient for its plot and side missions, and was groundbreaking for how far it pushed the boundaries with its whacked out style of storytelling.

-It did not feel right to include it with the racing games above, but another recommended open world title from this era is Driver: San Francisco. Ubisoft and Reflections nailed making an open world driving game without races being the focal point. The spirit-car-swapping feature against all odds is cleverly explained, and actually works! -Despite its popularity I could never get into the Assassin’s Creed games which debuted in this generation. A friend borrowed me the first game and at first I was into its setting and gameplay, but that first game was notoriously rough around the edges and I believe I got hung up on a glitch that prevented me from making progress roughly halfway through, and I have inadvertently been done with the series since. I picked up a few other entries over the years and have been wanting to at least try them, especially hearing how the latest ones keep getting better and better. One day! -I finished my first Resident Evil game on the 360 with Resident Evil 5. That game also featured online co-op, but I ventured fourth and played it solo and still had an impeccable time with it. It put more of an emphasis on action to the dismay of critics, but having not played too much of prior entries that did not bother me, and there were still plenty of intense thrills had throughout.


This is easily my favorite arcade stick ever, and the exquisite 2011 Mortal Kombat reboot made its tall asking price worth it! -This generation saw collector’s editions become out of control, with games packed with all kinds of statures, Master Chief helmets, night-vision cameras and other gadgets for well over $100. The only one of these I invested in was 2011’s Mortal Kombat. I originally was not too hyped for that game because I had my fill of the series at that point after the three good entries on PS2/Xbox, and felt the series had nothing else to offer. My brother however is a big MK-fan and told me how he ordered the $200 edition that came with premium arcade-replica fighter stick. I went to his place to drop something off one day when he wasn’t home, and he told me had the game and stick hooked up and to give it a try while I was there. Within minutes of starting the story mode and realizing how they were reimagining the original trilogy and how they switched up the gameplay for that generation, I became immediately entranced with it and could not think of any other way to play it without that stick and could not rush home fast enough to pluck down a $200 order. I made sure to get a lot of use out of that stick, and is was absolutely worth it!

-Sniper: Ghost Warrior is an unorthodox FPS focused entirely on sniping, and for being a low-budget game at the time I had way more fun than I should have with it. Also loved how it did a 180 from games like CoD, where instead of one sniping mission to mix up the campaign gameplay, here there is one run ‘n gun mission for a break from all that sniping throughout the campaign! I am glad this game had a ton of success and City Interactive has released a few sequels that I hope to emerge from my backlog of doom. -I already elucidated on my Borderland 2 experience earlier. The first Borderlands was a surprise out of nowhere hit that I loved my first few days with it and could not get enough plowing through the campaign online with friends. Unfortunately I went on vacation a few days after it released for a week, and when I got back, sure enough, most of my friends were many levels higher than me and already vanquished the game, so I soldiered on the final third of the game on my own. It was a challenge and a half to beat the final gi-normous tentacle-laden boss, but I managed to squeak by it after gradually picking away from it behind a boulder for nearly an hour!

-I had a unique experience with the Portal games. The first one I initially played for about 15 minutes, quickly became frustrated with the teleporting mechanics and had to step away from it. A couple years later, an old co-worker Rick was one of many by that point stating why those games were some of the best games out there. I told him my case, and he offered to come over and bestow his Portal wisdom upon me. Many thanks to Rick, who did not straight-up spoil and told me what to do to get past Portal’s many puzzle rooms, but instead kind of nudged me into gradually easing into a feel for the core mechanics of the game and it helped greatly! I would not have been able to get into it without him. He had a surprise for me when he left, and left me his copy of Portal 2 to borrow and told me not to give it back to him until I finished it. I knew he was moving in a couple months at that point, and that compelled me to put all my attention into the Portal games. I am glad I did because both games are spectacular, especially the sequel which had a noticeably bigger budget to go all out with a AAA experience and narrative that came together to be one of my favorite games of that generation. -Bulletstorm was another innovative FPS with its implementation of a whip, and combining it with melee strikes and gunplay for a refreshing take on FPSs. It kind of came and went though, and I rarely hear people talk about it anymore, except for briefly last year when it got a re-release on Xbox One/PS4, with an extra DLC to have Duke Nukem replace the original protagonist’s voiceovers for the game. I will also associate the original Bulletstorm release for having one of the worst box arts of all time. It is just a no-frills footprint. If you played Bulletstorm before, sure, it will kind of make sense since kicking is a core melee attack, but if you were a potential consumer browsing games and had no clue about Bulletstorm then I would not blame you for not giving that cover more than half a second’s worth of thought.

-The trilogy of BioShock titles were all high ranking in my top 10 game of the year lists for their appropriate years. The first game immersed me into its aquatic utopia gone haywire, and it stood out from standard FPSs of the time with its heavy emphasis on its narrative and hunting down those audio tapes to get every nook and cranny of the story. Its “twist” was something else for its time, and remains one of my favorites to this day. The sequel had a lot of polarization because it was from a different studio, but I felt they mixed it up by playing as a Big Daddy for the whole game and I could not get enough of freezing Splicers and then doing a drill rush attack that shattered them into pieces. BioShock Infinite was an astounding way to wrap the trilogy with its mesmerizing city-in-the-sky setting, and one of my favorite storylines from this gen. Its two storyline DLC episodes that released around a year later are worth checking out if you missed out, especially the second episode that changed the gameplay into more stealth-based by playing as Elizabeth. It felt like a whole new game, and developer Irrational absolutely perfected the change-up! -Spec Ops: The Line will not light the world on fire for its stick-to-fundamentals third person action gameplay, but what appears to start off as just another rah-rah military shooter, eventually morphs into a far deeper and complex plot than what I thought it was going to be. A book eventually came out thoroughly breaking down its exposition because it stormed up that much of a discussion around it.

-Shmup fans had several worthy entries to play on the 360. Raiden IV and Deathsmiles were landmark new entries for the genre in their time. On XBLA, there were re-releases of a pair of renowned shmups from Treasure: Ikaruga and Radiant Silvergun. A pair of original shooters also stood out among the XBLA crop with the free of charge student developed game, Aegis Wing and also the beloved Sine Mora that captured the pilot play-by-play stylings of Star Fox and successfully merging it into a shmup. There were also a fair amount of Japan-exclusive shmups for the 360, most notably from respected shooter developer, Cave. Many of them are region-free and can be played on American 360s, so please keep that in mind! -I already told some tales above about my favorite comic book games, and embedded below is a video where I and my friend Matt painstakingly dissect a ton of comic book games that hit the 360. Highlights include the shockingly good movie licensed games, X-Men Origins: Wolverine & Captain America. Not-so-good highlights include the movie licensed Watchmen, Fantastic Four and Hellraiser games. Matt also had a lot more hands on time with the acclaimed Batman: Arkham and Spider-Man games on 360, and I have always respected his expertise in the genre so please give his takes a listen below! -The Telltale adventure/choose-your-own path story-driven games originally started off on PC, but became more and more popular with their console releases. I was 100% into the first two seasons of their Walking Dead games like everyone else. Loved the first one more, but my favorite Telltale episodic game is still Back to the Future. The Wolf Among Us was a fascinating twist on a mature dystopian fairy tale world. I was not impressed by their take on Game of Thrones, but I surprisingly enjoyed all eight episodes of Minecraft. I originally got that for my nephew who was huge into Minecraft at the time to play with, but he was not all that into this genre and I found myself getting into it instead. Telltale was pumping out so many of these episodic series that I could not keep up, and still one day want to go back and play through both Batman seasons they released, and their Borderlands series too which I hear is their best work.


Back to the Future remains my favorite Telltale episodic game, but the event-like nature of the first season of Walking Dead was an undeniable zeitgeist while it transpired. -The LEGO co-op games we know today based off nearly every license imaginable became ubiquitous this gen. Only one I put serious time into and was able to finish was LEGO Marvel Superheroes. This one is special to me because it was the first game that I got my nephew Carter really into right when he was old enough to start grasping modern controller-based games. Had to help him out in quite a few parts, but we got threw it, and now several years later his gaming skills have greatly improved, and I will gladly give him a humble brag on his conquest of finishing the tough-as-nails Cuphead.

-I subscribed to the Official Xbox Magazine for several years, until around 2009-ish, and I was surprised that they stuck with including demo discs for another year or two after that since downloading demos quickly made the discs obsolete. OXM did attempt a few exclusive disc goodies though, and one I always came back to was their own take on an episodic game called OXM Universe that lasted for about a couple years. The disc itself awarded up to 1000 “OXM” points based on checking out all the demos and videos on the disc. Those points could be used in the space ship station game, OXM Universe, which was entirely menu-driven to build space station tech and explore a galaxy. It did lead up to a decent conclusion if you stuck with it all the way to the demo disc that came with issue 100 and upon completing all the final tasks you are rewarded with a lengthy video filled with OXM staff past and present thanking everyone. THAT IS MIGHTY COOL OF THEM TO GO TO ALL THAT WORK FOR A DEMO DISC EXTRA!!! -I think one thing we take for granted in today’s console space is the ridiculous amount of weekly sales and specials on digital games across all platforms. It was not always that way. In the early years of the 360 digital marketplace, for a couple years all that was available was one weekly game on sale and one piece of DLC on sale each week and that was it for a couple years. Luckily, Steam was catching fire with their acclaimed Fall and Winter sales with their monster savings, and that eventually rubbed off on 360 and PS3 and by the end of those system’s lifecycles both started offering a surplus of weekly deals and flash sales. -Digital game preservation is something that is brought up more and more lately, and one thing that periodically ruminates in my mind is how the 360 handles patches/updates. For the longest time, most games had limits of 4mb patches until the later years in the system’s life where they started to change into the larger file sizes we associate with them today. However, the 360 has a nasty habit of auto-purging a game’s update on the 360 after several different games get played on the 360. So if you were to revisit an older comfort food game many years down the line long after the 360 online servers got shut down, any updates for that game were likely auto-deleted and cannot be re-downloaded. This could be huge for a lot of games whose patches likely helped patch out game breaking bugs and other issues that can no longer be downloaded whenever the 360 servers go offline. Just food for thought.

-Final random item I want to bring up is something you saw in the header image to this special. Yes, that is a leaning gallery of 360 faceplates! Remember those? They were kind of a thing for the first couple years of the 360 when Microsoft was flexing the customization options of the 360 so anyone can snap on or off a variety of 360 faceplates to make their system stand out in their own way. I never bought a single faceplate, and only procured them if they were pre-order bonuses, or part of some promotional giveaway. The only highlight of this was how I got my Madden NFL 08 faceplate, and that was when I participated in my Gamestop’s yearly Madden tournament where no more than four people showed up for the few years I participated. The year I won, was when I got the Madden NFL 08 faceplate, which sure as hell beats my Madden NFL 07 plastic beverage cup from the previous tourney! It will forever remain in my drawer with my faceplates for Full Auto, Eternal Sonata and Deathsmiles. It is not like there is some uber-popular YouTuber who has a unique fandom for that particular version of Madden who could benefit from it in any certain way. To the drawer the faceplate remains! ”It’s an Ocean” (THE END!!!) OMG, this took me a whole month to gradually pick away at. I did not come close at all to releasing this in time for the 360’s 15th anniversary of its launch. I feel that I could have made this into a mini-eBook and charged six cents for this!!! As you can tell from my many memories I have shared thus far, the 360 is a platform I hold in high regard. I waited three years to upgrade to the Xbox One and PS4 in 2016, so from late 2005 until late 2016, the 360 was one of my primary go to consoles. Which is why I had so many memories, good and bad, to get out of my system. If you want to catch up on one of about a dozen other flashback specials I have crafted like this (which are thankfully significantly shorter) over the years check out the links below. In the meantime, I will close this off with two embedded videos of episodes of my old podcast I recently un-vaulted circled around the 360. They are the final installments of our history of comic book games and RPG games series. Both episodes focus on the games that hit for those genres up until the point the episode was recorded for 360, PS3 and Wii. Many thanks once again if you have stuck with me for these near-18,000 words of garbled memories of mine, I sincerely appreciate it and I will see you all next time if I can somehow muster enough energy after this beast of an entry for yet another anniversary flashback special!
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Listen to us break down almost all the RPGs that his this gen released through 2008
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And here we dissect all the comic book games released on these platforms through April of 2011 My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary NES 35th Anniversary PSone 25th Anniversary PS2 20th Anniversary PSP 15th Anniversary and Neo-Geo 30th Anniversary Saturn and Virtual Boy 25th Anniversaries TurboGrafX-16 30th Anniversary and 32-X 25th Anniversary
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If you made it this far and have yet to experience the THING that is Rogue Warrior’s end credits theme song, then I dare you to click it above and not have Mickey Rourke’s lyrical lashings remain forever stuck in your head!
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Enjoy this montage of the many creative demises of the worst sidekick in the history of videogames! You’re Still Here!? Well Then, Let Me Tell You Another Story About the Shephard….Not That Shepard

It is not my tale to tell of “another story about the Shephard.” Hopefully, EA and BioWare will right that ship as they teased at the recent Game Awards a few weeks ago. I am talking about the other Shepard on Xbox 360, that being Lost: Via Domus’s Jack Shephard. Jack and most (not all) of the cast from the first season of Lost are in that game, but are not playable. Instead, a new offscreen Oceanic survivor is introduced as the playable character, Elliot. The game was an average licensed adventure-lite game affair (find out all about by click or pressing here for my original review), but at the time when it released Lost was in its fourth of six TV seasons, and I was eating up every bit of fan service that game offered. It did have a couple minor things never seen in the TV show like the Dharma magnet, and I loved its ending which got my mind reeling with it possibly tying into new fan theories from the latest episodes of the show at the time. One in particular being my favorite episode of the series, “The Constant.” Not a great game, but loved how it treated the license. That said, this hit a few years before Telltale hit big with its Walking Dead games, and I can only imagine if they were the ones to give their episodic adventure game treatment to Lost instead. Now that is another story about the Shepard I would be all-in for day one!
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Writing Update 05
Guess who finished. guess. go on guess. That’s right it was me!!
It was pretty intense because my playlist had finished and so I was sat feverishly typing the last paragraph out in silence and then when I went round for the final spell check I was listening to Achilles Come Down by Gang of Youths and it finished as I finished and it was a moment.
So so so. in total we have
69069 words (nice) and 102 pages spread over 23 chapters and 5 parts. I can actually go into the plot and stuff now too because I know what that is from start to finish. I won’t go into that here I’ll just talk about the last chapters. Buckle up this ones gonna be long.
Whence last we left off there were 17 chapters and now there’s twenty-three. Chapter seventeen also has an actual name too so yay.
Chapter 17 – Pinches of Catgut
Chapter 18 – Yours Forever, Echo
Chapter 19 – Ink’s Tarnish
Chapter 20 – Red Room
Chapter 21 – Crosshatched Scars
Chapter 22 – Chasing Sundust
Chapter 23 – Amen
Chapter 17 originally is now what chapter 18 and chapter 23 isn’t really an epilogue but it also is y’know? Like the last two chapters are the endings in their own right (I say as if I didn’t stop reading The Darkest Minds seven pages from the end)
But c’est la vie!
Chapter 16 (I can finally explain this stuff woo) we had the fallout to the guy’s being told they have to pay the devil – who isn’t really the devil and is actually a god in his own right but that’s beside the point – back for everything he’s done for them. this one focuses on Valentine and Albert having a bit of a moment where I realised ‘oh gosh everyone is a foil to everyone oh gosh’
Chapter 17 is kinda the same but from William and Basil’s side where they have their own conversation about who Will killed Charlie by accident….yeah…William is still baby he just killed someone that’s fine. This is fine.
Chapter 18 is where shit hits the fan because oh my god James is back!!!!! Idk if I mentioned this but James is Enoch’s dead bf who wasn’t dead at all and I’ve been hinting at it the entre god damned book. I almost didn’t include it but after a talk with one of my friends I realised that James’ being alive would bring in more tea than ever before and well,,,,,,why wouldn’t I?
Oh yeah James also tells Enoch that everyone is coming to find them.
The way I'm explaining this seems like stuff just happens, but I swear I do add threads throughout! I'm just disjointed in my thought process.
Chapter 19 is the beginning of the end. We have a rush to pack as they’re trying to get out and they would have more help from James but Basil doesn’t trust James, Enoch is drunk, William has lost a lot of blood and both Al and Valentine had been asleep so they’re slow and groggy and it’s raining because England and winter and the coast is just a great combination.
Enoch and James end up going ahead cus people are getting close and they need to get their stuff away from there. There were three cases left to tie but they didn’t have time so while James and Enoch go ahead the others are carrying the last three cases to the docks so they can tie and run.
Chapter 20 is where Enoch wraps his beef with Aristide up. kinda. He originally planned on just saying goodbye but then stuff happens and he feels bad for Aristide so he just gives him to the devil without the murder part of it.
Chapter 21 valentine kills his uncle and gets closure™
Chapter 22 this chapter is so good. I love it, I love it so much. I'm still kinda feeling funky about it because its got a flashback and the rest of the book hasn’t got anything exactly like this – unless you consider the small titbit in chapter 17 a flashback. But I really delve into Sebastian’s psyche and before then I kinda hated Sebastian but it feels like he's had a whole ass character arch and I love it. I really love this chapter so much.
And finally chapter 23 is them running and the last of the setup for the next book
I want to include memes but they’re all old stuff. If I have anything new, I’ll insert it if not I’ll keep 5 random facts about the boy’s as my transition.
Albert
When he was a bab he wanted to meet keats before he realised the mans is dead.
Can write in shorthand in both Russian and English just so long as he doesn’t focus too hard on it
Albert is his middle name, Lyonya is his first name
Is a cat person.
Orders the same meal at every restaurant even if they don’t serve it. if they don’t serve it he has a tiny crisis.
Also defo has one of the others order for him
Basil
Defo a gifted and talented student if he was alive today
He's technically an accountant and low key enjoys it
Can fight but is a pacifist by choice
Skipped class once and got bored and never did it again
When they were still at school he would look after the groups deeds to land and do all the legal stuff for them because they had no clue. He still has all of Valentine’s papers and so could technically steal valentines land and nobody would care.
Enoch
Isn’t gay is actually bisexual
Is really good at science but just doesn’t care about it
He ate leek and potato soup exclusively for three weeks on a dare
Once played Mercutio and tripped on stage. Managed to hide it pretty well but hasn’t lived it down.
Would live in an old theatre if he could just for the aesthetic and bragging rights
Valentine
His family is of German heritage
Bakes as a stress relief but gets hyper focused on one thing for ages (tarts is the big one of the year)
Is the mum of the group but wouldn’t ever admit it
Cannot do maths for shit. or much else. He can just speak a lot and paint.
It’s a continuous joke irl and in novel universe that he’s called Valentine, but his birthday is on February 15th because his parents thought it was still February 14th when he was born.
William
Allergic to honey but would eat it anyway
Joined classes three years after everyone else
Is the only one in the group that understands people
Has a really bad centre of gravity and falls over a lot
He's 6’7
Bonus – a wild Sebastian appeared.
Acts 50 is 20
Is just brine
In a constant state of identity crisis
Was he born or did he just appear fully formed? Nobody knows
Always stuck as Benvolio. No matter what. forever. He hates it.
Excerpts! –
“you are a walking disaster.” Basil sighed
“I'm your favourite disaster though.” He could hear the smile in Enoch’s voice.
I just like these lines. Nothing too deep just thought they were funny.
Basil placed a hand on his knee hoping the rain could drown out what the music that followed William could not.
My mans being a supportive friend
He finished pulling the manuscript together and reached for the box Albert kept all his current writings in. it was a small box with darker patches between the broken veins where ink had spit and flowed between the cracks.
i have nothing to say about this
They only had real tenderness with some of the fragile things. A school given copy of A Midsummer Night's Dream, a book by a man called Sashenka Potemkin, teacups with still blooming meadows painted onto them, a book about a monastery, a violin case that had nail marks embedded into the leather, an easel.
Y’know keepsakes are Important but if you’re running shouldn’t you pack light? Probably but these guys are sentimental bastards
The shops were alive with people, the two pubs were open and selling even the tailoress was in business. He wasn’t entirely surprised; worms came out during a storm. They thrived when the squawking of the gulls had disappeared.
We live in a society – Enoch 2019
The gate yielded under his hand, the closest he got to acceptance in the high walls. It seemed colder once he’d walked into the threshold, urging him towards the sickening feeling of unbelonging that sat in his gut. It made him want to turn away and never come back some of the time. How much he didn’t belong there.
Sebastian is yearning™
Basil reached into Albert’s pocket and pulled the crocus out. Albert didn’t react as he did so. he stared at it twirling it between his fingers staring at the petals and their untarnished glory despite having been used to kill them all at least once.
And while that isn’t the last line that’s the end of this. I'm taking a break from beginning anything big and while I want to move onto writing Adalius, Ariane and Adionis’ story I’ll wait for a moment before I do. just because I cant bring myself to think about how I'm starting this yet.
Anyway. That means no updates for at least 3 weeks. I know you’re all distraught. But yeah.
I hope you have a good day.
Thanks for reading this!
BYEEE!
#writing update#i finished something#its the end of an era#i miss my boys already#gosh#whats next#i dont know#i wanna take a nap#im gonna take a nap#thanks for reading this#and all of these#writingupdate#and i love my boys#sisyphus update
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(for the char thing) stanley uris, mike hanlon, and patty blum
migz!!!! i’m sorry i abandoned this in favour of video games and capitalism i hope i can make it up to u uwu
this is mostly going off the movies but there’s occasional book and miniseries input- i’ve only read the first few chapters, a few wikia pages, and some character meta from the book and i’ve only seen the miniseries once vs the however many times ive watched the movies in the last 2 months so don’t expect consistency between canons
(also i’m gonna put these under a cut because this post got really long)
stanley uris
How I feel about this character:
there is a reason i use the tag baby boy for stan (and also for miniseries eddie)!!!! he’s my favourite loser other than eddie and i want to like. hold him and make sure he’s happy and healthy and i think stephen king should treat his characters better.
All the people I ship romantically with this character:
patty!!!!! their relationship in the book makes me so happy and anyone who’s ever spoken to me about stanpat knows that i am at all times thinking about how she calls his car sedanley.
that being said, i respect stenbrough, stanlon, and streddie but overall this is a stanpat household
My non-romantic OTP for this character:
stan with all the losers but especially richie! which isn’t very original since they are literally best friends but their dynamic!!! good!!!! i’ve not been able to stop thinking about that one scene from the miniseries where richie introduces stan as “this is stan the man uris, he’s a jew,” partially because it’s fucking funny because who says that richie what the fuck, but also because stan just instantly follows up by saying that richie has a high metabolism which makes him hyperactive, and maybe it’s because the miniseries is campy and a little bit shit but the delivery of those lines makes it seem like they do this a lot! they have these introductions ready to go! and i love the idea of them as a platonic package deal even if we don’t get to see much of that in the movies
My unpopular opinion about this character:
i don’t think i really have any? i tend to follow people who hold the same opinions as me tho so i have no idea what’s popular outside of that dshfk
i mean i do think fics that save eddie but not stan aren’t really fix-its and going off the amount of fics where stan’s still dead i guess that’s somehow an unpopular opinion? i know everyone’s focused on reddie rn but god like. stan is right there can we stop ignoring him pls
One thing I wish would happen / had happened with this character in canon:
i mean the most blatantly obvious answer here is that i wish he didn’t die! he should’ve gotten to go on his holiday and rail/get railed by his wife and live to meet his friends as adults, catch up on the 27 years they didn’t get to be with each other. he should’ve gotten to have kids, once everything was over, and they should’ve been able to grow up with 5 extra uncles and an aunt bc u can’t tell me the rest of the losers wouldn’t be deeply embedded in their lives. i just wish stan had a chance to be completely, 100% happy without the underlying terror of his childhood.
on a smaller note i also wish we’d gotten to see more of his interest in birds in the movies bc like. he’s babie. and who knows! maybe would’ve helped stop the perception that his entire personality is just being a bitch that hates richie jshfd
mike hanlon
How I feel about this character:
part of the reason i wanted to read the book was for more mike content because i adore this lil farm boy and the movies. well. y’know. :). characters who just openly and whole-heartedly love their friends and go straight ride or die like 10 minutes after meeting them have my whole heart! he’s so smart and so kind and just wanted to protect his friends as best he could even though he dragged them into this whole mess bc he doesn’t want to lose them again!!!! mike deserves the whole world and if his way of getting that is by getting out of derry and getting to know that his friends remember and love him and each other then that’s all i want for him.
All the people I ship romantically with this character:
i wasn’t overly set on any particular mike ship until i watched the miniseries and saw the homoerotic bike montage and now i’m fully on the hanbrough train. choo choo.
just like with stan i support stanlon but endgame hanbrough is just. it’s right there in the text. bill didn’t divorce audra for nothing in ch2.
My non-romantic OTP for this character:
this also kinda ties in with the last point, but jane @billdenbrough opened my eyes, in the middle of a very in-depth conversation about audra’s minion strap, to the world of best friends mike and audra who are both with bill which is both galaxy brained and an incredibly good concept which i think about a lot
also i think mike and ben could’ve had something Incredibly soft if mike wasn’t treated like a background character in the first film and a quest-giving npc in the second one :) :)
My unpopular opinion about this character:
i headcanon mike as gay, i have no textual evidence for this, i just think he’s neat. i think it’s a pretty popular opinion that the movies treated him poorly? and i also think that in ch2 he was just trying to protect his friends in a scenario that did not lend itself at all to protection. drugging bill and not telling the others about the full ritual might not have been the best thing to do, but he was in a goddamn bitch of an unsatisfactory situation, and he was trying his best to save his friends no matter how impossible it may have been.
One thing I wish would happen / had happened with this character in canon:
i uh :) i don’t know if anyone’s figured out yet :) that i wish many things had happened with mike in canon :) :) the first film doesn’t give him much but the second film just infuriates me completely tbqh! he’s basically entirely there to push the narrative (his dialogue doesn’t even sound like dialogue! it sounds like prose explaining the plot and the next steps the characters have to take!), or to drug and lie to his friends. i wish they’d kept his backstory the same, that we’d actually gotten to see him find his token, that he’d gotten a token relevant to him as an individual rather than the group, that we’d gotten a flashback for him, that he was given more screentime and development across both films, like... i wish he’d been treated like the other losers and not a plot point.
i also wish we’d gotten to see him on his travels post-canon, seeing the other losers, and just generally actually getting to be happy- we see the start of it but god i just want to see him having a good time outside of derry.
patty blum
How I feel about this character:
if she were not stan’s wife she would be my wife. we don’t get to see much of her in the movie or miniseries and that is a fucking crime!!!! i’ve already mentioned sedanley but like. sedanley. i’ve read patty’s bit in the book and that’s all i need the other 1100 pages can get fucked, she’s just here to watch family feud and love stan which i can confidently say is a huge fucking mood
All the people I ship romantically with this character:
STAN. i guess i already talked about this before but i’ll keep going!!! my love for stanpat overwhelms my usual distaste towards straight relationships bc they’re so good!!!!! the fact that they’re really the only happy relationship to come out of the 27 year gap and they love each other so much and so like... wholesomely? but they still blow each other’s backs out on the reg and it’s what they deserve.
also i sometimes think about patty/audra as like. kind of a crack ship kind of a “i’m a lesbian and i’m desperate to see lesbians” ship. i haven’t thought about it in depth i just want to plant the seed
My non-romantic OTP for this character:
stan introducing patty to the losers and patty becoming an honorary loser is my weakness!!!! patty being comfortable enough to rib richie (and richieandeddie) with stan, but also vice versa going along with richie’s bits. patty and bev getting close because as much as st*phen k*ng and co push bev as One Of The Boys(tm) there’s just something in having another woman around that can be refreshing especially when they’re both bicons. patty and mike enthusiastically sharing holiday pictures and tales of their trips. patty noticing when eddie’s having a bad day, whether it’s anxiety or lingering trauma, and supporting him through it, regaling him with stories about stan and what essentially amount to dad jokes (sedanley!!!) and making sure he knows he’s loved and supported by all the losers. patty, the teacher, and ben, lunchtimes-in-the-library ben who never outgrew his love of reading, nerding out over shit that the others don’t really know about. bill telling patty all about what stan was like as a kid in that way only bill can, richie chiming in with crude comments sometimes but noticeably keeping quieter than usual, and patty returning the favour, telling them about the last 27 years, and not even richie makes a single joke when everyone tears up (because he’s tearing up the most). stan sitting there the whole time not even bothering to point out that he’s right there because it’s enough for him to see the romantic love of his life and the platonic loves of his life bonding, and yeah, maybe it was worth sticking around for.
My unpopular opinion about this character:
i don’t know if this is unpopular but patty pegs. that’s all.
One thing I wish would happen / had happened with this character in canon:
more patty. let me see my wife.
#eddiekissbrak#migz this has literally taken me hours i hope ur happy#i can't remember if the book specifies what patty teaches so i'm taking some liberties because i don't care what stephen king has to say#kinda went off the shits with patty there rip#i'm also like. not good with thoughts or with words so im sorry if this is underwhelming dgfhjsk
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Stormbreaker / Coffinmaker
Read On AO3 Here
When Pidge is offered the spot as communications officer for the Kerberos Mission, to accompany her father, and her friend and former classmate Shiro, she’s expecting eight months of quiet, beautiful cosmos, ice samples, and—if she’s lucky—some broadcast signals to support her alien life theories.
She is not expecting to end up the prisoner of a fascistic race of alien cat-lizards hellbent on apparently reenacting the ugliest parts of the Roman empire, down to the massive enslavement and expansion effort and the gladiators as entertainment shtick.
But, if she’s going down, she figures she might as well go down swinging.
(Or, in which Pidge is the third Kerberos member, is decidedly not a damsel in distress who needs protection—thank you very much Shiro—is very much done with this crap, and fully intends to make it home to her little brother, no matter what it takes.)
Fandom: Voltron: Legendary Defender
Relationships: platonic Pidge & Shiro, Pidge & Matt, Pidge & Sam Holt
Characters: Pidge, Shiro, Sam Holt, Matt Holt, Thace, Ulaz
Rating + Warnings: Rated Teen; trigger warnings include graphic violence, blood, combat, murder, and systematic transphobia on the part of the Galra. I recommend checking AO3, or in my author’s notes under the cut, for a more extensive list.
Stormbreaker was written for the @pidgebigbang, and is accompanied by art from @anime7otaku7artist7.
Chapter 1: Willow
((Author’s Note:
Hello, hello! Welcome to Stormbreaker / Coffinmaker, my fic for the Pidge Big Bang. Developing the concept and storyline for this fic was the work of months (even if I wrote 90% of it in the last two weeks before it was due shhhh), and I'm so pleased to finally be able to share it. I love Pidge and the friendship she holds with Shiro, and I really wanted a chance to explore that in a setting where they were closer to being peers, as well as what her relationship to Matt would be like if she were the older sibling, and hence that (+ my desire to just see Pidge kicking ass as a gladiator) is how Stormbreaker was born.
As always, music played a big part in my writing, and I'd like to take a moment to credit that: I wrote and outlined this fic largely to the work of Barns Courtney and Florence + The Machine, particularly his The Attractions of Youth album and her How Big, How Blue, How Beautiful album, respectively, and the influence of both is definitely there in how the story turned out. The title of this fic was chosen as a nod to two songs that pushed the concept and development of Stormbreaker by leaps and bounds. Of Monster And Men's Winter Sound, and Florence + The Machine's My Boy Builds Coffins. And of course, I can't not mention the song that played the original inspiration for this fic: No Doubt's Just A Girl.
For your listening enjoyment while you read, there's also an actual playlist for this fic (with more than just those previously mentioned couple of artists in it, promise). You can find the tumblr post for it here, with art by the wonderful corpus--corvus, or jump straight to the Spotify or Youtube link.
Before you read, a final warning for the content -- this is a gladiator fic, boys & girls & nonbinary pals. That means violence, blood, injury (Shiro's probably an obvious indication but people do lose limbs), fight to the death scenarios, and murder. People die in this story, and not all of them necessarily deserve it, though rest assured Pidge and Shiro themselves stay (relatively) intact. There's also the presence of underage drinking in a flashback scene, some mentions of the sexual abuse and forced prostitution of slaves within the Empire, and swearing. So much fucking swearing. Additionally, while all relationships are written to be strictly platonic, Shiro and Pidge's longer friendship and view of each other as closer to peers does mean their friendship has an emotional intimacy that wouldn't necessarily be seen in their canon counterparts. They lean on each other for support, quite literally, so if any of that would be a personal squick to you for whatever reason, please look away now.
That's about it! Enormous thanks to the Pidge Big Bang mods for putting this all together, and to my artist, anime7otaku7artist7, for their phenomenal work. Their art is embedded in the story, and you can also find a link to it here.
Stormbreaker is split into eight sections, with the entirety already written out pre posting. Chapters range from about 4-10 thousand words, with the first one being the shortest. It will update every day until its completion (so long as everything with editing and posting goes smoothly on my end, at least. Here's hoping). Enjoy!))
(( Author’s Note [Cont.]:
Willow: Forsaken
The gorgeous title art opening this chapter, while not provided by my official artist for the Pidge Big Bang, is provided by the wonderful corpus--corvus, who put up with months of my ranting about Stormbreaker!Pidge, and generously provided me with both this title art, and coverart for this fic's playlist. Thank you Logan you're a peach.))
Oh I'm just a girl, living in captivity
Your rule of thumb
Make me worry some
Oh I'm just a girl, what's my destiny?
- "Just a Girl", No Doubt
“Careful,” is the first thing Pidge’s father says to her, and she sighs, blowing errant bangs out of her eyes—she knew she should have pinned them back when they were suiting up—as she steadies her arms and inches the ice sample out of the extraction drill.
“Yeah, Pidge, careful,” Shiro says with a grin she can only classify as shit-eating, leaning over the back of the drill with his forearms resting on top.
“I am careful,” she snaps, fully removing the sample and hefting it between her arms. The weight is less than that of Earthen ice of the same mass—which is expected, given the gravity on Kerberos is much lesser than that on Earth. It’s a lucky thing their suits are specially designed and weighted to model Earth’s gravity on their interior, Pidge wouldn’t want to be hopping and stumbling around like the astronauts of her grandparents’ generation.
She hands the sample over to her father carefully, his eyes bright as he studies it. “Extraordinary.”
Pidge glances over at Shiro, who is doing his best to look anything more than politely interested, and smirks. “What? Not impressed?”
Shiro looks down at her, and shrugs ungainly against the bulk of his suit. “You guys get…a little more excited about ice samples than I do. I understand their value, but it’s not exactly my area.”
“Yeah, yeah, motorboy.” Pidge rolls her eyes. “I get it, you’re only interested in things with an engine and that go really fast.”
“That’s—“ Shiro makes a face. “Ok, that’s only partially true. I also like…uh…” He trails off, brows furrowed, and Pidge grins. “…What do I like?” he finally asks, looking to Pidge in askance.
“Uh. Reading? Fixing Keith’s bike?” Pidge counts off on her fingers, squinting down at them. “That’s…you’re really bad at having non-work-related hobbies, dude.”
“Gee, thanks.”
“Oh! Me!” Pidge holds up a third finger triumphantly. “You like me!”
Shiro groans. “You’re my best friend, that’s a given—“
“You know what I like?” Pidge says, and then continues on before Shiro has the chance to respond. “I’ll tell you what I like. Motherfucking aliens, that’s what I like, Shiro.”
“And here we go again—“
“And that—“ Pidge points at the ice sample, “could be the key to finally proving their existence, right Dad?”
“Well,” her father says, looking quietly amused as he shifts the sample in his hands. “We certainly can’t rule anything out, all the way out here. And I’d hardly complain if one of these ice samples wanted to come along and solve my life’s—“ There’s a rumble all around them, rock vibrating slightly beneath their feet, and he pauses. “…What was that?”
“Earthquake?” Pidge asks as another rumble starts up, stronger than the last.
“Kerberos-quake?” Shiro mutters behind her, and she turns to tell him just how terrible that was, before the strongest shake yet occurs, throwing her off balance, and she yelps, falling forward.
“Pidge!” She catches herself on Shiro’s outstretched arm. “You okay?”
“I’m fine.” She shakes her head, trying to dispel the hair blocking her vision and the vague sense of dizziness she feels. “We should get back to the—“ She stops, caught up in the feeling of something suddenly here, large and looming and right behind her, and slowly turns around as a ship comes into view.
For once, all her knowledge—all her calculations, her observations, her vast vocabulary, abandon her, and she is left with one thought, and one thought only.
That isn’t one of their ships.
“It can’t be…” She hears her father say, but it’s distant, muffled, as if he was underwater, and then all she can focus on is Shiro grabbing desperately at her arm, yanking her along.
“Run. Run!”
She runs.
It’s a rush of sudden sound, sudden movement that seems at odds with the serene stillness expected of space. All she can hear is the roaring noise of whatever is behind them, Shiro’s shouts, her own heavy breathing as she stumbles along in her suit, the previously steadying weight suddenly cumbersome.
There’s a sudden pull behind them, around them, everything lit up purple, and Pidge screams as her feet suddenly leave the ground, flying up into the void of black above them. She hears both of the others yell her name, and she reaches out blindly for something, anything—her father’s blurry form, the outstretched hand she knows is Shiro’s, only to find nothing.
Tractor beam, a detached, scientific part of her mind supplies for her. I’m the smallest, so it’s natural I’d be the first picked up.
Sure enough, one of them—she thinks her father—flies up a moment after, Shiro caught up off the ground last.
They’re both shouting in panic, and Pidge thinks she should be screaming, too. Might already be screaming, or perhaps she’s forgotten to altogether, it’s impossible to tell, right now. She is not in control of the motion of her own body, of her senses.
Debris off the ground, caught up in the beam with them, catches on the side of Shiro’s helmet, scraping along, and she can only pray it hasn’t knocked it loose, hasn’t stolen his oxygen, before another rock slams into her own head.
The last thing she hears as it all goes black is the sound of her own voice tapering off, dying in her throat like a person hanged, condemned and left to die.
…Oh, so she had been screaming.

The night Shiro gets offered the position of pilot for the Kerberos mission, Pidge drags him out drinking.
“Shots!” she announces loudly, placing them down on the bar, and Shiro winces. He’s the one person she knows who gets a headache just from being in a bar. Normally, Pidge would have sympathy, as prone to migraines brought on from stress and lack of sleep as she is, but over time she’s come to accept this is an inevitability of taking Shiro out anywhere fun that isn’t space or flight themed. Luckily, the more alcohol Shiro gets in him, the more he seems to forget about his headache, or his apathy towards bars in general—enough to be willing to repeat the same cycle of misery, ecstasy, and then mild hangovers, occasionally, every few weeks, at least.
“What are those?” He picks one up cautiously, sniffing at it. “Whiskey?”
“Mhmm,” Pidge hums happily, sliding into the stool next to his. “Good brand, too.”
“I think I’ll just order one of those fruity cocktails,” Shiro says with an air of quiet distaste, sliding the shot glass back across to Pidge.
“Weak.” She downs them both, hers first and then Shiro’s, slamming the second empty glass down to the background of his horrified face.
“I don’t know how you do that,” he says, and she sticks her tongue out at him.
Drinking is just one of the many things they do together, but in very different ways. Shiro—perhaps still trying to live down the keg-stand days of his barely-twenties that Pidge remembers sneaking into at seventeen or so all too fondly—doesn’t like anything strong, anything that leaves too much of a burn behind. He finds his preferences in what is sweet, where the alcohol is masked by some more agreeable mix-in.
Pidge, meanwhile, relishes the burn. Chases the chemistry reacting in her own body, the poison her brain somehow just barely sustains, with fascination. Drinking is stupid, objectively. So naturally that only leads to the urge to categorize it, sample every flavor until she understands every urge and every predilection.
She watches Shiro order his cocktail in amusement, and waves her hand when the bartender looks to her. They both know how to take care of themselves—and each other, if they find it necessary. Shiro will sip his fruity drinks, and Pidge will knock back a couple shots before giving it a break and then nursing a beer or some watered down vodka-and-schnapps concoction for the rest of the night.
She’s an experimenter, not an idiot. If she takes it too far, makes herself too sick or poisons herself too permanently, she won’t be able to carry out the next test. She’s the extent of her own sample size, which means she has to make herself last.
“Remember when we were young,” she says languidly, swinging around on her stool and leaning on the bar, head tilting up to watch the ceiling, then Shiro. “And we’d party like the sun wouldn’t come up?”
“I remember going through a bottle of Advil every two months, yeah,” Shiro says dryly. “Besides you’re—I love the way you say that, when we were young. You’re not even legal to drink yet.”
“Shhh.” Pidge waves a hand. “Keep your voice down or you’ll get us kicked out. I worked hard on that I.D., Matt helped me pick the picture.”
“And what a great picture it is,” Shiro offers sarcastically, and Pidge levels a threatening eye at his drink. He pointedly moves it out of her reach, and after a moment, continues. “I still don’t get why you like bars so much. You’re you—I can barely get you out of your room to go to the dining hall.”
“Are you kidding me?” She waves a hand. “Bars are the one place where I can get social stimulus without having to actually talk to or acknowledge anyone beyond the wonderful person providing my drink. It’s an observational heaven. At the Garrison I actually have to make conversation.” She shudders, and Shiro snorts.
“…It still feels weird being out here, with your parents knowing where we go.”
“Joys of being second-gen American,” Pidge says proudly. “Just enough Italian left over where a twenty-one plus drinking age seems like the dumbest thing in the world.”
“I guess.” Shiro wrinkles his nose. “Still just feels weird when my commanding officer knows I go out drinking with his daughter.”
“Shiro, you practically live in our house. You’re in Matt’s elementary school graduation picture, for crying out loud. Bit late for worrying about that sort of thing.” Shiro winces, and Pidge laughs, patting him on the shoulder. “Man. Kerberos. I can’t believe you’ll be locked up with only my dad and some poor communications officer for eight months.” She pauses, and at Shiro’s faintly proud, but still somber look, she grins. “Maybe I should suggest to Dad he bring his zero-gravity specialized Scrabble board along.”
“Oh god,” Shiro groans, dropping his face into his elbow against the bar. “Please, don’t.”
“Doing it,” Pidge says happily. After a long moment, she looks over to Shiro, curling her arms into a pillow on the bar for her to drop her head onto, sighing. “…It’ll be weird, without you here. It was going to be strange enough not having Dad around that long, but at least I’m used to him disappearing off for missions.” Shiro grunts morosely, and she hums. “Always got Matt, I suppose. And Mom. I’ll just spend more time around the house or something. Lucky we live so close.”
Shiro says nothing, stealing the discarded beer bottle of some other long-departed patron, and peeling habitually at the label in one of his little-seen nervous gestures. “It will be weird.” There’s silence again, and Pidge is just starting to wonder if she’s expected to say something, before he continues, quiet and unsure. “You know they haven’t decided on a communications officer yet. You could always…throw your hat in the ring. They’re already worried about team compatibility—with a mission this long, and this important—and everyone knows we work well together.”
“Me?” Pidge snorts. “Please. Even if I wanted to—and I’m not saying I do—they’d never take me. I’m still a cadet.”
“Only while you finish up the last of your engineering credits.” Shiro points out sullenly, still not meeting her eyes. “You’ve been an officially marked communications officer for the better part of a year at this point. And there’s no one better at the job.”
Pidge blinks, surprised at the blunt honesty in his tone. “…You…really want me to apply, don’t you?”
Shiro shrugs, glaring down at the decimated bottle label. “It’d just be—it’d feel weird without you, alright? Like something was missing.”
Almost unconsciously, Pidge reaches across, snatching up the balled-up wrapper, freeing it from Shiro’s wrath and contemplating it, as if it might suddenly give her an answer to this new puzzle.
Of course, looking for solutions in beer bottle wrappers is neither scientific nor logical, so Pidge isn’t very surprised when it offers her none.
“…I guess we do do most everything together, don’t we?” she offers softly. Shiro just shrugs again, avoiding both the answer and her eyes as he sits up and sips awkwardly at his drink. He doesn’t want to pressure her, to suggest her into something she doesn’t want to do. He also doesn’t want to go without her.
He’s always been stupidly good at expressly not talking about his worries, especially when he thinks he’s burdening someone else with them. Luckily for him, while Pidge is no feelings expert, she is a Shiro expert at this point, and very good at determining the logical end point to a problem.
“Yeah, okay,” she says unthinkingly. “Why not?” Shiro turns to look at her, still all kinds of conflicted mixed in with his hope, and she steals his drink easily, downing back the last of it, and when she slams it onto the bar next to the empty shot glasses, it sounds like a promise.
Kerberos. What could go wrong?
It’ll give her an amusing story to tell Matt when she gets rejected, at least.
…We come from a peaceful planet…
Pidge comes to with a quiet gasp and a rush of aching pain along her left temple. She startles just ever so slightly—everything blurry and her suit feeling far, far too heavy for either Kerberos or the conditions of their ship—before the weight of strong hands holding her arms behind her back, and Shiro’s muffled voice pleading somewhere off to her left, come to her attention, and she tenses, stills.
It doesn’t all come back so much in a rush as in a trickle of images, feeding into her brain like a lagging video on a bad connection as her quick, panicked breaths fog up the inside of her visor. The ship, the tractor beam, being dragged up and up and away from Shiro and her father, the sudden crunch of the rock against her skull, all sliding through her mind and clicking into place.
For the first time in a long, long time, Pidge feels true panic grip her, staring down into the abyss of the unknown. She’d come close, in their attempt to flee the inevitable on Kerberos, but had been too caught up in the immediacy of the situation. That was instinctive panic, raw and something close to animal.
This is a panic of exercised consideration. Of weighing up her circumstances and what little information she has available to her and ultimately coming up short—short of a plan, short of an idea, short of even a clue. She has no idea where she is—beyond somewhere she never was supposed to be—who has her, or what is going to happen.
Based on her position and her mode of capture, Pidge can only assume herself and the others are being held captives by a hostile extraterrestrial power. Which is not, she thinks a little hysterically, even remotely fucking close to something the Garrison had prepared them for.
For Pidge, sorting all this out amongst the overwhelmed screeching in her head and the dull throb of pain above her eyes that signals either an impending migraine or a concussion feels like the work of hours. But it must only be moments, because one second Shiro is talking, stammering out a few desperate phrases on their behalf, before there’s a shuffle of movement, and Shiro’s cut-off yelp of pain as something strikes him.
At that she does stir, almost involuntarily jerking against the hold on her to turn and observe, check on Shiro’s condition—he was speaking, which means at least he hadn’t sustained any major head injuries, surely. In response there’s a tightening of the grip on her arms, an increase on the weight pressing down on her back, a boot maybe, and she buckles instinctively, head bowing to the ground and her whole body going taut but unmoving.
Eventually, after some further exchanges of words she can’t muddle out in the confused space of her brain beyond the disbelieving fact that it’s definitely English, the grip holding Pidge shifts, moving as something like handcuffs with a rigid bar between them is shackled onto her wrists. Something takes hold of the bar, and begins to drag her backwards, assumedly out of the room. Rough sliding noises on her left and right are the only indication she has that the same is being done to her father and Shiro, she doesn’t dare look to confirm.
It’s not until they’re moving along some hallway, and the other dragging noises move past and ahead of her, that Pidge dares to tilt her head just slightly up, trying to catch sight of something beyond her own feet scraping along a metal floor.
She can only get glimpses, between long stretches of endless chrome and the shine of purple lighting coming from some undeterminable source. Flashes in windows of huge containment systems, layers upon layers of prisoners crammed into cages and moved about as if building blocks directed by a child. She sees whispers of floors upon floors of moving figures, all discernable only in the same shades of grey and purple, with splashes of red, outsizing any operation she’s ever seen at the Garrison.
She sees torture. She sees order. She sees cruelty. She sees control.
There’s the bark of voices above her head, and she yelps as she is dragged around a corner roughly, the quick turn putting a strain on her arms. But she doesn’t dare fight back, not at the risk of suffering the same fate as Shiro.
Observation is her greatest—her only strength, right now. She must do what she does best, as she does at officer meetings, in Garrison dining halls and classrooms, even in shitty, dim-lit desert town bars.
Pidge watches. She grasps at every piece of data, commits to memory every variable she can spot, and above it all she is left with only one question, buzzing in the back of her dizzied, overwhelmed mind.
Where the hell are we?
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I would like to thank @leaalda for making these amazing banners.
This is an effort to spread the word about all fan fiction writers in our little fandom. If you would like to be featured or nominate a writer, please contact me. Please reblog this post if you can and check out some of @cooperjones2020 work!
1. First things first, if someone wanted to read your stories where can they find them.
I post all of them on AO3 as well as on tumblr @cooperjones2020 under the tag #mine and on my master list. (also fyi it’s a sideblog, so if you ever get a reply from @acitrusmoon, that’s also me!)
2. Tell us a little about yourself.
I’ve tipped the scale into second half of my 20’s. I’m currently doing my master’s in English lit, focusing on early modern drama and cultural studies. Canada is the third country I’ve lived in. I’ve been in four separate countries within a 24-hour timespan on two separate occasions. I prefer children’s toothbrushes to adult ones. I made my parents let me drop out of preschool when I was four because they wouldn’t give me orange juice.
3. What do you never leave home without?
Nothing. I leave with the absolute bare minimum I can get away with. So 99% of the time I have my phone, but even that’s not a sure thing. If I can stick a card or some cash in my bra so I don’t have to carry a purse or wallet, I’m doing it. If I do have a bag, I definitely have my giant reusable water bottle and a book with me.
4. Are you an early bird or a night owl?
Early bird. I’ve hit the level of adulthood where I wake up at like 6:30 sans alarm. And I have no excuse. I don’t have to be at work til 10.
5. If you could live in any fictional world which one would you choose and why?
I’ve been thinking about this question and I can’t come up with anything other than HP. I basically learned to read off those books and grew up alongside them. That fictional world is so embedded with my real one, it would be a disservice to pick something else.
6. Who is the most famous person you’ve ever met.
In general, I have no interest in meeting famous people, so I think the most famous person I’ve ever actually met was Roger Ebert at an ice cream shop in Michigan when I was 8. But I’ve been adjacent to famous people. I saw Josh Radnor in my college bookstore, I’ve emailed with John Green, and Chicago Fire used to film in my old apartment in Chicago before it became my apartment. They would still shut our street down to do external shots, and NBC paid my landlord not to gut the apartment when he rehabbed it, in case they needed to use it again.
Does Walk the Moon count as famous now? I’ve met Nick Petricca at parties (figure out what Josh Radnor, John Green, and Nick Petricca have in common, and you’ll learn something else about me).
7. What are some of your favorite movies/TV?
I’m the worst with “favorite” type questions because I change my mind all the time when my attention wanders. So TV shows I’ve loved a long time and will continue to rewatch ad infinitum: Gilmore Girls, Charmed, Boy Meets World. I don’t really re-watch movies, which is my general bar for loving something. I recently saw The Third Man and it blew my mind, so much so that it made it into chapter 5 of “Nobodies Nobody Knows.”
(but also I haven’t had consistent access to a television since 2006 because I went to boarding school for nerds, so I’m out of touch with a lot what’s been on unless I’ve been able to find it on the internet and binge watch it)
8. What are some of your favorite bands/musicians?
Again, I don’t know if I have anyone I would say is a favorite above all the music I like. I cycle through songs I get obsessed with for a week or two. The Spotify playlist I’m currently listening to on repeat includes Halsey, Imagine Dragons, Walk the Moon, Regina Spektor, Lorde, Cigarettes After Sex, Ed Sheeran, Adele, X Embassadors, and Sia. But it’s also my Bughead writing playlist. I’d really like to see Maren Morris in concert.
9. Favorite Books?
I could fill a library with my favorite books. The books that have been most foundational to me as a person were probably HP and the Anne of Green Gables series. The books/authors I loved enough to ship to Canada, which really just means I like rereading them, include Emily Dickinson, Raymond Carver, Louise Erdrich, Junot Diaz, Harper Lee, Milan Kundera, Diana Gabaldon, Deborah Harkness, and a little bit of Nora Roberts and Andrew Greeley for variety. But actually the hardest part of moving back to America will be having to round up all my books and get them to my new place of residence.
10. Favorite Food?
Soup. Which is really a non-answer because there’s infinite varieties.
11. Biggest pet peeve?
People who are passive aggressive and manipulative.
12. What did you want to be when you were little? What do you want to be now?
I went through an intense phase of wanting to be a flight attendant for a while. I was pretty sure I wanted to do a PhD, but the first year of my masters has taught me that I do not want to do that. So now, I have no idea. Something that involving writing and editing as part of its daily tasks. I did some freelancing for SparkNotes earlier this summer and they had a full-time opening that would have been perfect for me if it were a year from now. Before coming back to school, I worked for a tutoring company creating curriculum materials and overseeing/developing tutors.
13. What are your biggest fears? Do you have any strange fears?
The stereotypical things I’m afraid of are heights and clowns. I’m also afraid of bridges and really uncomfortable on escalators, though that’s gotten better. I’m a big believer in facing your fears, so one time I forced myself to do a high ropes course at a team-building retreat and I literally had a panic attack forty feet up in the air.
14. When you are on your deathbed what would be the one you’d regret not doing?
I think I’ll regret the times I’ve said no to things because I was afraid.
Okay… lets talk about your writing!
15. Which is your favorite of the fics you've written for the Bughead fandom?
The one I’m enjoying writing the most/is coming the easiest is ”Second City.” I also really love ”Marked” because it’s the one that got me into the fandom and because it challenged me to go out of my comfort zone.
16. Which was the hardest to write, in terms of plot?
“What’s Past is Prologue” because the plot structure is so weird, so I wind up feeling like I’m just hitting the same note over and over.
17. How do you come up with the ideas for you fic(s)? Do you people watch? Listen to music? Get inspired by TV/movies?
I haven’t written enough fics to have a developed answer to this. “Marked” and “WPIP” came about because of a conversation @jandjsalmon was having that I lurked on. “Second City” came about because I love post-break up/the characters are now in their 20s fics, and I was homesick (hence the setting). Also, with all the discourse around how healthy and communicative Betty and Jug are, I was wondering what would be a convincing enough circumstance to cause them to break up, and how would they find their way back to each other. As far as individual ideas within the fics themselves, I do, as mentioned, have a writing playlist, but I don’t listen to it while actually writing. Just while I’m doing things around the house or walking to school, which is when I brainstorm. I often have to stop walking and move out of the way so I can type ideas into the notes on my phone. A lot of times, I’ll just get a half a line or sentence that sounds nice and then I’ll have to figure out how to work it in later.
18. Idea that you always wanted to write but could never make work?
I haven’t been doing this long enough to be able to answer this question with any level of confidence. I don’t think there’s anything I’ve really wanted to write and been unable to, at least as far as fic goes. I have a lot of half-planned ideas for original stories that refuse to come out how I want them to.
19. Least favorite plot point/chapter/moment you’ve written?
The next chapter of WPIP because I don’t think it’s doing anything beyond serving as a vehicle to the chapter after it. But I recently had an idea of something to add to it which might help.
20. Favorite plot point/chapter/moment you’ve written?
I love chapter 5 of “Second City.” I’m genuinely happy about every scene in it, especially the flashback. I also really like the end of chapter 8, parts of chapter 10 and pretty much all of chapter 11. More than plot points/chapters, I tend to love little details or turns of phrase, like the crown scar from “Marked,” or Jughead in a “this is what a feminist looks like” t shirt, or lines like “It hurts. She knows it shouldn’t. She knows it makes sense. But it does. Because it sounds like ‘I don’t think about you’” from “Second City.”
21.Favorite character to write?
Betty because I overly identify with her. In “Second City,” I’ve found Alice and Veronica particularly easy to write in the little they’ve appeared thus far. Like, their voices have been very clear. But watch, I’ve probably just jinxed myself.
22. Favorite line or lines of dialogue that you've written?
I don’t know if I have a favorite, and I use too much dialogue to go back through it all. I try really hard to make it sound realistic. I’m particularly proud of the ending dialogue of chapter 9 of “Second City,” basically everything from after they go back into the spare bedroom.
Also, spoiler: “You harassed Sheriff Keller. You questioned FP. What’s next, Betty? Were you going to interrogate Jellybean?” Betty feels heat suffuse her face. “Oh, you thought I wouldn’t know about that, huh?”
“I did see JB,” she mumbles.
“Fuck, I knew she was lying.”
23. Best comment/review you’ve ever received?
I don’t want to call out anyone in particular because I love and appreciate every single one and I spend way too much time staring at my email waiting for comment notifications. I particularly enjoy when people point out a specific line or plot point that resonated with them, or when they say something rung particularly true to character. I also love when people will talk to me in the comments, because I reply to everyone and literary analysis is my jam.
24. How do you handle bad reviews or comments?
I’ve never had any! I’m not a big enough deal for that.
25. If you could change anything in any of your stories, what would it be?
I would have written more of “WPIP” before posting it because that was my first attempt at anything multi-chapter and I didn’t know what I was doing. I still don’t, but I’ve gotten slightly better at masking it.
26. What is your favorite story you’ve ever written? Any fandom?
Fandom-wise, I’ve only written for Bughead. “Second City”/the “Who Sings Heartache to Sleep” universe is (clearly) my favorite. I actually enjoy rereading old chapters, which is not a place I’ve been with my own writing in ages and ages.
27. What are you reading right now? Both fan fiction and general fiction?
I’m working on my master’s thesis proposal, so I’m doing a lot of reading about early modern theatre, seventeenth century midwifery manuals, and feminist theory. I’m also running a reading group on film noir, so I’ve read several of those this summer. I reread The Unbearable Lightness of Being for the sixth time, but it was for a student I tutor. I’m looking forward to reading a romance novel, probably Nora Roberts, when I visit my parents in a few weeks.
For fic, I’m subscribed to so so many and am behind on most of them. The ones I’ll drop everything to read as soon as I see the notification include anything by @lessoleilscouchants or @sylwrites, Summer Storm by @lazydaizies, Interbellum by @wolfofansbach, Serpent and the Swan by @jugandbettsdetectiveagency, Hearts in Velvet by @raptorlily, Carry On by @soulsofstarsliveinyourveins, Wicked Games by @ariquitecontrary, He Was Gone by @bettyluvsjuggie, What Fools These Mortals Be by @gellbellshead …gah, I know there are more. Those are ones that have either updated recently or that I’ve thought about recently for some reason or another.
28. Do you have an advice for writers that want to get into this fandom but might be scared?
Please please do it. I cannot emphasize enough how welcoming people are. I literally inserted myself in someone else’s conversation like a total creep and it’s the best thing I’ve done in months. I’ve never done anything like that before and definitely wouldn’t be able to in non-internet life. Think about if positions were reversed and you were the one already established in the fandom, how would you react to someone wanting to be your friend? You’d be pretty darn excited. That’s how I feel every day with all of you and I just want to spread the love.
And for writing specifically, and this is cliché advice but, you won’t get better unless you let other people read your work. And letting other people in and letting them be excited (because they will be) will make you so much more confident and motivated.
For real, though, while the last year of my life has been super rewarding personally and I’m happy, it’s also been one of the hardest and loneliest years of my life. And the hits just keep on coming. And you all have made the last month, at least, a lot easier.
#bughead author spotlight#fan fiction#fan fiction writers#ao3#Bughead#bughead fanfiction#jughead jones#betty cooper#riverdale#betty x jughead#jughead x betty#cooperjones2020#second city#what's past is prologue#marked
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Gem Ascension Tropes (Peridot-specific: P - Q)
Reference:
Primary Peri Post ▼ Primary General Post ▼ Full Article
Paralyzing Fear of Sexuality: Justified, as Peridot and Steven are 13 and 14 respectively (until It’s a Birthday, Yes It Is; then they’re 14 and 15) and haven’t been an Official Couple for very long. However, Steven’s hormones (fully in effect since his Plot-Relevant Age-Up) and Peridot’s devotion to him make them both self-aware that they’re moving along faster than they should and really can’t help themselves. This is addressed as early on as Chapter 5 of Act III, but that brings up another factor that the Dawn of a New Era brought about by the events of GA are forcing them both to grow up too fast with crushing levels of responsibility hanging over them both. Just under a week removed from GA confirms the pair have gone as far as second base and are eager to go past that in This is Who I Am. Then it completely goes off the rails in It’s a Birthday, Yes It Is (3-4 months removed from GA) where they’re not only well into third base, but are desperate to go all the way. They ultimately succumb to that in Chapter 2… sort of.
Pensieve Flashback: Chapter 1 of Act III features three flashbacks of Peridot’s Homeworld days – all of which she is forced to watch by White Diamond, who surrounds all sides of her with screens of these memories that were ripped directly from her mind. Present-day Peridot has to discuss her past with White Diamond as she watches these moments against her will.
Photographic Memory: An ability Peridot gains post-ascension. Often paired with her Mental Picture Projector power to provide exposition.
Phrase Catcher: Although it’s technically not a catchphrase (and technically Lapis is the one who came up with the term originally), Peridot often refers to Steven as her “center of gravity” as a Term of Endearment across the GA continuity. Once Peridot adopts the term, she’s the only one who uses it… until Chapter 5 of Act III, when Steven refers to her as this for him. This moves Peridot so much that she actually needs alone time with him despite already having some not that long ago. Much later, in Plans Change, Garnet also uses the term to reference the importance of Steven in Peridot’s life even in regards to her leadership abilities, though this only serves to embarrass both Steven and Peridot. The latter insists that the term just sounds awful coming out of anyone other than Steven or herself.
Physical, Mystical, Technological: The Technological to Lapis’ Mystical and Bismuth’s Physical.
Platonic Life-Partners: With Amethyst, and formerly Lapis.
Please Wake Up: The moments leading up to, and the actual moment Pumpkin dies in Chapter 8 of Act III have Peridot invoking this trope, though she almost entirely loses her ability to speak coherently once Pumpkin dies. She speaks incomplete and fragmented statements while she’s internally processing the reality of what just happened. Following that is an Angst Nuke.
Plucky Comic Relief: Per canon, she’s still this. Granted, it’s notably downplayed given the circumstances, as Peridot pretty much has to become more serious and professional as an authoritative figure (the central theme of this story is Peridot starting as this trope and transitioning to Hero Protagonist, after all). However, she still has a good number of moments, and her pluckiness serves to get her team motivated and optimistic in a mission they can very easily screw up and fail.
Poisonous Friend: After her actions in Chapter 6 of Act III that ended up getting Steven willingly involved in a very violent, sadistic method of In-Universe Catharsis (aka hack at White Diamond’s neck in hopes of snapping it clean off her body), Peridot not only sees herself as this to Steven after coming to her senses, but White Diamond blatantly accuses her of being this as well. This plays into White’s goal of crushing Peridot’s ego to make her submissive again so she can be more easily coerced into fusion. Later in Chapter 8, Steven (as Pink Diamond 2.0) adamantly tells Peridot (as Chartreuse Diamond) that she isn’t a toxic influence on him at all, and that his actions are his own.
Power Crystal: Emerged with the components of one that was made whole by White Diamond’s manipulation. A broken splinter of Yellow Diamond combined with White Diamond’s diamond dust embedded in Peridot’s gemstone forms a brand new diamond. In full bloom, it merges with said gemstone and rests directly in the middle of it; this is a permanent change and marks Peridot’s ascension from a low-caste worker gem to a Diamond. Peridot effectively becomes two gems simultaneously and gains a great deal of power (though capped unless she shifts into Chartreuse Diamond) while doubling as being her lifeline just as much as her mundane gemstone.
Power Floats: Can do this post-ascension, though Peridot still prefers to use a metal platform when she takes to the sky.
Power Incontinence: By far the biggest case of this for Peridot was her inability to fuse, even with Steven. It’s heavily implied that despite her ascension, Peridot wouldn’t be able to fuse with anyone else due to being an Era 2 gem – as well as a kind of gem that logically should never have any reason to fuse, given that Peridots are not meant for combat of any kind (and fusion on Homeworld was solely done for combat purposes). While she was finally able to fuse as Chartreuse Diamond in Chapter 8 of Act III, there was a lingering concern she would only be able to fuse in that form. However, Steven’s Epiphany Therapy proved to work on Peridot just as it did for Chartreuse; once Peridot was able to forgive herself for her many past crimes and accept that she did deserve to experience fusion, she and Steven finally fused successfully and became Sphalerite in the final scene of Act III.
Power Limiter: A natural variant in Peridot’s limitations of her base form. While she is vastly more powerful and versatile compared to her abilities pre-ascension, and Peridot might be able to share most of the same abilities as Chartreuse, the range of effectiveness is greatly limited while performing as Peridot… simply because she’s in a form that can’t channel the kind of power a Diamond can. If Peridot pushes herself too hard, she can risk harming herself in the process.
The Power of Love: This is what kept Peridot from falling apart on Day 1 of the rescue mission. Her boundless love for Steven kept pushing her to follow through on her vows, even when she wanted to give up and go home. It’s pointed out several times In-Universe how Peridot made something that’s usually a point of vulnerability into a power source. That is, until White Diamond finds a way to make it a weakness in Act III. Still, Peridot’s love for Steven shines through and helps way more often than it hurts. Somewhat subverted as Peridot and Steven have trouble fusing – love alone isn’t enough to make them compatible. Steven had to dig deeper to get to the root of Peridot’s problems to make Iridescent Diamond a reality, but love is still in play as Steven’s efforts just further prove to Peridot how he’s a beacon of light in her life and can only make sense of things she doesn’t understand with him around. When Steven helps Peridot finally move on from the guilt of the past weighing her down, she can’t help but fall even further in love with him.
The second point happens early in Chapter 8 after Pumpkin dies. It’s mixed in with the Heroic BSoD, but this trope is largely what fuels the Angst Nuke.
Power Perversion Potential: Peridot has an idea to use just a small bit of willpower to make Steven unable to ejaculate for a while with the intent of building towards a stronger orgasm in the long run, which Steven consents to. And… it definitely had the intended result when Peridot dispelled him.
Pragmatic Hero: Contrasts with Steven’s All-Loving Hero; while Peridot has changed so much to the point that who she is now is a vast departure from her Pre-Earth Manipulative Bastard persona, she still remains an objectivist who knows better than to love everything and everyone unconditionally. Most times she attempts to adopt this attitude ends up blowing up in her face (see also: Lapis). Since she is fiercely protective of the ones she loves, Peridot has no qualms whatsoever about doing immoral things if it’s literally the only way she can assure the safety of others. She has more than once butted heads with Steven over this, and while those were ultimately minor spats, This is Who I Am Chapter 5 proves there is a part of Peridot that has more than some lingering contempt for Steven for making light of not only her embodiment of this trope, but others who share her ideology…
5XG: “You hate murderers. Anyone who takes the life of another, you hate on principle. The cause or circumstance is of no concern to you and never has been.
The Bismuth told me how events played out when you first met her. After knowing by this point how the Diamond Authority were responsible for committing multiple acts of global genocide, how this very planet was on that list, and were prone to shattering members of their own court on a misdemeanor or even on a whim. You were aware of all of this.
Yet you admonished the Bismuth for daring to create weapons made for wiping out an enemy with lethal force; legitimate ways to justifiably defend yourself against an enemy you know would not hesitate to take your life if they had an opening. You stood there, and you actually labeled her as one who is completely indistinguishable from White, Blue, or Yellow Diamond. A loyal ally of your maternal unit whose focus was always on doing her best to defend her friends and loved ones, who only fought when forced to by the Homeworld gems… to her face, you belittled her convictions and you said there was no difference between her and the maniacal, genocidal dictators that you yourself were defending against along with your loved ones – just as the Bismuth herself.
I honestly don’t blame her for trying to kill you that day. You should have died.”
Psychosomatic Superpower Outage: Shown in Chapter 1 of It’s a Birthday, Yes It Is when Peridot’s exhaustion (both mentally and physically) makes her unable to concentrate her willpower, even for a simple task like cleaning a minor mess. To a lesser extent, it was also present in This is Who I Am Chapter 2 when she Forgot About Her Powers from the shock of getting ambushed by an alligator. During the previous chapter of the aforementioned story, Steven heavily implies this trope was why Peridot was unable to fuse with him during the main GA series until she learned to forgive herself towards the end of Act III.
Punctuated! For! Emphasis!: The slew of derogatory words Peridot has for Steven after first reuniting with him are delivered like this, with a weak punch to his shoulder after every name she calls him.
Punctuated Pounding: The moment Steven and Peridot reunite in Chapter 5 of Act I, Peridot unleashes this on Steven while crying into his chest; punctuating every name she calls him with a punch. However, being that she’s severely injured at this point, Peridot’s blows don’t hurt Steven in the least, and he just takes it in stride.
Quiet Cry for Help: The narrative in Chapter 4 of Act I notes there is a brief, vulnerable look in Peridot’s eyes as she turns to face Bismuth and Lapis, who just screamed at her to not shatter the helpless poofed gems in her workstation, which Peridot was “teasing” and looked ready to follow through with it until her friends intervened. She’s described as looking lost, confused, on the verge of breaking down, and silently crying for help. That expression only lasts a moment before Peridot slips back into Heroic Safe Mode and mocks her friends for thinking she was really going to do it.
#gem ascension#gem ascension tropes#gem re:ascension#ga references#tv tropes#steven universe#su fanfic#su fanfiction#stevidot#peridot#su peridot#lapis lazuli#su lapis#bismuth#su bismuth#greg universe#garnet#su garnet#amethyst#su amethyst#pearl#su pearl#su pumpkin#connie maheswaran#white diamond#yellow diamond#pink diamond#yellow pearl#jasper#su jasper
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The LawBytes Podcast, Episode 15: Cows, Cars, and Copyright – A Conversation With Myra Tawfik on the IP Concerns With Implementing the USMCA
The new NAFTA – dubbed the USMCA or CUSMA depending on where you live – took a significant step forward recently with the introduction of Canadian legislation designed to ratify the treaty. The economic implications of the agreement are enormous, particularly with respect to digital issues and intellectual property. Myra Tawfik, a law professor at the University of Windsor and Senior Fellow with CIGI, joins the podcast this week to discuss Canada’s longstanding history of facing external pressure on copyright, the role that trade negotiations now play with that pressure, and the implications of the USMCA.
The podcast can be downloaded here and is embedded below. The transcript is posted at the bottom of this post or can be accessed here. Subscribe to the podcast via Apple Podcast, Google Play, Spotify or the RSS feed. Updates on the podcast on Twitter at @Lawbytespod.
Episode Notes:
Canada Introduces USMCA Implementation Bill…Without a Copyright Term Extension Provision
Credits:
CBC News, Canada Introduces NAFTA 2.0 Implementation Bill CNBC, Trump: Trade Deal Protects Patents, Intellectual Property Globe and Mail, Flashback: President Clinton’s Original Signing of NAFTA Into Law in 1993 CNBC, Key Differences Between the New USMCA Trade Deal and NAFTA
Transcript:
LawBytes Podcast – Episode 15 | Convert audio-to-text with Sonix
Michael Geist: This is Law Bytes, a podcast with Michael Geist.
CBC News: Signed sealed and now delivered to the House of Commons. Just last hour the Federal Government tabled a bill to implement the new NAFTA a deal that Canada the US and Mexico reached six months ago after 15 months of negotiations.
Justin Trudeau: Canada the US and Mexico are at our most efficient most secure and most profitable. When we work together. And it’s about time we got back to that way of thinking. Mr Speaker, the new NAFTA will secure access to a trading zone that accounts for more than a quarter of the global economy. And it’s now time for the members of this House to ratify it.
Donald Trump: Likewise it will be the most advanced trade deal in the world with ambitious provisions on the digital economy, patents very important.
Michael Geist: The new NAFTA, dubbed the USMCA or CUSMA depending on where you live, took a significant step forward recently with the introduction of Canadian legislation designed to ratify the treaty. Bill C-100 comes near the end of the legislative session and just months before a federal election but the government may still work to rush it through the parliamentary process. The economic implications of the agreement are enormous. As Professor Myra Tawfik, my guest on this week’s podcast has noted it, touches on everything from cows to cars to copyright. Professor Tawfik is a leading copyright expert at the University of Windsor and a senior fellow with CIGI, the Centre for International Governance Innovation. She joined me to talk about Canada’s long standing history of facing external pressure on copyright, the role that trade negotiations now play with that pressure, and the implications of the USMCA.
Michael Geist: Mayra thanks so much for joining me on the podcast.
Myra Tawfik: Thank you for having me it’s a pleasure to be here.
Michael Geist: Well it’s great to have you and it comes at a time where there is a lot certainly taking place from an intellectual property perspective. We’ve had just this week as we’re recording this another copyright review which will have significant consequences for where things go but but even more there is now a bill at the house that deals with the implementation and ratification of the new NAFTA, the USMCA, which has significant implications for intellectual property as well. And so I thought we could focus a bit on what’s in the bill but even more the very issue that that IP becomes an important part of these trade deals which we can take people by surprise. So why don’t we start there.
Myra Tawfik: IP hasn’t always been a big part of trade deals. I mean it was NAFTA actually that the first NAFTA, the original NAFTA that introduced the concept of having intellectual property rights as part of international free trade agreements.
Bill Clinton: I’d also like to welcome here the representatives from Mexico and Canada and tell them they are in fact welcome here. They are our partners in the future that we are trying to make together.
Myra Tawfik: And that was a significant shift. So we’re talking sort of what are we talking about sort of 25, 30 years ago where the the U.S. particularly started to think about ways in which it could maintain and grow its advantage in the international trade landscape and IP of course in the U.S. is sort of a huge developer and exporter of intellectual property. And I think that’s has had a fundamental shift in the way intellectual property rights have been viewed both domestically and within the international framework. So NAFTA was the first to do it. So it’s a fairly you know in the grand scheme of things it’s it’s not that that long ago. But from NAFTA to the WTO TRIPS and onward to every international trade negotiation and trade agreement since then there has been an intellectual property code in most of them.
Michael Geist: Ok. And when you talk about international code and these trade agreements I assume we’re talking about everything from the new Canada- EU trade agreement, the TPP the Asia trade agreement, this isn’t just a U.S. Canada Mexico thing. This is global in scope.
Myra Tawfik: It is global in scope. It is although if you if you look at some of the bilateral trade agreements that Canada has entered into since NAFTA and TRIPS sort of you know a number of them with some some of the South American countries et cetera we you know we we haven’t necessarily put intellectual property in those trade agreements which suggests to me sort of you know Canada’s you know Canada’s perspective within this context that IP rights or IP codes within trade agreements may not necessarily be to our priority of ours but yeah absolutely. So at particularly every trade agreement in which the U.S. is involved or the European Union you’ll find you know these intellectual property provisions or intellectual property code name calling codes but sort of you know chapters that deal specifically with the various forms of intellectual property rights. And what we’ve seen over the years from this from NAFTA as the beginning adapted WTO TRIPS is an increasing kind of attention to raising and enhancing and strengthening the intellectual property rights with each trade iteration of these new trade agreements.
Michael Geist: So that’s interesting because it suggests that Canada’s participation in these trade negotiations and agreements and then ultimately with these IP chapters isn’t something that’s necessarily a priority for the country if you take a look at the recent Israel agreement, the South Korea agreement or some of the other agreements. It’s not Canada that is pushing this you’re suggesting this is this is coming in this case from the United States.
Myra Tawfik: Yeah I think that’s correct. I mean you know I think you know I do. If you look at kind of you know over the long term the centuries you know at least a couple of centuries of Canadian involvement in international intellectual property rights especially the international copyright space but generally, we’ve always been somewhat sort of ambivalent about you know where where we should place ourselves as a middle power, generally an importer of intellectual property so it’ll always it’s always going to cost us more sort of to buy the IP from elsewhere and obviously the US looms large not only kind of in you know in the practical realities of of us engaging with US in in you know imports and exports of you know copyright works et cetera but also just sort of in terms of you know a dominance you know sort of thing that this sort of there’s a you know sort of a psychology around our relationship with the United States that you know that you can trace that way back you know to the 19th century. So you know it’s not it is it is always sort of this this you know ambivalence about what our what our place should be within these these intellectual property international intellectual property system. And it is usually the U.S. that looms large kind of in. In determining our approach to to a great extent not totally but to a great extent.
Michael Geist: You’re one of the leading copyright historians in the country can I want to come to today. But you know I can’t help it but ask you ask you to sort of expand a bit on sort of the history side and since we’ve seen this for decades if not centuries in terms of U.S. pressure on Canada.
Myra Tawfik: Yeah. No I know we want to talk about today but I do think I mean one of the things about looking back in time is you start to see a picture that is sort of more kind of longitudinal and evolves over over centuries in our case. But you know there there was one of the most poignant things about doing copyright history is to realize that there was probably a there was only about a decade and this was prior to confederation where Canada or Canadian colonies at the time actually had autonomy to determine their own sort of intellectual property laws to do the course and the policy underlying the intellectual property laws and by the mid 19th century the U.S. had become sort of a very important force in you know with with Britain. I mean was still a British colony at the time. But the point is it sort of became it started to assert its own economic and cultural interests in a global space by the the middle of the 19th century. And we were caught up in that.
Myra Tawfik: And so every time sort of the US sort of had to add up a dispute with UK over the imports of British copyright works etc. We got caught in the crossfire because our market became a bargaining chip for the British for example to try and enter into some kind of compromise agreement with the United States and so I know it’s there I do want to get it is too much to get into the detail but the point is that you know with every international trade agreement including the Berne Convention I’m not trade but the copyright agreement the Berne Convention we’ve always been sort of there’s been this ambivalence because we can’t detach ourselves from the reality that we love to consume American entertainment and other products sort of in the copyright space but we also don’t we lose control then autonomy over how to determine our own policy interests and therefore how to chart our legislative course in a way that matches those. And what we’ve tended to do is adopt multilateralism I mean that somehow that that there’s strength in numbers and that we should sort of be you know good international citizens and that we’re better off kind of in a regional or multilateral agreements than on our own. And I think that’s generally been a good approach for us but it does mean that particularly on the internal intellectual property front we are often dictated to by you know by others whose standards are by definition you know necessarily higher than ours, because they are the ones that are producing the intellectual property that we’re consuming and I. And that has been a pattern sort of you know I mean I say I won’t go into the detail it’s fantastic history but it it has been our pattern and I don’t know. I mean I think work arriving at a moment where we are actually engaging. I see it with greater maturity in these international negotiations. I mean there are some of some parts of Canada U.S. Mexico agreement that that are actually sort of do you know take into account Canadian interests the cultural industry’s exemption which we had in the first NAFTA, the notice and notice kind of preservation of notice and notice, I mean those are things that you could see sort of Canada’s identity or autonomy coming through. But on the whole every time we’ve entered into any of these international trade agreements it’s because someone else and usually the United States has wanted to impose higher standards because it serves their interests. So we’ve often adopted sort of international principles or rules that serve the interests of other countries rather than first and foremost our own and that on that point that has been our history for a long long time.
Michael Geist: Amazing to think that there’s nothing new here in the sense of facing pressure from the United States and ultimately as part of that broader trading relationship being willing to give on the intellectual property side presumably in the expectation that there were gains elsewhere.
Myra Tawfik: Right. That’s right.
Michael Geist: So I do want to touch on some of the places where we may have shown that greater maturity or willingness to stand up for ourselves. But I guess first let’s just make sure people are familiar with the landscape here. The USMCA or CUSMCA depending on which country you and what acronym you want to use. There is of course still some doubt as to whether or not we’ll get ratified it is rather old disorienting to the extent to which you had the U.S. vice president promoting the trade agreement in Canada at the same time that Trump was threatening new tariffs on Mexico suggests that this may not go anywhere. But what if it does Canada clearly wants to be ready. They’ve now put forward a bill that allows them to do that for someone new to the issue thinking about intellectual property. What’s the what’s the what’s the biggest issue in there in that bill do you think?
Myra Tawfik: I think that while the biggest issue again because you know my my bias is towards copyright is is sort of the term what we call the term extension so the the the obligation that Canada will have to extend the term of copyright protection what from what it currently is which is life as the creator of the copyright work plus 50 years after the death of that creator to to to move to move it or increase the term by 20 years to a life plus 70 duration of protection which is also the norm increasingly becoming the norm in in key international and key you know partners, international partners or an in in key jurisdictions like the European Union, the United States has a similar kind of you obviously as a life plus 70 term, Mexico I think still has a life plus a hundred term. But we have maintained and been very strong on maintaining our view that we should only abide by what we’re the minimum term that we’re required to do to to adhere to under the terms of the WTO TRIPS and the Berne Convention which is a life plus 50. So this will be significant.
Michael Geist: Yes there’s a change. It will. Thank you for that. It will be so just so we’re clear though Canada does currently meet its international obligations with the life plus 50.
Myra Tawfik: Absolutely. Canada has always met. I mean that’s what sort of Canada’s always met its international obligations. You know again if you go back over the parliamentary debates around Berne and or in and early in the 20th century we’ve always been very conscious and conscientious about meeting our international obligations. So there’s no doubt about that where where the quibbling is is in. You know that there is wiggle wiggle room in terms of these international treaties and there should be and some sort of other countries insist that we actually should be adhering to higher standards but we are we are adhering to our international commitments. Absolutely.
Michael Geist: Okay. What’s your argument then for you know that I know some of the answers, but I’d love to hear your perspective on what are some of the arguments then to extend copyright term if as a starting point we meet the international standard and if copyright is about creating incentives for creativity along with access. If we’re going to in a sense gift an extra two decades of protection to works that have been already created which is there a strong policy argument for extending term beyond this is the pressure we’re facing from the United States.
Myra Tawfik: Well I mean I see that the sort of the most kind of I suppose sort of benign or neutral argument is that you know the life plus 50 term sort of originated you know in the early late 19th early 20th century and that at the time it represented sort of the life of the author plus two generations basically as of heirs or you know estate that could could claim the copyright. In other words there was the sense that you know because the that the author the creator has created something sort of that’s worth you know worthy or worth something to posterity that the heirs should be able to claim after the author passes away. And so you’ve got sort of that that 50 50 as two generations and so that you know, well people are living longer and therefore it’s only natural to extend the term I mean it’s just a sort of a no brainer kind of thing you extend the term by 20 years because people are living longer so you’re you’re adhering to the same principle and you know recognizing the reality that you know and in our in our sort of century we’re living longer. And so what could be you know a problem with that.
Myra Tawfik: The other argument of course is because of the you know the international dynamic I mean one of the reasons or one of the pressures that comes from increasing intellectual property standards globally is that Canadian creators et cetera will start to realize or will feel that they’re actually disadvantaged or that you know the Canadian market is disadvantaged because there isn’t this sort of harmonization of the term by 20 years. And so they would put pressure again on on on Canada to meet what is now at you know notionally the claim is now becoming the international standard. And so you know I mean I find it I I. Obviously biased. I mean I don’t I don’t think first of all intellectual property rights were never intended to unlimited rights. I mean they’re they are limited for particular public policy purposes. And so the idea of continuously Oh it’s just 20 years it’s just another 10 or so people are living longer whatever it doesn’t persuade me that this is something that is in the best interests of Canadians as a whole. And Canada sort of as a country. So I find it hard. I mean you know those are the arguments that are put forward. But I think no matter what what you do any extension of copyright term you know it harms kind of the ability for people to access and work with the sort of ah ah you know cultural literary but you know sort of the also sometimes very technical practical software for example is a copyright work but to to enable us to engage with those works once a reasonable period has expired where the copyright holder has had the benefit of being able to exploit commercially the there there create the results of their creativity.
Myra Tawfik: So know I don’t if I answered the question but it’s hard. I find it difficult because I I feel fundamentally that that copyright should be limited in duration and that you know the argument that it’s just another 20 years because people are living longer doesn’t persuade me that it’s always necessarily a good thing to continue to heighten or strengthen copyright rights.
Michael Geist: So there and there is certainly is clear opposition to this notwithstanding that the Canadian Heritage Committee had to say in its review of some copyright and remuneration issues when it didn’t hear from anyone that was opposed to it it’s quite clear and we saw it in the other in the main copyright review that there is. And you’ve articulated the arguments for but also some of the costs because there are costs associated with it. So Canada has resisted this for some time both in terms of sticking to what they’ve done as well as taking it off the table in some other agreements for no mistake and including for example the CPTPP.
Myra Tawfik: That’s right. I mean I think the CPTPP is a really good example of where Canada positions itself in the international trade and IP landscape because if you look at sort of the original TPP when the U.S. was a participant you see a lot of the same kinds of provisions that we’re seeing and sort of NAFTA 2.0. But when the U.S. withdrew the agreement that ultimately signed if Canada participated in contains some suspensions of key intellectual property provisions which you know in other words again that the duration of copyright this extension of term was not included as part of an obligation or at least suspended. And in terms of an obligation under the CPTPP. So I think you get an indication there of where Canada’s feels more comfortable developing or whether increasing or remaining at you know its life the life plus 50 for example level which he has had is has been sort of the standard for for a long long time. So yeah I think there’s there’s there’s there’s evidence there of Canada’s position on these things and that’s a good example of Canada taking more of a lead lead once the U.S. withdrew to be it being able to carve out something that is maybe closer to where Canadian policymakers think the international IP system should the direction it should be taking.
Michael Geist: It strikes me that that we’ve seen an attempt to perhaps continue that even within this USMCA because in this bill I think most expected to see an extension in the term of copyright but we didn’t get it immediate. No no. The there is a transition period, two and a half year transitional period, and it would appear that Canada is intent on using that transition period to delay implementing an extension and perhaps thinking about alternative ways to extend term of copyright if that’s an ultimate requirement. What do you think they might have in mind and what’s this delay in a sense about.
Myra Tawfik: Well I think I mean you’ve obviously commented on this and I think this is a really good example of Canada sort of looking for you know being part of the international community but looking for Canadian made or solutions that actually work within or that that that that that is consistent with you know Canada’s vision or understanding of its of its role in the international intellectual property space because it really is sort of this this two and a half years to consult to sort of figure out ways of compromise I think is is really genuinely you know an assertion of autonomy in these negotiations and if there’s any indication I mean if you look at the Standing Committee on Industry Science and Technology there report that just was it was just released. They make a suggestion about how we might address the last 20 years of our life moving to life plus 70 by imposing a formal registration requirement for those last 20 years and any infringements. So if you have sort of if if copyright is infringed in that those last 20 years only the registered only you could only sort of pursue for infringement if you’ve registered your right. So life plus 50 and then a 20 year period where we are introducing a formality or that’s the recommendation of the INDU committee a registration formality.
Michael Geist: Right. It’s a really interesting approach.
Myra Tawfik: So it really is.
Michael Geist: For those that aren’t familiar with the issue around formalities you’re not permitted to have those formalities for the base requirement internationally. So that’s the life plus 50. And so what it appears there may be a possibility of doing it well we’ve even seen a recommendation now to do is to simply say we’ll provide life plus 50 plus 20 as opposed to a pure life plus 70 and that extra 20 is there if you want it but I assume that or presume that that many makes. By that point in time say we’re comfortable with this being in the public domain which will allow us to allow those copyright owners who want to ensure that they’ve got copyright protection to continue to have it for that full period. But those that by that point in time aren’t interested anymore to ensure that those works flow into the public domain.
Myra Tawfik: Absolutely I mean I think what it does is it creates certainty for those last 20 years for like you said as you say. I mean for those either the work. I mean there’s no one you know sadly no one cares about the work anymore in that that after that length of time or you know the the the copyright holders are happy with having it fall into the public domain. That’s that’s great. But only those who have made then a formal and have identified themselves through a registration formality so there’ll be a registry that you could go and check and determine whether or not they’ve made they’re maintaining their rights. I mean that creates certainty in ways that actually in the past the registry you know before has explained copyright you don’t have to register your right there are no formalities to securing the right. There used to be way back when and that you know there’s sort of we gave up. I mean that creates certainty. Those records obviously create certainty and there were very sound policy reasons for moving away from that but reintroducing this in in the last 20 years I think is a really innovative creative compromise to addressing some of the problems about the length the duration of copyright. You know in relation to for example sort of orphan works which are works in which the author can no longer be found to secure permissions. I mean there are all kinds of things that happen if you think about you know the lifespan of of of us an author or creator and then 70 years after the author’s death. You’re talking about a long period for there’s you know lost the loss of living memory here at least there would be a tangible record of the individuals maintaining their their copyright right. So I actually think that’s a really creative and effective compromise that you know I’m I really it’s really quite interesting that it came out in the standing committee’s report.
Michael Geist: Right. It’s exciting to see that happening both at the policy development level through the committee and then potentially at the government level as well given that they have not put it into this bill. There’s this is obviously not the only provision in there. Are there other things people should be paying attention to on the IP side within Bill C-100 and this implementation.
CNBC: Now one of the main goals for renegotiating NAFTA was to create a more modern agreement. The current deal took effect about 25 years ago before the advent of the digital economy. Now there’s a framework for dealing with intellectual property. Pharmaceutical companies will also get exclusive marketing rights on biologic drugs for 10 years.
Myra Tawfik: Well one of the provisions that’s been controversial has been this issue regarding patents and biologics. And I must admit I’m not you know sort of as you know familiar with the technical side of it but it relates to some forms of sort of pharmaceuticals and some of the arguments. So we have currently have an eight year sort of protection sort of added protection or additional protection for that form of patented invention and the obligation for us is to move to 10 years and the two year I mean it may seem not not seem like a long time two years but two years and sort of. You know when when you’re dealing with you know very expensive pharmaceuticals where we want to introduce new medicines to you know for public health reasons et cetera that these these this added two years will create a burden in terms of the fear is that it will raise the costs which are the costs of drugs for Canadians with which are already quite high. We’re paying a lot for our pharmaceutical medicines. So that’s one that is worth watching because there has been a lot of criticism about that again the idea that that the enhancing intellectual property rights, So two year term on biologics or life plus 70 in copyright I mean every time you you enhance kind of the right to give more rights to the to the the right holder there’s there’s a cost associated with that and obviously those who those countries that are strong producers of those outputs or outcomes or whatever are the ones in there it’s in their best interest to ensure that they can get us as much protection for as long as possible. And of course the corollary is for those countries like Canada that cannot compete and cannot produce to the same extent. It means that there is a cost to us and the cost here is sensitive obviously because a lot of we’re talking about in many instances obviously sort of important pharmaceutical products.
Myra Tawfik: So that’s one that I think you know needs to be looked at which has raised some criticism or discussion. The the other is there’s some, you know there’s I mean the intellectual property provisions obviously cover every form of intellectual property so copyright patents trademarks trade secrets industrial designs. I mean it covers the range and provides enhancements and you know tweaks and sometimes significant changes to all of the forms of intellectual property. The other one that’s been flagged as an issue for Canada relates to what we call trade secrets or the law of confidential information where the U.S. has been pushing it.
Myra Tawfik: And if you read kind of the you you you the the various reports issued by the U.S. trade representative sort of on it’s intellectual property assessments annually. It’s concerned that countries don’t provide enough criminal sanctions for industrial espionage basically or misappropriation of trade secrets with intent or you know that we’re not we’re not aggressive enough and that there are provisions in the Canada U.S. Mexico agreement that that deal with you know enhancing the criminal side of our existing laws trade secret laws which are provincial actually. So it does create kind of another layer in terms of constitutional jurisdiction that we need to pay attention to. But again the arguing some argue that we already do provide sufficient we already meet our obligations under you know NAFTA and therefore won’t require any significant changes. But I think there’s sort of an ethos behind what you the US kind of criminalizing appropriation of certain kinds of trade secrets that you know we need I think to watch for even if we do in principle abide by the the the the rules in the NAFTA 2.0 agreement. I think that there’s there’s good it’s opening the door to further persuasion negotiation et cetera around us developing a much more robust or aggressive criminal range of criminal kind of remedies or criminalizing certain aspects of of trade secret law that we don’t currently do.
Michael Geist: So we’ve got expansion of trade secrets including criminalization related concerns, we’ve got higher costs on the patent side, higher costs on the copyright side. Why don’t we wrap by just asking is this the right place for these kinds of issues. Each one on there would be a major policy issue that one would like to see debated. Is there a concern – rhetorical question. Yeah shouldn’t there be a concern that these kinds of big policy issues with real costs run the risk of getting lost amidst massive trade deals that have implications for every aspect of our economy.
Myra Tawfik: That’s absolutely right. I mean I’ve never. I mean once we we agreed and once the international community decided that intellectual property rights should be contained or these chapters should be contained in international trade agreements you know we have been unable because what they do of course is they’re inflexible. There are kind of you know you have to buy into the whole agreement not just you can’t pick and choose. So you can’t say I don’t like the intellectual property chapter so I’m not going to agree to that but I will agree to the chapter on that dairy or whatever it might be. So we have to accept everything within the agreement which means it’s sort of horse trading you’re going to give and take in certain areas the policy these fundamental policy issues around each one of intellectual property and how they they they land a practice in Canada and what kinds of you know what’s the global public interest in relation to intellectual property rights get lost.
Myra Tawfik: And so if we could turn back the clock and go back to the time where we had separate international treaties or international agreements on each form of intellectual property. So the Berne Convention that deals with copyright, the Paris convention that deals with you know patents trademarks industrial industrial property, I mean you’ve got all of those international treaties that dealt specifically with each form of IP and address the policy concerns you know in a in a multilateral sense. Now we’ve got we’re trying to do all of our intellectual property within the rules and constraints of an international trade agreement which is a fundamentally different sort of beast basically settlement different. Agreed. The nature of it is fundamentally different from the nature of standalone intellectual property agreements. So absolutely I think where I think each. Each time each time we enter into these agreements each time we deal with enhanced IP rights globally we lose flexibility and I think we do need to ask ourselves this is not just a Canadian issue. I mean it is an international issue. Is it necessarily in this global public interest that we should continuously be engaging in in with IP in the International Trade Forum and with a view always to increasing and enhancing the rights. There is a point at which it’s strong you know sort of there. There will be a tipping point if we haven’t reached it already where you know intellectual property rights actually hinder impede innovation creativity and we will be you know all of us globally the much poorer for it. So I agree I think I think we need the policy issues that we need to be addressing are not being dealt with in the international trade format yet that’s become the primary forum for dealing with international IP. You know since since NAFTA since the first NAFTA.
Michael Geist: I just just a riff on a line that you used when we reached the agreement. That’s all happening from a Canadian context where we are prioritizing economic issues like cows and cars.
Myra Tawfik: Yeah you’re right. Yeah yeah I think it should be the three C’s cows cars and copyrights. We can’t lose sight of of the importance especially near global innovation economy of our our need to start to understand how to play in the international spaces in intellectual property. So we have cars cows and copyright.
Michael Geist: That’s a great way to end it. Myra thanks so much for joining me on the podcast.
Myra Tawfik: Thanks Michael.
Michael Geist: That’s the Law Bytes podcast for this week. If you have comments suggestions or other feedback, write to lawbytes.com. That’s lawbytes at pobox.com. Follow the podcast on Twitter at @lawbytespod or Michael Geist at @mgeist. You can download the latest episodes from my Web site at Michaelgeist.ca or subscribe via RSS, at Apple podcast, Google, or Spotify. The LawBytes Podcast is produced by Gerardo LeBron Laboy. Music by the Laboy brothers: Gerardo and Jose LeBron Laboy. Credit information for the clips featured in this podcast can be found in the show notes for this episode at Michaelgeist.ca. I’m Michael Geist. Thanks for listening and see you next time.
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