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#i based their designs loosely on the animated series because that’s what I grew up with
soapkaars · 1 year
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A little drawing of Conrad Veidt as the Scarecrow and Peter Lorre as the Riddler to unwind, based on this inspired idea by @thebrideofreanimator
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dorothydalmati1 · 1 year
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Obscure Animation Subject #34: Scaredy Squirrel
Originally posted on Twitter on March 13, 2023
OBSCURE ANIMATION SUBJECTS ARE BACK BABY! Our last subject was on FantomCat on February 2nd. Been a month and 11 days huh?
Anyways, loosely based on the book series by Mélanie Watt, the show was produced in Canada by Nelvana.
Developed by Matt Ferguson and Jillian Ruby, it was directed by co-developer Matt Ferguson, whose also a writer on the show, and aired on YTV from April 1, 2011 to August 17, 2013. In the US which is my home country, it aired on Cartoon Network and grew up with it a bit.
It aired on the channel from August 9, 2011 to June 22, 2013, only the first two seasons aired, but Qubo started airing the show on March 27, 2017, and aired the third season, with the show making its final broadcast on July 24, 2020. Qubo would also shut-down by 2021.
The series ran for a total of three seasons with 52 episodes, each episode containing two 11-minute stories, which makes a total of 104 segments. The show follows a squirrel named Scaredy and his best friend Dave, a skunk. They have adventures in their town Balsa City.
Scaredy works as a stacker at a grocery store called Stash "N" Hoard, and is fond of cleaning and is germophobic. His best friend Dave, is dimwitted and fonds being messy, and because he’s a skunk he also loves farting. Does some of what I describe sound a bit familiar to you?
This show is often considered a rip-off of SpongeBob with most characters having similar personalities to ones you may find in SpongeBob. However, that isn’t the biggest problem. The biggest problem is that this show is so ANNOYING! It’s one those shows that won’t shut-up!
It thinks that screaming and shouting is comedy gold, but it bleeds ears instead, especially with the theme song where the main characters SINGS OBNOXIOUS GIBBERISH! Yeah the voice-acting is terrible. The animation, character designs and the backgrounds are generic and dull as well.
The characters if you take the annoying voices out, are very bland and forgettable, with Dave being the worst offender, with his only trait being a self centered dumbass and being gross and that’s it. Yeah, this show is insulting to the books that were innocent and lighthearted.
I beg you to not watch this show and just stick to the books instead. Watching-wise stick to SpongeBob as its this show but less annoying, a lot funnier, better animated and better characters. As bad as seasons 6-8 were, their definitely better than this show!
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quarthly · 3 years
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Twilight characters as random animals that I think are oddly fitting
(Also yes, I am roasting the animals as well)
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Edward: He would be a Cheetah. Now I know, seems like a cop out just because of his speed but hear me out. Cheetahs are, at face value, pretty cool. They used to be my favorite animal as a child, but then I grew up.
Cheetahs, through no fault of their own, are severely inbred. Now thats mainly because of poaching, but the cheetas anxiety also comes into play. In captivity, cheetahs are usually given emotional support dogs. I will admit it is cute but it negatively affects the population. Excluding one in the wild, cheetas can be to anxious to breed and thats not good for conservation efforts.
Cheetahs can hit up to 80 miles per hour in a couple of seconds. They are designed for fast running and agility. Their claws are similar to that of a dogs for better traction and they have elongated spines for longer strides. They have a thin build, long legs and a long tail for balance.
This has downsides though. Many times after making a kill, it will get stolen for them by larger predators. Thats right, they get absolutely bodied by the other animals. I should probably make these shorter but I'm on a rant now, so I guess this will be semi educational.
Throughout the series, we see Edward over estimated his abilities and value, constantly getting bodied by others. He's essentially a perfect mormon, though thats on S'meyers. He constantly judges others, dehumanizing them to their baser flaws, without doing any self reflecting. Him viewing himself as a monster doesn't really count to me. While he definitely hates himself, the only thing he is truly demonizing is being a vampire.
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Bella: Picking up from Edwards, Bella is a Chocolate Labrador. Yes, she is his therapy dog. I feel like this is really fitting for her. I know Golden retriever would make more sense, as thats the most common breed for service animals. However, I kind of focused on her appearance. Only at first though! I just know that Edward raved about her human qualities and that would pass over as animals as well. Her chocolate eyes and brown fur, very average and boring. Thats essentially Bella. Even Edward wasn't into her until he got a wiff. Labradors a very loyal dogs and while they have more personality than Bella, I just couldn't shake it. Their also very stupid. Ok that's kind of mean, they're not stupid but when it comes to love, then yeah they are stupid.
I used to have a lab, loved him to death, but god he was something else. Very much danger prone, from their own stupidity or their lack of survival instincts. I know that labs are almost aquatic. They love water, swimming, all that jazz. We can just say that bella has a few screws loose in her dna and is just "not like other labs."
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Rosalie: Now she was hard. There are quite a few animals that I think would fit for her. I'll list the other ones, but that one I went with is the Swan. Like Edward, seems a little on the nose, but I have my reasoning.
I was going to pick a predator for her, as she is shown to be very vengeful and viscous. I would have pick some type of cat, most likely a purebred, from a rich family. It could still work, but the swan just speaks to me on this one.
Swan's are known for being beautiful, graceful, and are pictured as the symbol of love. They are also very vain. Edward constantly brings up Rosalies vanity. She was constantly valued for her beauty as a human, so of course that crossed over in the transformation. She was raised to be married into wealth, she was used as a bargaining chip to increase the family's standing.
Rose has a very strong character and makes her opinions known. She's assertive and aggressive at times. She's not afraid to get dirty.
Swans mate for life and like geese, are known for being great parents. I was also going to choose geese as an option for the maternal instincts. I was wary at first because swans can be really aggressive. Like actually, you think geece are bad? Yikes bestie...
I was conflicted because swans are known for drowning dogs and sometimes people. However, I can actually see Rose drowning Bella. It's not that unbelievable lmao.
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Emmett: Now this one is just ironic. I only associate him with bears. Its inevitable, but picking a Grizzly or Black bear is too obvious. So I went a slightly different route...
So I was going to pick the Sun bear just because of looks alone. Like, I'm not exaggerating, it looks like someone wearing a bear costume. I don't think it fits him but I know for a fact that he would dress up as a sun bear and sneak into a zoo to see if anyone would notice. I'll put a pic of it here
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Like look at this thing. I have no words...
Anyway, what I picked was a Sloth Bear. Now Sloth bears are mostly nocturnal, which either way works consider vamps don't sleep. Their diet is also odd but honestly so is the cullens. They're native to the Indian subcontinent, and are known for being aggressive towards humans. Its said that for the most part they're pretty calm, so I think its just fear of humans that make them act aggressively. Honestly, that's a good thing because they are listed as vulnerable on the IUCN Red list.
They have some similarities with sloths, which is where they get the name. They have long claws and unusual teeth. They are known to hang upside down from tree branches, and is described as having a messy appearance. Honestly, Emmitt has a messy personality. Sorry bestie but you're a lot of work.
Now heres the biggest reason for choosing this bear. Aside from Baloo from the jungle book being a sloth bear, they are known to run fades with Tigers. Honestly, how fucking badass is that!? Now I don't think there are recorded instances of a Sloth bear killing a Tiger, but when push comes to shove, they can hold their own and I find that incredibly impressive.
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Carlisle: This one was somehow the easiest as well as the toughest. I know Owl seems like the obvious choice, and I can see it. However, I believe Carlisle values emotional intelligence as much or if not more than academic intelligence. He is so charismatic and values other's above himself. He might not be as Saint like as Edward thinks, but he does try and I think he genuinely cares about others. For that reason alone, I choose a Elephant.
Elephant's are very social animals and are extremely intelligent. I could rave about them for ages, I love them so much.
Now elephants live in a familial unit and are usually matriarchal. Bulls usually are on the outer edges of the herd or form little groups with other males. Honestly, they're not that bad aside from when their in musk.
In the group of males, the elder ones will teach the younger where to get the best food, water, how to use things as tools, and every other thing that will increase their odds of survival. This is really cute to me tbh, they do this because the females usually choose the older males because they've proved that they are intelligent and strong, that they have survived and will continue to for awhile. Teaching the younger males these things are to make the odds of them getting chosen to mate more likely. The whole unit just reminds me of a father that has to deal with rowdy teens.
Carlisle likes to take in strays, he might not have a herd but he will make one and teach them to thrive. That's how he envisions it anyway. He just has a found family and is trying his best.
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Esme: Now this might seem like an insult, but I promise it's not! This is in no way misogynistic. I love cattle and ever since I took animal science in highschool, I have appreciated these grass puppies like they deserve. Call me Castro because I love cows.
Yup! I chose a Cow for her. Specifically a beef cow. That might sound weird but its because beef cows have higher maternal instinct than dairy cows. I'm thinking Scottish Highland based on vibes alone.
They are nicknamed the Gentle Giants of Scotland. Super maternal and sweet and ugh look how cute they are!
Esme came from a abusive marriage and had just lost her child, she was depressed and desperate. Her changing was, in a way, salvation. She just fits in. She adopts all these strays along with him and will protect them to the death. She might be gentle by nature, but don't fuck with her family. She lost her first one and she isn't going to lose this one.
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Alice: She's an odd one. There are so many possibilities and maybe I'm biased, but I feel like she would be a Crow.
Ok listen, I'm definitely biased but it just feels right. Crows get a bad rap, they are so cool! They are so intelligent and have the ability to actually sit and think about the past, prest, and future. I forget what its called, but this was only seem in humans! Maybe other apes, I can't remember exactly, but either way its awesome. They do live in groups, or murders, and remember people and faces. They remember locations and are able to pass down information through generations. They essentially have their own language! They are able to use tools too!
Alice's story is really sad. When we first meets her, it revolves around the death of her mother and her institutionalized. She was essentially tortured and forgot everything from her past. All she had was the future and even that wasn't constant. Crows a often viewed as omens, they are associated with death. I personally believe that instead of being the cause, they just know something is going to happen. They are very inquisitive and can be creative.
If you befriend a murder of crows, sometimes, depends or the group, they will bring gifts. Its can range from food to shiny metals and colorful plastic. Hell, I think I've seen a post of one stealing things from people just to gift it to their human.
Alice's love language is gifts. Even if they are focused around fashion, she still goes out of her way to get something that will look good and at least be a little comfortable. By that I mean she tends to forget peoples comfort zones, but she means well.
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Jasper: Honestly not to sure what to put for him. I know a predator would be more fitting, but for some reason I can see a donkey working. I know, seems like I'm clowning on the confederate. Fair, but I'm serious about the donkey thing. Honestly, it would be perfect if it wasn't a herbivore. Porcupine would also work.
Being a predator would make more sense. Given his backstory and his characterization, it wouldn't make sense for him to be a prey animal. Usually I wouldn't count this, but given his gore filled past and trouble with the diet, it seemed fitting.
I see him as a Big Cat. Honestly, vamps in general just give cat vibes. Jasper though especially have some cat like qualities, which originates from hunting and being a soldier.
I specifically see him as a Mountain Lion. Aside from him being blonde, he just has the predatory stealth to him. In midnight sun, we see him use his gift to make the nomads overlook him. He's honestly really powerful.
Mountain lions are known for being stealthy with an air of grace and power to them. They are stong animals. And I mean strong. They can jump 40-45 feet.
They're very elusive and quite. They stalk their prey and tend to attack from behind but don't think they won't hold their ground if need be.
Jasper was changed during the Civil War and forced to fight in the Newborn wars. He was a soldier as a human and as a vampire. He's able to feel and manipulate others emotions. He's covered in scars and is very intimidating.
He still struggles with the diet and honestly I hate how the others handle it. Like they have no room to talk. I don't want to defend the confederate but it just pisses me off. He has to deal with his hunger on top of everyone else's. Like damn, besties always on edge! Everyone doubts him which I don't think helps any.
Also, Mountain lions and Cheetahs can purr!
@aquanova99 I'll do a Volturi one too. That one will be fun lmao
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dans-den · 2 years
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Chip 'N Dale Rescue Rangers (2022) Controversy?
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Hey Everyone! Dan here and today isn't going to be a typical review style post I normally do, rather more of addressing something I found a little...interesting to say the least.
a couple days ago, Disney Plus released the Chip 'N Dale Rescue Rangers (2022) film which is meant to be a bit of a origin/continuation of the original Rescue Rangers animated series? I'm not sure what this was meant to be, a meta-joke in the form of a film? anyways, I watched it and I thought it was an okay movie, a nice little homage to animation of all types as well as a nostalgia trip and fourth wall breaking style movie like Deadpool or The Bad Guys.
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Also it brought back the original Sonic movie design as a joke but instead of a minor cameo, he actually played a somewhat important role in the film as an actual side character which I thought was cool they repurposed the old design, gave him self awareness along with an upbeat personality and made him an actual likeable character. Now I can say I like every version of sonic lol.
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Now that I got the good stuff out of the way, lets get into the real dirt, shall we? So this movie is a bit of a crime solver type movie as well. With every crime solver movie there needs to be a main villain, an antagonist to face our main protagonists. Now the main villain in this movie is named "Sweet Pete" and I thought to myself "ah they must be using Petey from the Mickey Mouse cartoons as the villain here" and I was wrong but I was right about Petey being in this movie, but he just makes a brief cameo towards the end. Sweet Pete is actually.....
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Peter Pan...but older and greasier. Okay? Sure, why not? Well in this film, everyone is basically a former child actor or former actor including Chip 'N Dale, that's the plot of the movie and is very Meta. So being an actor, Peter would obviously age just like everyone else therefore could no longer work as a child actor because he's not a child anymore. Now I thought that was a lame idea but I digress, but then they start to show how he was starting to spiral into loneliness, depression and made him a somewhat sympathetic villain honestly. If anyone knows the entertainment industry, it's cut throat, even Chip mentions "This business can be so tough" to which Peter responds "Ugh, you said it". So obviously the movie is self-aware of the entertainment industry, Self-aware how child actors are normally cut loose once they get too old for their roles and I find it Ironic how Disney of all companies are making a film that's self-aware of this fact considering they don't have a good track record when it comes to their own child actors.
Now I found this strange in the film but I didn't mind it too much and finished the film. It wasn't until the next day I watched clips from the movie and saw the Sweet Pete clip and I read the comment section which was talking about how this movie's peter was loosely based on the real life Peter Pan. I thought that was strange and I looked more into it and saw the name Bobby Driscoll.
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Bobby Driscoll was the first Peter Pan who played the character in the original animated 1953 film. I knew about the name, it was familiar to me. What I didn't know is what happened to him after Disney. It pains me to say it, but he was the original "Disney" Child star. He was the templet for how your typical Disney child actor who be perceived and how child actors as a whole would be typically seen by the public. He actually did work on numerous films with Disney since he was the first child actor to be under Disney's contract. He was their go to child star since the mid-40's. He starred in films such as Song of the South, So Dear to My Heart, and Treasure Island. But his most notable and biggest role in his career was the boy who never grew up, Peter Pan. Now you'd think such an iconic film such as this would elevate his career to new heights right? Well, no. In fact, it was all downhill after Peter Pan released.
The Peter Pan film is a classic Disney film and classic animated film, Bobby Driscoll should have been given deals left and right because of his stellar performance on something this iconic but that was not the case. Shortly after the film was theatrically released, Disney fired Driscoll due to him getting too old for the child actor roles. Which sucks because why fire him for something outside his control? I'm sure they could have casted him for teen roles or some type of young adult role. Even Walt Disney himself said he could have been a school yard bully since he was getting older and was riddled with acne (which he was developing and used heavy makeup on). He was the first child Disney star and they threw him out like he was nothing, just like Sweet Pete in the film? hmm, coincidence?
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I can only imagine this was the same look of worry that Bobby Driscoll had once he realized he was getting too old for a child actor gig. Besides this being goofy since Peter never grows up, It's a grim reminder to any young child actors that it's only a matter of time before their run as a child actor is done and they're out of a job. As I said before, child actors can't stay children forever so once that role is up, they try to move on to bigger and better things. Most of them want to peruse an actual career in acting but people always have that perception that child actors are nothing more than just that. They don't have confidence that a former child actor can take on serious roles in major blockbuster films so the former child actors are never given a real chance most of the time. It's because to that stigma that they can't grow further in the industry and their careers suffer because of this.
Going back to Bobby Driscoll, he couldn't get any real work after Peter Pan and Disney, he was taken out of Hollywood and placed in a public high school where he's was alienated by his fellow peers, kids his age saw him as a washed up has been. It's similar to the Jake Lloyd situation where people picked on him for playing young Anakin Skywalker in Phantom Menace and he was alienated by his peers as well. Bobby Driscoll soon fell into drug use and he would soon clean up his act, get married briefly and have three kids but he fell back into the drug use again. He would get into hot water where he assaulted a heckler with a deadly weapon and would go to prison for possession of drugs. He would try again to revive his career in Broadway but that didn't work so he ended up being an artist. on March 30th, 1968, he would be found dead due to a heart attack from his years of drug use along with excessive drinking.
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It sad that this is still a common thing nearly a century later, Disney treats their child actors like cash cows and would willingly exploit them for everything they're worth. People always wonder why these famous child actors like Lindsey Lohan, Orlando Brown, and Adam Hicks fall off so hard like this and it's honestly because Disney along with the rest of the entertainment industry just doesn't care about them, they only care about how much money they can make the company. Once these kids fall out of favor, they just cut them loose just like that. Now I'm sure people can argue "Oh but these kids do terrible things that get them fired in the first place" to which is true, but it's only when it becomes public knowledge that Disney or Nickelodeon cares. As long as these behaviors are out of the public eye, Disney could care less. It's only when it becomes public knowledge that Disney has to cut them off since it would affect their family friendly image and revenue stream.
Now going back to the Chip 'N Dale movie, Sweet Pete's life was very much Meta humor towards child actors, there's no disputing that. But was in based loosely off of Bobby Driscoll's actual career with Disney? Well that's a little harder to verify. I'm not sure if it was intentional, but Sweet Pete's backstory definitely has similar connections to Bobby Driscoll's acting career with Disney and how both careers ended. I don't know if they just chose Peter Pan because he's the boy who never grew up or if they did research into their archives and thought "lets use this child actors tragic career as inspiration for our villain!". I don't know, I feel this was more coincidence but I definitely see this as a bit of a blunder on Disney's end.
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Now the movie itself, I liked it. But I can't ignore this detail of the movie. This could have been avoided all together if they didn't try to make everything Self-Aware and did shit that was in the Disney fictional world, but instead you're poking fun at your own industry and the terrible shit you and the rest of the industry have done for over a century. I just feel that this was just one of those blunders that happen because you lacked the hindsight to see poking fun at yourselves for doing child actors dirty may not be as much as a funny joke but rather you guys calling yourselves out for being a soulless money hungry corporation who doesn't care about their employees or actors.
To me this didn't change how I felt about Disney, I already dislike them as a company and this just reminded me why I still do. I feel bad for any child actors currently signed with Disney or any other entertainment company and I wish them all success in their lives.
That's all I have to say, see ya.
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pinnochiro · 3 years
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pinn reviews - final fantasy xv
a long ramble about final fantasy fifteen that sort of looks like a review, as written by someone who finished the game fifteen minutes ago and needs to get these words out of his head. spoilers inbound.
i'm a pretty big fan of video games. i don't know what my first was, but it was probably either banjo and kazooie or mario kart 64, at my cousin's house when i was very small. i think that video games as a medium are so interesting, since the fact that video games are inherently interactive changes the way that they tell any story. it's a shame that despite loving video games so much, i'm absolutely terrible at them.
i'm absolute dogshit at video games. whenever i boot up something new, i always play on easy mode because. i'm that bad. unfortunately, this means that a lot of video games are simply. impossible for me to beat. that's fine, as at the moment i live with my good friend lizz, who is certifiably Good at Video Games, and so we've been playing video games together for a little bit now. typically this means that she will actually play the majority of the game while i sit with her and watch, but occasionally i'll have a go, but she'll end up with the controller as soon as a boss fight or puzzle or a mechanic i just can't seem to grasp shows up. we recently played through the entirety of the kingdom hearts series together, and this was an absolute blast of a time. i'm glad to say that i adore kingdom hearts now, and it's become one of my hyperfixations, which you might be able to tell from my icon. but we'd finished the kingdom hearts series, and we were left to move onto something else. we'd also played final fantasy 7 remake, so in my wisdom, i suggested that we play another final fantasy game.
we looked through the ff games that were already purchased on our consoles thanks to lizz's uncle, and eventually, we decided that we should play. all of them. however to start, we were going to play final fantasy xv, 15, and work our way backwards through the mainline, single-player games.
i'd heard that xv wasn't very good, but honestly, i was still quite curious. one person who i'd been following on twitter for years was pretty obsessed with the main party members, to the point where i knew their names and what-not even though i didn't have much of an idea what the game itself was about. i remember watching a video by supereyepatchwolf a few years ago about how the game sucked, but i couldn't remember much of the details, and i knew, based on my obsession with kingdom hearts, that xv had started as a different game called final fantasy versus xiiv. i don't know all the details about versus thirteen, but i do know that it was originally helmed by the creator of my beloved kingdom hearts, mr tetsuya nomura, and that after many years, the vast majority of the game was thrown out, nomura wasn't in charge any more, and the whole thing was rewritten and reworked, which sounds like a fairly rough development cycle. but so what, i don't care about gameplay. i want to play the video game with those cute guys that i see fanart of on twitter, and lizz seemed happy enough to play through it with me.
and so we started final fantasy xv. i've been told that since the game was practically dead on arrival, they threw in a bunch of new content and reworked a lot of the early game before i got my hands on it. so my gameplay started with a scene of the four guys fighting some demon dude on fire and they're all old and grotty. whatever, that cutscene ends and we're put into a combat tutorial. that's over and we're on the road in what looks to be central america, pushing a car.
our four leading lads are noctis, the prince of the lucis empire, his best friend prompto, his bodyguard, gladio, and his chef and other things, ignis. i do quite like the main four members of the party in xv. prompto is quite easily my favourite, voiced by robbie daymond of goro akechi fame and with a bunch of fun little animations and quips that make him very likeable. he gets extremely excited at the idea of riding chocobos and has what i considered the best scene of the game, where he and noctis meet on a motel rooftop and discuss prompto's imposter syndrome, since he's only part of noctis' official retinue as his best friend. noctis is a fairly typical main protagonist, he's in love with a woman he hasn't seen in eight years and needs to go marry her or something, i don't care. gladio is a tough macho man with a mullet who wears leather jackets and wields a greatsword, and is apparently only 22, which is at least 10 years younger than i assumed. ignis is a strategist and chef, who takes on the most authoritative role and constantly tells noctis to not drive his car at night. i was not a fan of ignis at the start, but he grew on me, especially with how hard the game hit me with his personal arc. the four boys are off, driving to noctis' wedding in a different country across the desert when their car breaks down. we then run into the first issue of the game.
cindy is a mechanic. she also has her ass and tits out constantly, like your sleazy uncle's shirt with a naked woman was instead semi-alive as a video game person. she fixes your car and acts fairly sexual and it's just like. why do we have to do this. aren't we over overtly sexualised women in video games who have no reason for the way they dress other than the character designer was horny? whatever, i like women as much as the next guy, but cindy's design just. makes me feel so uncomfortable.
anyways you get to do a little driving around with the boys, until you stay the night before catching the boat to your fiance. overnight, you find out that noctis' kingdom has been basically destroyed by an invading empire called niflheim, and practically everyone noctis knows, including his father, are dead. you learn that noctis and his bride to be are also assumed dead, with noctis hearing his own death announcement on the radio. the game has a bunch of added cutscenes that are actually footage from the three-hour-long prequel movie that came out after the game, are extremely hard to follow and honestly i had no idea what i was looking at. anyways, noctis' family is dead, so it's time to do some hunting sidequests.
that brings us to the combat, i suppose. rather than the turn-based or even active turn-based combat that the series is known for, xv opts for more modern action rpg-styled combat. i was, naturally, terrible at this, but i managed to get around it with the fact that. it is almost impossible to die in this video game, provided you have enough items. the game allows you so much time to heal yourself that there's practically no way to have your entire party wipe unless you're doing absolutely terrible, and even then, your party members will probably try and heal you themselves before that happens. lizz tells me that the combat is boring, you just push the same button over and over and then you win. i do appreciate that, for someone like me who is terrible at reading enemy movements, there is a giant button that pops up on screen that tells you when to push the block button, but even then i was prone to fucking it up. whether that's the bad game design or my terrible gaming abilities is up to you to decide. anyways, the game is fairly easy but has annoying combat, your teammates limit breaks will only land about 50% of the time (or never, if you are gladio) and i was still bad at it, so i didn't have all that much fun.
instead of an active levelling system, the game will only tally your character's level ups when you either make camp or visit a hotel. camping is, in my opinion, the only saving grace of this game. each time you make camp, you get to see the characters doing fun little camping activities together and just hanging out, ignis will cook up a new meal in a dramatic fashion and everyone will compliment him and eat it off their coleman's branded plates, it's just very fun. you also get to see what pictures prompto has taken, which is one of my favourite gameplay features. prompto's passion is photography, and while i support him in this wholeheartedly, his picture taking skills are, quite frankly, awful. the game will randomly take shots while you're on the move, which leaves you with a delightful selection of awkward poses, characters hidden behind bushes, pictures taken while someone is half-dead in combat, and snaps where the natural lighting absolutely makes it impossible to tell what's going on. it's hilarious and going through prompto's collection of photos each night is honestly the best part of the game. we managed to wind up with a few shots that, even despite being scripted events, turned out absolutely terrible, and i will cherish those forever.
anyways, since noctis' father and fiance are dead, that leaves him the king of lucis. the only important person to make it out of the capital alive tells you to drive to the middle of nowhere, where he randomly springs on you. hey. go into a bunch of these dungeons and absorb a bunch of swords, this is your destiny as king and how you will defeat the empire. noctis goes, uh, alright i guess, and you're set loose again to wander around for a bit collecting the 'royal arms'. this plot point wasn't explained well but hey, whatever, we're collecting the glowy swords and that's fine.
you're introduced at some point to ardyn, the main antagonist. he's old, kind of groady and wears a fedora. he's a dick to you and talks about his automobeeel. apparently my friend miri thinks he's hot, she is wrong.
i can't remember what happens specifically but you're told that your fiance is still alive and in fantasy venice, and she's talking to the gods on your behalf to borrow their powers. there's a mission where you follow some purple trees that are electric, and you do that i guess. i enjoyed riding the chocobos around, but couldn't care much for the plot at this point. ardyn leads you to a volcano, where you fight a giant lava god. he tries to step on you and i, a denizen of the internet and with an active fear of foot fetishists, was extremely uncomfortable. noctis becomes friends with foot man and a lightning god who lived in those trees, and ardyn steals your car.
very upset by this, noctis and his gang risk everything to sneak into a military base and steal it back. because this is a video game, this works out fine.
there's a little mining city which is all about Girl Power, because all the Women run the Mining Industry like Girl Bosses, and you hang around there for a bit. because all the women are so Empowered, they wear bikinis all the time with overalls over the top. gladio decides he needs to fuck off for a bit, i have no idea what he does since i haven't played the dlc, and then he comes back with another scar. you hang out with his sixteen year old sister, who has a crush on the engaged and 20-year old noctis, and then you drive her to a lighthouse. when she's in your party, she can't really fight, but she gets a pink chocobo and i thought that was very cute. we turned out own chocobo white and lizz named him 'jones' after a mount she has in ffxiv.
eventually, you have a long boat ride over to fantasy venice. this is the part where the game stops being 'fun with a few issues in combat and a rushed and poorly told story.' the open world, which was a main feature with a bunch of little areas to find where noctis can fish, little hunting sidequests and random photo spots where prompto takes touristy photos, is now gone, and it will not return for the entire rest of the game. you can 'go back in time', but the open world was the most enjoyable part of the game, and it kind of really sucks that the main story doesn't let you have any more freedom like that.
after arriving in fantasy venice, you have a talk with fantasy hillary clinton and beg her to let your girlfriend summon a god into the middle of her city. hillary agrees, and you don't get to meet up with your fiance, because even if the game is constantly telling you how much noctis loves her, there is. barely any interactions between the two in the entire game. from what i can tell, they met when noctis was a child and they haven't seen each other in ten years but are still fantasy dog pen-pals. noctis marrying her was supposed to make an alliance or something like that, but her brother has betrayed her to the army. noctis' girlfriend is also an oracle, which means she can heal people, i guess? everyone talks about how important she is and she's constantly telling people that she needs to use her powers to help noctis but she's practically a non-entity.
as can be expected of most female love interests in a game primarily focused on men, noctis' fiance is killed while summoning a god for noctis to befriend. noct gets very mad about this, and turns super saiyan and kills the god back, but his girlfriend is dead and that's super sad you guys. there's a beautiful prerendered cutscene where she says goodbye to noctis but since we barely know her, and we've only been told over and over that they're in love without anything to actually well, show this, it didn't have much of an impact. fantasy venice is destroyed, and ignis is blinded while trying to help calm the giant raging god.
iggy's blindness and how the game makes you account for this and grow to care for him was one of the highlights, in my opinion, as well as crushingly depressing. while i'm not disabled and have no right to say if this was 'good disabled representation' or anything like that, i believe that the game handles it decently enough. the group falls apart as noctis is upset about his girlfriend, gladio is extremely mad that noctis won't care for ignis, and prompto just wants everyone to get along. there's a mission where gladio constantly yells at you passive aggressive things to noctis about how he's a cunt for running, which is obnoxious, but the character arc itself is fairly strong. when you make camp, ignis can't cook anymore, so everyone eats cup noodles in a depressing ass cutscene. ignis remains in your party for the rest of the game despite his disability, and he doesn't magically regain his sight like other fantasy media would do, which at the very least i think is good. i'm not sure what the opinion of actual disabled people is of the character, considering how often disabled characters are either turned into misery porn to make the abled audience be glad that isn't them and if ignis' arc falls into this trap, but i hope that it wasn't handled too poorly, as that would just be another terrible mark in this game's list of bad moves.
the characters eventually make it to the evil empire's capital, which is abandoned and filled with daemons. the characters learn that ardyn is super evil and taught the king of the empire how to turn humans into daemons, which has now happened to the entire city. the 'magitek suits', presumed to be enchanted armour that fights as the empire's infantry, actually house the souls of the human-turned daemons. honestly i like this as a plot point but the game handles it pretty terribly. there could have been more lead up to this, the explanation is pretty lacking, and prompto's Big Plot Twist is. terribly handled. turns out that prompto was born in the empire and was going to be one of those empty soldier daemons, but he was rescued by people belonging to noctis' empire. not that the game tells you that. instead, prompto goes 'turns out i'm one of ... them' and Does Not Elaborate. The game doesn't tell you shit, not about prompto's past, not about how he feels about this, not about how anyone else feels about this either because the other party members just go 'oh that sucks, good thing you're not evil' and the scene ends. robbie daymond tries so hard to sell these terrible, terrible lines, and it almost entirely fails, i'm so sorry prompto. fortunately because i'm a nosy ass, i read prompto's wikia page and knew the plot twist ahead of time, because i don't think i would have even registered it if i didn't.
anyways everyone in the evil empire is dead and ardyn starts talking about how he's immortal and an ancient king of noctis' country but the gods thought he sucked because he's too evil. i missed most of this because the cats got the zoomies and were dashing across the couch right in the middle of his speech so i can't tell you anything else. noctis tries to get a big magic crystal to fight him and instead. gets schlorped inside.
TEN YEARS LATER
yes then ten years actually pass while noctis is asleep. the game shows this by switching the head on noctis' character model to have a beard, but that's it, no changes in animations or whatever. the sky is permanently night and only one human civilisation remains, the rest destroyed by daemons. as a plot point, this ends up feeling. extremely worthless. why was noctis asleep for ten whole goddamn years? so we can wake up and go 'damn it sucks out here'. but it's barely even a like, incentive to fix everything, because you have a long talk with a former child you were friends with where he talks about how humanity is still going fine and everyone's okay and the world has moved on without you. it feels. pointless. when you meet up with your party members, they are exactly as you left them, only with slightly different character models. there is no change in the voice performance, the character's movements or how they talk to show that they've been without you for ten years. they barely mention it. i'm just. so confused as to why they decided that a ten year timeskip was the way to go? since nothing really changes, couldn't you have made it like, two years? one year? six months?? have the characters react a little more? something??? at least if it was only a year or so i wouldn't have to deal with the fact that noctis looks like norman reedus with his shitty facial hair now.
anyways after that there's a bunch of long and boring boss fights. you fight some dead kings for some reason, your party members get a little bit to talk about how cool they are and how much they love noctis, and then you meet up with ardyn. there's another boring boss fight and god this was only a few hours ago but it's already gone from my head. you summon the gods and the old kings to beat the shit out of him after you both go super saiyan again? there's incredible music but it feels barely earned and just kind of eh. anyways, noctis dies, which was the price of using the crystal of light or whatever the fuck. his ghost marries his fiance's ghost finally, and they smile as they look at one of prompto's pictures. you can pick any picture you want to go here, and then the credits roll, showing all of the pictures you saved of prompto's shots. showing me all the pictures at the end is honestly lovely, but it really only served to remind me of how much more fun the game was in the first half. and that's the end, of final fantasy xv.
so what did i think of the story? it's terribly cobbled together and struggles to get you to feel anything and play out all the plot beats. you feel awful for the countless employees who spent years working on the beautiful cutscenes only to have them be in this game, which sucks and the story barely gets through. there were parts that i enjoyed, mostly the thing about the daemons being people, but honestly the rest of it is a mess. it's hard to follow at the best of times and just awkward and terribly written at the worst. the ending is cheap, and it doesn't feel like you've actually accomplished anything. i left that game feeling numb and empty, sad that i'd wasted so much time to end up with such a colossal failure of a conclusion.
i had fun with the game when it was my four little guys running around doing sidequests and camping together. after the midway point of the game, there's none of that, and you're bogged down into a plot that just pushes you from point a to point b and boring overlong bossfight to boring overlong bossfight. the character moments between your party are a lot of fun, but the second you hit fantasy venice, everything is pretty much on rails and you can't do anything except what the game tells you explicitly to do.
should you play this game? no lol. if anything i've mentioned about the story interests you, you'll be better off watching a lore video or reading the wiki. if you do want to play it after all that, just don't proceed after the myrthril refining quest, it's pretty much all downhill from there. will i play the dlc? unlikely, i think lizz and i will just watch a cutscene movie of those.
this game left me feeling empty and numb and not in a fun way. i wanted, so, so hard to like this game, and it all crashed around me in a beautifully overproduced and confusingly written cascade. i love you prompto, but even your cute little freckly face and terrible photography can't save this trainwreck of a game.
tl;dr - final fantasy xv sucks. i hope that 13, our next ff game, will be better.
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where-s-all-blue · 4 years
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Okay so I've entered the Alabasta Arc now (I am actually pretty close to the climax in my rererewatch) so here's some thoughts:
Reverse Mountain:
I personally adored the mishaps the crew has on their way to the GrandLine, and the entire reverse mountain is very intriguing to me to this day. One day, I'll figure out just how on earth that thing works.
Laboon's story, tear jerking, absolutely devastating. Luffy being able to talk sense into a WHALE tells all you need about his ability to befriend beings. He also was the first one to hear Laboon, foreshadow for his later on found ability to Hear All Things or Haki?
Whiskey Peaks:
Ahh the time Vivi tried to be a villain. And Mister 9 is an absolute sweetheart. Honestly they made a pretty good team even if neither of them actually knew how fighting works. Personally I would've loved to see more of them, Mister 9 and Miss Monday seemed like interesting characters.
I keep forgetting about Zoro having supersonic speed in these, I kind of miss him just disappearing only to reappear right in middle of the group to mock their reaction of looking at the place he just was sitting on. The speed of him and his ability to momentarily cut through things he later on can't pretty much just tells you that he does have it in him, but it just isn't conscious thing yet. Also unconscious usage of haki spotted?
Vivi being The Vivi Nefertari is one of the more interesting and intense sequences in the pre-timeskip era, even if it takes less time than for example the Arlong Park does and shows just how devastatingly strong both Luffy and Zoro are. I can't believe that these idiots would retort to a fist fight mid battle.
Mister 5's ability is very unhygienic and I'd like to drown him in sanitizer, Miss Valentine needs to be silenced forever, her laughter creeps me out and she honestly doesn't add any value into the conversation. This is a duo I'd like to murder slowly.
Igram blowing up still gets me, the reactions of the characters, the devastated facial expression of Vivi, the sound design, the shocked looks, it's just so well executed.
Vivi's reaction of mixed feelings regarding Miss All Sunday/Robin, albeit just, is very confusing for me. I remember when I met her the first time and all I could think of was "She's a nice person" just based on her facial expression and the words she used.
I forgot that Luffy broke the eternal log pose Robin gave them. Not because he didn't trust her but because the choice Vivi would've been forced to make after the shock of loosing Igram would've been too much. Also because he didn't want anyone to dictate HOW they get there, he's the captain and as such it's his job to make the final decision, he also appears to have been convinced that this way Vivi would be safe.
Little Garden:
Aah, Little Garden, the island I'd simultaneously love and hate. Love because dinosaurs, hate because loud and probably insects large enough to use me as a quick caffeine filled pick-me-up. I might have a problem.
The fact that I can understand the thought process of these giants concerns me greatly. Is this the power of the Monkey Brain?
Mister 3 would be an amazing character if only we could see his self proclaimed genius in action and hear him go through plans etc. I feel like he's just trying to compensate on his lack of battlefield knowledge and experience. Miss Golden Week is highkey a mood and I love her. I, too, want to paint whatever I want and get paid for it.
Zoro actually started to hack through his own leg because he wanted to fight so badly, what a mad lad. Usopp honestly is flexing with his quick thinking and reflexes here. We love that for him. Go you funky little sniper.
Luffy might've used observation haki instinctively in the Mister 3 crowd.
Sanji managing to outright fool Crocodile to believe that he is Mister 3 indicates that Crocodile has never heard the voices of his underlings before and just assuming that the man who answered is Mister 3. The two also apparently have similar sense of humour. That Crocodile is aware of based on what Robin has told him.
Sanji both taking down the Unluckies without any hesitation nor stopping to think about where they came from really tells volumes about him. He also apparently lied so convincingly that Crocodile was 100% sure that it was Mister 3 fighting Luffy and not a chef beating up his long distance murder pets.
Nami was bitten by a bug, which was the carrier of a rare, nearly dead disease. Based on the amount of time one would usually need to wait for the sickness to develop, I'd say that they were about a week on the ocean before Nami developed the fever.
None of the crew members, Vivi included, thought about doing a full body check on her to see if there were any other symptoms than fever, ie her body actively fighting against the infection/sickness. Also her sickness isn't apparently something that spreads, so it's very unlikely for it to be virus based or spread similar to flu.
Drum Island/Sakura Kingdom:
Nami is capable of sensing the weather, and act upon her feelings, under 40C fever. If I have any level of fever, I am rendered near vegetative state until my fever either goes down or raises past certain level. What I'm saying is that Nami is some sort of Goddess or superhero because of being able to do anything with that fever.
Vivi needing to think about whether or not she can afford waiting extra days for being taken to Alabasta or to change the course to find a doctor is one of the stupidest things ever especially since the person who is sick with such a high fever happens to be the navigator.
Warm welcome by residents is warm. And by warm I mean freezingly cold. I can't believe that Luffy thought about yelling to the person before Vivi bowed her head prompting Luffy to do the same (though heavily "encouraged" by Vivi). Vivi saying that Luffy isn't fit to be the captain reflects very strongly her own views and beliefs, but she keeps forgetting something very simple, yet important. Background. She has no idea about Luffy's past nor how he grew up, she hasn't been long enough with the crew to be able to tell just why people follow Luffy, nor is she aware of how he communicates with people. She doesn't realise that when it comes to Luffy, humility isn't a word to describe him with nor that he would be able to set his own pride aside just yet, Luffy is a 17 year old, a mere child, who has just set out on the sea few months ago, who only knows the harshness of the world, where to survive, you must take things with force or be aggressive. She also isn't familiar with Luffy's way of helping others and going all in no matter the situation.
It's interesting to see how from the time Vivi is with them, Luffy is clearly paying attention to how she does things and how she presents herself, the mannerisms and the likes. It's not as clear idolisation and wish for being equal/better than someone as it was with Katakuri's use of haki, but he is striving to learn. If not because he acknowledges how important manners and humility are, but because it makes things easier on certain places. He especially starts to pay more attention to it once Ace joins them.
By the way the sickness Nami is struck with? It's most likely the same as the one that cost the life of Captain Yorkie of the Rumbar Pirates. After all, the ship doctor couldn't heal it, he didn't know how to, he could only prolong his death for a little while, few days max.
Chopper is a joy to have around and I'd physically fight Doctor Kureha at first sight because WOMAN! YOU'RE NOT SUPPOSED TO BE ATTACKING YOUR PATIENTS JUST BECAUSE THEY GOT OUT OF THE BED! What if they need to use the restroom. I don't care if you're a youthful 139 year old lady, you can't just do that. Also how the hell are you still able to move that well? Most people I see start to slowly loose their mobility at 60 as their joints are starting to wear out causing pain and their muscle mass is lowering due to the inability to move as much as during their prime.
I am surprised that a reindeer even cares about something like a blue nose. The devilfruit thing? Yeah sure, but not the blue nose. These local reindeer are dicks with human level of obsession to look like the "norm". News flash, there is no default anything. Your appearances are purely dictated by a set of genes that decide to either activate or deactivate as they please without any warning and genes can skip multiple generations. That's why I apparently look identical to my great grandmother.
Nami is kind towards other women and animals. Men not so much, my assumption is that she is carrying a trauma from the Arlong time that she hasn't yet processed and as such she is even now a bit guarded against the rest of the crew.
Hiriluk's character is closer to that of a mad scientist or a very enthusiastic chemist who keeps forgetting that people aren't test subjects. His curiosity and and enthusiasm are something to strive for even if his methods are questionable, all he does want is to bring people sense of hope, wonder and awe. Though I can't help but to wonder about his story. The thief (him) having a serious incurable heart condition and seeing cherry blossoms that cured him. A metaphor for his past self being relentless and uncaring while thieving, but the indescribable beauty of the scenery he saw changed his heart to be more generous and kind?
Hiriluk's death is one of the most important ones in the series if you ask me, it defined Chopper and who he became; Doctor hoping to be capable of curing any disease there is.
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imhereforbvcky · 5 years
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Watch Me Run - Part 12
Masterlist  -  Series Masterpage  -  Part 13
Summary: You inherit a family relic that gives you the gift of foresight but there are others who are interested for more nefarious reasons. You turn to the Avengers for help. (Bucky x reader) Chapter: Needing a sense of security, you ask Bucky to help you prepare to defend yourself against the worst case scenario. Loki grows frustrated with tactical.
Warnings: Murdery violence! Loki at his worst, soz. Swearing, as per usz.
Word Count: 2985
A/N: We’re moving a little! Bucket and the reader don’t know that... well okay nobody knows it yet. Except for me. 😁
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Page after page of nothing flashed over the grainy screen. An inquisitive porcupine, several returning deer, and what Bucky guessed were passing birds, too quick for the trail cam to catch. These were the only things to interrupt the sea of trees. He thumbed through shot after shot, carefully examining each one, just to be sure. It had been weeks of the same.
“This isn’t a very exciting movie,” you teased, hovering over his shoulder.
He smirked, but didn’t respond, clicking over to the next image.
“I don’t see anything,” you complained.
“Probably a bird.”
“Or a bear!” you clapped your hands excitedly. “Are there polar bears up here? Maybe you just can’t see him!”
“I’d see him.”
“Somebody’s sure of himself.”
“I was a sniper,” he leveled you with a look half bored, half offended. “I think I could spot an eight hundred pound animal.”
“Then why are we eating re-hydrated beef out of a bag?” You held your sleeve of beef stroganoff, designed for backpackers, toward him with a challenging smirk.
“Because it’s too early in the season to shoot anything but rabbits.” He snatched the sleeve out of your hands and shoveled a spoonful into his mouth. “And they’re not worth the energy.”
“But it could be something to do!” you protested, “And useful! One less trip into town where we could be spotted.”
He only sighed, handing you back the sleeve of stroganoff before returning to the trail cam. You’d had this argument before. Many times. You had begged him to let you practice shooting with his weapons, to get comfortable with them, just in case. He had firmly denied your request, every time.
“Come on!” you begged. “We have nothing else to do, and it’ll be good for me to practice.”
“No.” His answer was definitive.
But you were persistent.
“Please, it will make me feel safer.”
“We’ve talked about this.”
“No, you’ve steam-rolled me about this.” You dropped the bag of noodles on the table and pushed closed fists into your hips.
If he weren’t so serious about this topic, he might’ve laughed. You reminded him so much of Steve sometimes. Small and stubborn. Passionate and compassionate.
“Alright,” he set the camera down and turned to face you, elbows on his knees, hands loosely clasped in front of him. “Talk.” He had no intention of changing his mind. But if you needed to talk it out… again… maybe this time it would stick.
That surprised you. Your head tipped, and your chin lifted. A small victory, or so you thought, so you dropped into the nearest chair, dragging it close, until your knees nearly touched.
“I feel vulnerable out here.”
“You’re not. I told you, you’re safe. How many times—“
“I know,” you placed a hand on his clasped pair. “I know you’re good at this. I’m not questioning that. It’s just… I had to give up everything. I’m out of my element, here. The one thing I do have,” you placed a hand over the talisman hanging at your chest, “Is just as confusing and frightening to me as it is helpful.”
Bucky listened. He hadn’t expected to be swayed, but this… he could understand. Even if the outcome couldn’t change.
“You’re always saying how the escape plan could save me. Being prepared, having control, right? It’s so important to you?” you pushed, begging him to understand. “Well I feel very, very out of control here.”
Bucky leaned back, a frown creasing his face. “I’m sorry. I hear you, but it’s still not a good idea. The answer’s no.”
“You have the ability to give me some power over this situation. Don’t you feel… I don’t know, morally obligated to help me?”
He sighed deeply and shook his head. “Not everyone is as bound to their compassion as you are.”
“The world would be a lot nicer place if they were,” you grumbled, crossing your arms and flopping back in your chair.
“The world is not a nice place.”
“Come on,” you begged. “You brought all those weapons, just show me one! What if something goes wrong and—“
“It won’t.”
Your head dropped to the side with a frown. “Bucky. You can’t plan for everything. There’s a difference between being prepared and being a control freak. That difference is called denial.”
“Yes,” he agreed. “I’m in control here. I’ve brought every weapon I think I’ll need to keep you safe and I won’t turn you into one of them just to make you feel better.” Bucky had gone from listening but firm, to deadly serious. “If anyone comes for you, they’ll be well-trained. Years of it. Training you to shoot would be… false confidence. Irresponsible.”
“Okay,” you nodded, relenting under the intensity of his command and wilting slightly with the reality of your peril. “I got it.”
“Your only job is to get the hell out of here, do you understand? I can’t have you second guessing that plan just because you can hold a revolver.”
“I said I got it,” you grumbled, springing from your chair and storming to the porch for air.
Bucky’s head dropped into his hands and he shoved them deep into his hair once you’d left the cabin. He could still see you through the window, kicking at weeds as you made your way over to the pile of firewood.
If he didn’t feel like such an ass, he might’ve laughed at the sight of you. Your frustration was futile against his will, but he heard it with empathy, nonetheless. The little ax stuck in the first log you’d struck while trying to break off kindling to blow off steam. The jerky imprecision told him your actions were more frustration than actual concern for the fire supply.
He knew he shouldn’t have snapped like that. He’d meant every word, but he hadn’t meant to anger you like this, to seem insensitive. It was just that he’d begun to break protocol in ways he couldn’t seem to get a handle on. There was a nearly imperceptible shift, a softening in the way he regarded you. Hell, even the fact that he was second guessing the conversation stood as clear evidence of that.
It made him want to dig his heels in wherever he could. None of it helped.
In any other circumstance, it wouldn’t matter. But this was a mission, an assignment. And he had a clear path. Only, it was getting harder and harder to think of you driving away. Yet if it came down to it, he needed you to do just that. Or worse.
“Damn it,” he cursed, shoving to his feet.
Nothing good could come of this. Nothing.
The logical, successful fugitive part of his brain told him it was better if you were afraid. It meant you would be more aware, you would follow the plan, you would run. But another part knew it wasn’t fair to keep you vulnerable and constantly fearful. The latter won out because there was a voice in his head that kept reminding him that he didn’t want you to fear one good god damn thing.
The longer he stayed in that cabin, watching you flail around with an axe stuck into a log, the louder that voice grew. When he caught himself smiling, a chuckle just punching out of his lungs, he decided.
He swept out the door with a shotgun in hand and a determined frown on his lips.
“Let’s go.”
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The hundred year old brick trembled beneath the growing strength of the energy blistering from the blue mineral at the center of the long silver scepter.  Slender fingers tightened around the cool metal as a snarl rippled up Loki’s throat. One sharp and aimless slash of the scepter diagonally before his body and the wall before him gave way in a ripple of blue energy.
The soft whisper of paper over the dirtied, hard wood floor drew Loki’s attention. And his anger.
“How many more?” he demanded, glaring over his shoulder at the woman trembling in the doorway.
Wide eyes roved over the mess Loki had made of the house, wild with terror and watery with regret. Her mouth hung open, while her chin trembled. If not for the shock, she would have been wise enough to answer.
“HOW MANY MORE?!” This time his voice was like an avalanche, a rumble that built as loud as thunder, tone as sharp as ice and just as cold. As he shouted he struck the base of the scepter against the floor and a wave of blue energy snapped out in a plane across the house. It creaked and groaned under the force, in the same way a frozen lake snaps and buckles in springtime.
“Th-this was the last one.” The engineer trembled as dry-wall dust fell around her, and the mortar cracked overhead. The entire house and everything in it trembled under his rage.
Loki took a slow deep breath in through his nose, face rising away from the puppet who’d failed him. The shimmering blue had left her eyes, his control relinquished when he realized this was the final dead end. Now composed, he stepped toward her with a deadly calm and a dangerously slow pace. Anger would not serve him here, not anymore.
“The last one,” he echoed her words, reaching for the badge clipped to her belt on a retractable coil. “And they’re not here.”
She shook her head, watching, unable to speak. Her breath came in sharp, frantic puffs while he drew the small clear plastic card closer, examining the bright red lettering. Stark Industries.
“And you’re sure your code was successful?” his tone was gentle, almost soothing. It did nothing to calm her.
She swallowed thickly before answering. “Y-yes. These are all the safe houses in Avengers’ possession. And SHIELD’s. And anything that was even mentioned on the Stark Industries servers.”
“And yet,” he raised a flattened palm, glancing around the room. “Empty.”
“I did everything I could,” she breathed, stumbling half a step back. “Everything you asked.”
“I know,” he smiled. The venom flashed in his eyes and soured his grin to a sinister bite. It made the woman’s stomach churn. “But you’ve failed. And now, you have no use to me. Worse yet, you’ve become a liability.”
Before she could even inhale a breath in protest, Loki conjured a long slender dagger, spun it quickly in his fist and plunged it with inhuman force deep between bone. He had struck quickly and precisely, with enough force to break through the cartilage of her rib-cage and dive straight into the sinewy muscles of her heart.
The engineer blinked down at the blade protruding from her chest. It wasn’t until he withdrew the darkened knife that she gasped, gurgling and wet, choking on death itself before it swiftly claimed her.
Loki was cunning and patient, but he was also a warrior. And when his patience ran thin, he knew where to strike. He’d hoped with a swift strike, he could avoid an all-out war with Midguard and its Avengers. That no longer seemed possible.
With a sharp sigh and a scowl on his lips, Loki took one last glance at the rubble before he set off, once more, for the heart of his operation.
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“Bullseye!” you shouted. “That was a bullseye, right?”
Bucky could hear the smile in your voice. He could feel it on him like a warm candle in the cold northern air.
“High,” he answered, a grin of his own turning his lips, his eyes still pressed to the binoculars.
“What! No way. Lemme see!”
“Is the safety on?” His tone a clear warning that he knew it wasn’t.
You flipped the small notch and turned to him again. “Is now! Let’s see!”
He chuckled and handed the binoculars over. You pressed a clumsy hand against your hair, pushing it out of the way. It fell right back into place. Without thinking, Bucky reached forward and held a strand back just as you swept the binoculars into place.
First, he wondered if you’d noticed. Second he wondered why the hell he’d done it. Third, he wondered, when it had become so easy to reach out like this. At what point had he become so damn comfortable that it seemed normal to touch your hair or brush your cheek?
It suddenly felt too intimate, and he retracted his hand, nearly took a step back. Your head swiveled at the motion, just a fraction, and he flushed with regret. Whether he regretted the touch or the withdrawal, he couldn’t say.
“It’s the gun,” you decided. “It’s gotta be a hundred years old.”
“That weapon is in perfect condition.” He held his hands out for the binoculars, with an open palm. In it, he held a new round. An even exchange. “Try again. Aim for the bottom of the second ring this time.”
You took the ammunition and sighed, turning the weapon sideways to load it. Like every time, you mentally walked yourself through each of Bucky’s instructions.
“This is a single barrel shotgun,” he’d explained days before. “You need to load it every time you shoot.”
You’d nodded, trying to absorb every detail he shared.
“We’re using slugs for practice because I want you to focus on aim,” he’d reached into his pocket and showed you the thick green casing, tipped by what looked to you like a huge rounded bullet.
Another nod. “’Kay.”
He’d shoved the slug back in his pocket and reached into another. “But if you have to use this on somebody to protect yourself,” he turned out a bright red shell this time. “I want you to use buck shot.”
You swallowed, throat suddenly dry and tight.
“You’re gonna be nervous and full of adrenaline,” he’d explained. “I don’t expect you to be a marksman, and this’ll get the job done. If it doesn’t kill ‘em, it’ll sure as hell slow ‘em down. Understand?”
You’d taken a shaky breath then and nodded, eyes on the shot in his hand and trying not to imagine too vividly the bloody array it signified. “Red for trouble. Got it.”
Now though, you gently, steadily pushed the forest green slug into the oblong slot on the gun. These unfamiliar motions of violence were becoming easier by the day. But then again, you were only shooting at paper.
“This time I’ll hit it.” You grinned up at Bucky, half a taunt on your lips as you gripped the pump and pulled. The unmistakable swoosh-kerchunk alerted you both that you’d loaded and cocked the weapon properly.
“It’s loaded now,” Bucky had explained to you the first time ‘round.
“It sounds like a movie,” you’d whispered. Half awe, half horror.
“This is not a movie,” he’d been quick to contradict.
“I know.”
“It’s not a game or a dream,” sharp grey eyes bore down on you. “That is the international ‘back the fuck up’ sound. You load this weapon, you’d better be ready to fire it.”
You couldn’t have helped laughing if you’d wanted to. You’d been so high strung, and it was just too much.
“That was very dramatic.”
He’d merely shrugged. “Few sounds will light a fire under someone’s ass quicker than a pump-action shotgun. One way or another.”
“Wow.”
“What?”
“You are such a soldier.” There was a scowl in your eyes but a smirk on your lips. Teasing, but truthful. “You gonna make me do push-ups next?”
He’d chuckled, but shook his head. He looked serious and a little sad when he looked down at you again. “You asked me to teach you to shoot so you’d feel ready to defend yourself. Drawing a gun takes a conversation in exactly one direction. You need to be prepared for that. If it comes down to you loading that weapon while we’re here, you shoot to kill. And then you run.”
Run. That was still your best shot if things went south. Turn your back and run.
You hated it. For all the power you held in your hands, deadly and loud, you still felt powerless in a battle of gods.
This time, after days of practice, you did as Bucky said and aligned your aim just low of the center ring. It felt odd, to aim off-target, but you trusted him.
Just like he’d instructed, you gently squeezed the trigger on a smoothly released breath. Your shoulder ached now from the repeated buck of the stock against the blast.
“Better,” Bucky praised, lowering the binoculars and offering them to you. This time, you remembered the safety.
“Ish,” you complained.
He chuckled. “Hit the paper this time.”
“Is that going to be good enough?”
His smile froze for a fraction of a second before it faded. The storm returned to the grey of his eyes.
He gave a sharp nod to the binoculars in your hand before withdrawing a handful of slugs. You watched him for too long. Before you could think to raise the binoculars he’d pushed a slug into the slot and braced the rifle to his shoulder.
One round.
You got the hint and put the binoculars to your eyes to look down the make-shift range. Upper left corner.
“Ha!” you taunted, but he’d already reloaded. “Told you the gun’s no good.”
Two. Dead center.
Oh.
Three. Bottom right.
Four. Upper right.
“Okay, I get it.” You rolled your eyes.
Five. Dead center. The shot lay so tight over his second that you could barely tell the paper had been blown open wider. Just barely.
Six. Bottom left. A perfect X fired into the paper.
You threw up your hands in defeat. “Fine, you win. Gun’s fine. I’m not a good shot.”
He carefully set the shotgun down and looked to you with that unwavering certainty that nearly had you believing everything would all be alright. “You don’t have to be.”
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Part 13 >>
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love-takes-work · 6 years
Text
Steven Universe: Art and Origins (Outline & Review)
Steven Universe: Art and Origins is not just an art book--it's also a collection of early material, a reveal of many initial concepts, and an amazing experience to sort through. 
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Finally getting around to importing my review to Tumblr. I wrote this on the release day.
In my review I'll give you a description of the structure and overview, while also collecting notable information for fans. Obviously just about everything is "notable" with a book of this magnitude, so this may get long, but I'll try to include anecdotes that have some unique insight or perspective on the main source material--with as little of "OMG this was the original idea for this!" as possible.
This is illustrated with some low-quality pictures of the book and it gets super long, so I have to cut. But please read. :)
The overview:
After a foreword from Rebecca Sugar and an introduction from Genndy Tartakovsky, we get:
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Part 1: Origins. This contains some narratives about Rebecca Sugar's early life as an artist--inspiration, family, college projects--all illustrated, of course, with childhood photos and early art. Rebecca mentions having wanted to bury her femininity for a while, but coming back to draw female forms and include dancing after she learned to sort through her issues using art.
Her college education and connections with other artists are discussed--some in interview format, some in narrative--and there is some background regarding her time on Adventure Time. The story moves on to talking about developing the pilot and what went into her character and plot ideas. Character design is discussed in depth, with Rebecca giving initial sketches to a design team and developing the characters' initial pilot look. 
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Some really slick promo art is shared--posters, sketches, great concepts that were designed to bring in new viewers and make them curious about the show. The pilot succeeded in getting the green light to develop it into a TV series.
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Part 2 discusses the show's Green Light and Development. Rebecca and some of the other crew, in interview format, talk about getting the team together and allowing for both nailed-down character essentials and flexibility for the writers to explore and collaborate. Developing the setting was also a big part of the to-do list; coming up with Beach City itself, its businesses, its residents, and also the creatures the Gems would fight. 
Some cute stories are shared about the early Crewniverse hanging out at a cabin and talking about the show all the time, hashing it out. There are some great, loose character model sheets for early versions of Greg, Connie, Sadie and Lars, and the four main characters.
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Part 3 is about Character Design. They discuss how the pilot got released and fans grew attached to what they initially looked like, only to be "outraged" by the changes, making tons of assumptions about who was controlling the process. 
Rebecca shares some thoughts on her development process and her philosophy on letting different artists draw the characters differently while gripping onto specifics she set. Main, palette, and distance models are discussed, with some technical details of what different artists do on the team and how they handle props or special poses. 
There are many sheets of how to draw the Gems on model (with pointers on what NOT to do), and then there are some Homeworld Gem ideas that didn't get used, and finally, some sketches and concept art for Lapis Lazuli, Peridot, Jasper, and Bismuth.
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Part 4 is on Writing and Storyboarding. More Crewniverse interviews provide insight into the process, including how much is revised from the early days and how collaborative everything is. Some specific episodes, like "Ocean Gem," "Monster Buddies," and "Island Adventure" are put into perspective with how they were written by the group. 
There's heavy discussion of how the process works and why processes that work on other shows wouldn't work here, and what "rules" are firm and what's just a suggestion, and what's changed as the show's plot became more complex and important. Steven still having access to the "side" stories, the ones that involve Beach City humans and non-world-shaking stakes, is still very important to the story that the original Crew wants to tell. Cute images from the Crew's thumbnail storyboards, Gem designing, and technology designing workshops are shared too.
There's some good continued discussion of concepts in Part 4, especially about fusion and relationships and the larger message the show is sending. How do you tell a story and why? There are many answers to that, and sometimes it's about fun and sometimes it's about a message and sometimes it's about wanting to make an episode about something you've never seen a cartoon do before--something specific to you that other people can suddenly see represented. 
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One of my favorite parts of it is when they discuss Steven discovering the Gems' weaknesses over time and having that NOT make him think less of them--more like he admires them for being strong enough to shoulder the burdens he didn't know they were carrying before. Storyboarder Lamar Abrams talks about the importance of growing up not just being about becoming bitter, and I really like that.
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Part 5 is on Sound and Vision. There's some history of how they found the voice actors for the major roles, and some of the actors give perspectives on their relationship and experience on the show. 
Aivi and Surasshu, as the composers, discuss their process as well, with some anecdotes and discussions of why musical palettes work better for characters instead of assigning them themes. Places and objects have their own sounds too.
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Part 6 covers Background Design and Painting. Steven Sugar takes the stage and explains general background thoughts as well as specifics for certain settings. His focus on detail is really fascinating to read about--it's really him who nails down the locations in Beach City and where an outlet is in a house on the wall. 
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The directors and other Crewniverse folks discuss the use of color and background items in the show, and how they use it to create mood or feel changeable enough to be real.
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Part 7 discusses Animation and Post, with a spotlight on the work they do in Korea at animation studios Sunmin and Rough Draft. The process is described--how and when the material is transformed from animatics to animated cartoons. 
Nick DeMayo discusses timing and adding the sound effects and whatnot. There's also some design instruction that's provided to the animators in Korea. 
Some special highlighted drawings and pieces, like the "C.L.O.D.S." zine or some keys for Ruby and Sapphire, are included. 
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Even the bumpers and end tag animations are discussed here. And of course they had to mention a couple very special episodes, such as when Takafumi Hori from Studio Trigger came in to do "Mindful Education," or when they did the musical episode, "Mr. Greg."
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And Part 8 is called "Onward." The intention of the section is unclear at first based on the title of the chapter, but you can quickly see they're discussing the forward-thinking message the show has--how its representation of its creators' experiences has also struck a chord with people who wanted and NEEDED its diversity. 
Zuke says a very wise thing when they state that they want the show to provide "insight . . . not a solution." That's one thing this show does well; it spotlights problems and situations and feelings, but only shows you how those things can be dealt with, not necessarily how they SHOULD, in all cases, be dealt with.
Representation matters, and seeing evidence that you are a part of this world when you're from a marginalized or underrepresented group is valuable in a way that you can only know if you DON'T have it. 
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The show's writers also weigh in on good vs. evil and how it's too black and white; that we needed a show with nuance, and has a message of love and tolerance. Kat Morris acknowledges that there are more important things than making a feelsy and entertaining piece of media, but as she says, the point is to let people see themselves in something and be challenged. 
And the creators are able to see at conventions and online that people are responding emotionally, viscerally, to their work. It puts a lot of pressure on an artist to do it right, but in the words of Dogcopter, "Just be true to yourself and people will appreciate your honesty."
The book closes with some photos of the Crew and a few more pages of art. And it kinda leaves you with a squishy feeling. :D
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Notable:
1. I was relieved to see Rebecca state it plainly in the foreword: the items you see from the development phases of this show are not to be taken as canon or as "real" insights into how you should interpret it now. She specifically mentioned that she does not consider the Gems "girls" or "goddesses," and that was particularly important to me. 
Throughout, you're supposed to see the contributed bits and in-development pieces in the context of what they were: early drafts, embryonic. We all become different from what we were even though we grew from it and may have roots in it still, but that doesn't mean you can point at the seed and say its flower is meant to be understood surrounded by dirt.
2. The original designs for the Gems fluctuated a lot, and in a couple cases even names flopped around. An early name for Garnet was "Onyx," and if you've seen the pilot, you know Pearl got her signature nose later and Garnet's hair took a while to become the splendid square afro. Amethyst seems to have changed the least. 
Themes were given to them initially (like Amethyst being "flora and fauna," which you can sort of see in her pilot intro with her lying on big cats). You can still see some of the original intentions in how the ideas manifested, but the first ideas do not gel particularly well with what the show became. 
This is particularly interesting because non-creatives commonly think creative people simply receive inspiration and birth their creations into the world wholesale. Inspiration exists, but it's much more common to take an inspired idea and REALLY WORK ON IT. This book's origins section does a great job showing how that works.
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3. Some early sketched-out ideas for episodes seem very far from what would fit into the show now (such as an idea for an episode where Pearl is obsessed with the pizza guy??), but one seems to be the roots of "Bubble Buddies," which implies that Steven's original crush was "Priyanka" instead of Connie. (That's now Connie's mother's name.)
4. The pilot's title was "The Time Thing."
5. Initial notes for Garnet say she should have the coolest shoes of the three, that she's commanding and outer-spacey and also weird, and that she's inspired by Grace Jones, boy Michael Jackson, and Estelle in "I Can Be a Freak." 
Initial notes for Amethyst insist on the "fanny pack" pouch and suggest her clothes are cut, her hair is in chunks, and she should have an animal theme with a wild texture. 
Initial notes for Pearl indicate a desire to have her opposite Amethyst in her formal way of dressing and needing to have an outfit that would allow her to be hung upside down, possibly with a pearl stone theme for baubles in her hair. (Rebecca indicated she needed the most help with Pearl.)
6. Early versions of the show included the idea that the Gems might be trying to hide being Gems in public, and that they kept magic away from Steven for the most part instead of encouraging him to use it. 
A "lost" episode about Steven summoning his shield (later incorporated into the episode "Gem Glow") had him saving Greg with it and dreaming about his mother, and having Pearl drive a crappy old car (later incorporated into "Last One Out of Beach City"). Rebecca and Ian reveal that the dream Steven had in it was used a little in "Rose's Room," and that a song called "The Meatball Sub Song" was involved which could have contributed to the show getting picked up despite that we never got to hear it. (Imagine that, Steven singing about food!)
7. There's a note in the early character design section that says "the girls can all turn into Steven" with an accompanying illustration of Garnet, Amethyst, and Pearl shapeshifted as him. 
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Cute, because we actually got to see them do this in the episode "Keep Beach City Weird" with the exception of Pearl.
8. Rebecca Sugar shares an anecdote about thinking there was a "best" way to draw that was objectively correct (influenced by some art-school stuff), and through that she arrived at the idea that Pearl was a cone, Amethyst was a sphere, and Garnet was a cube, because all of those things say something about who they are (pointedness, fluidness, stability). 
She evolved from that idea to a more flexibile idea of how drawing works for different artists, but that was part of what helped her nail the characters down. Steven, eventually, was fixed to having a heart-shaped face.
9. The Tiger Millionaire and Purple Puma flyer shown in the episode "Tiger Millionaire," presented as something Steven drew, was actually drawn by Lily DeMayo (daughter of Nick DeMayo, animation director) when she was seven.
10. Guides are made for the Crew to use featuring reminders on drawing the characters. It's kind of adorable to see common drawing errors or misconceptions or inconsistent details discussed in a how-to format for the people who actually work there.
11. A timeline exists for the show and it encompasses TWENTY THOUSAND YEARS of Gem and human history. It was too spoilery to be in the book, but there is a LOT of lore that is laid down, and this tool mentioned in Part 4 established that this document is referenced often to make events make sense in the timeline.
12. It's been established before, but Amethyst's origin in Earth's Prime Kindergarten was not initially known as part of her character when she was invented, and that was discussed in Part 4 of this book--how the writing retreats the Crew takes to discuss the story sometimes result in huge revelations like this. "Oh, that makes sense, that's why we wrote her like that" is one of those things I recognize as a writer--you know a character has a certain vibe, but you don't know what explains it. You just trust that something does. And eventually, sometimes you find out what it is and it all makes sense. Interesting to know they did this with Amethyst.
13. "Lars and Sadie make out even though they're not together" was the basic idea for making "Island Adventure." And the original idea for "Onion Friend" had a "Grandma Shallot" character. 
The writers sometimes play writing games to brainstorm, and those were shared. Some ideas for a story which was later used in "Future Boy Zoltron," covering Mr. Smiley's romance/comedy partnership with an old flame, were shared with more emphasis on the characters being lovers. 
Garnet's part in the story was more explicit too, with her giving people future predictions that are not at all nice or gently delivered, and they have to shut down the business in the wake of Garnet's badassery. Weird. 
Other ideas were used but not as they're presented, like one where Greg learns about fusion from the Gems (but witnessed the fusion of Pearl and Amethyst, not Pearl and Rose), and a complicated one where cross-Gem fusion is a new idea in a flashback and Rose wants Garnet to fuse with her to teach her about it but she's too unsure of her own fusion relationship as such to risk it. The idea was that Pearl would be jealous and Pearl, Rose, and Garnet would actually fuse in the episode. This has not been done in the show.
14. Rebecca Sugar apparently just pops up with concepts she wants the writers to work in. Like "I want Steven to be in a mushroom forest" (which hasn't happened yet) or "I want Steven to have cats on his fingers" (which, obviously, happened early on). Rebecca gets little concepts that are sort of dreamlike, and they figure out which episode they can put them in. Working those things in sometimes seems like as much of a priority as getting plot elements in!
15. I like that they dish a bit about the fan reaction to Garnet's Fusion status. They thought they were being a little too obvious to not get caught, but Ian said the fans figured it out and then got bored of the idea and decided it must be even more complicated than that. People were apparently worried that Garnet would be replaced by her component Gems in the story if she were to unfuse, but obviously since Ruby and Sapphire want to be together, that doesn't happen.
16. Kat Morris's "rules" as discussed in Part 4 are "Garnet never asks questions" and "the story has to stay in Steven's perspective." I love how strict they are about Garnet not asking questions (except in the episode "The Answer," though there have been a couple ~technical~ questions from her; she usually just finds a way to ask a question with a statement, like "tell me what you saw").
17. A great quote from Zuke on the incidentally queer content of the Gems' relationships and gender: "Personally, I'm happy to not have to think, 'I'm writing a character based on my queer experiences.' That would be so hard! I'm just writing from my perspective, and I happen to be queer. I think that's what makes the show feel natural when it comes to that. It's a fine line between defining something so that people are aware it exists, which is so important, but also letting it breathe, so it's not forever contained in a box labeled 'queer media.'"
18. In Part 5, Michaela Dietz relates her experiences as an adoptee to relate to what Amethyst deals with as an "adoptee" into the Crystal Gem family without knowing where she really came from or what it means to be a part of that. She's said this before in some other interviews and panels, so it's not new in general, but it's probably new in print. Deedee Magno Hall, who plays Pearl, obviously relates to Pearl's maternal nature.
19. Tom Scharpling and Charlyne Yi were voice actors that Rebecca specifically had in mind for her characters (Greg and Ruby respectively). Rebecca's illustrated letter to Charlyne explaining Ruby and Sapphire's relationship and Ruby's role on the show is really adorable.
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20. Music nerds like me will very much appreciate the photographed notes on music motifs--the Diamonds each have a solfège syllable and a chord (White is F#M7/Sol, Yellow is BM7/Fa, Blue is EM7/Fa, and Pink is AM7/Mi), and Steven's powers and modes are coded with instruments and styles.
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21. Some world maps provide new possible insights. Greenland in our world is Blueland in theirs. South America is called Pangea. Aqua Mexico is labeled about where Mexico is in our world. India is the Indian Islands. There's an Australia and a New Australia. A big sea in the middle of Asia is called the Tunguska Sea. Rose's Fountain is in Spain or Portugal; the Sky Spire and Strawberry Battlefield are in Norway; the Shooting Star Shrine is in the middle of the drastically different Asian continent; the Galaxy Warp is in the Tunguska Sea; the Lunar Sea Spire is off the coast of Canada; Mask Island is in the Atlantic near Beach City; the Comm Relay is in the Western United States.
22. It was known from interviews that Shelby Rabara (voice of Peridot) is a dancer and provided the foot sounds and coaching to create the short tap number in the episode "Mr. Greg." But what's great is here, there's a visual reference included! Photos of Shelby doing the dance are lined up next to the drawings of Pearl and Steven in the "Mr. Greg" number doing the steps! She poses in dance moves with her husband for the Greg/Pearl dance for "Both of You" too.
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23. There's a really cute story in the last section about Amber Cragg ascending from fan to Crewniverse member through posting Pearl art in response to the pilot and eventually getting contacted to take a board test. That is the kind of thing so many online artists dream of!
[SU Book and Comic Reviews]
117 notes · View notes
amyadamsnews · 6 years
Text
Amy Adams on equal pay, family life and her grittiest role to date
In a corner of the genteel lounge of Los Angeles’s iconic Chateau Marmont, Amy Adams is launching into the opening lines of the Abba classic The Winner Takes It All – and it’s pitch-perfect. With other Hollywood actors, this tuneful showcase of talent, five minutes into an interview, might come across as showing off.
But the star of American Hustle, Nocturnal Animals and Arrival – a five-time Academy Award nominee and the recipient of two Golden Globes – seems atypically unstarry. Our conversation has simply prompted a demo of one of her great passions: karaoke. 
Fresh-faced and freckled, today, the 43-year-old is dressed casually in jeans and a peach blouse, her red hair pulled into a loose ponytail. In spite of her success on the big screen, you might not recognise her if she strolled past you on the street.
She’s one of the most in-demand actors in Hollywood, skilled at switching between roles – from wide-eyed and vulnerable in Junebug, which launched her leading-lady career, through tough-talking and trashy in The Fighter, to religious fanatic in The Master and – most memorably – sexy, seductive con artist in American Hustle.
Amy’s latest part looks set to make her more immediately familiar, however. Next month, she stars in HBO’s hotly anticipated new mini-series Sharp Objects, an adaptation of the novel by Gillian Flynn, author of the bestselling thriller Gone Girl. ‘I’ve been attracted to Gillian’s work for years, because she creates these incredible, flawed females,’ she says.
Directed by Jean-Marc Vallée (who also directed last year’s critically acclaimed TV hit Big Little Lies), Sharp Objects is set in small-town Missouri, where restraint, manners and strong cocktails mask brutal violence and deep dysfunction.
Amy plays what is easily her darkest, most damaged character to date: Camille Preaker, the acerbic, alcoholic, self-harming protagonist. Recently released from a psychiatric unit, Camille, a reporter, is dispatched to Wind Gap, the town in which she grew up, to investigate the murder of two pre-teen girls. 
It quickly becomes clear that the intense pain that affects her also infests the other women in her family – her uptight, neurotic mother, Adora (Patricia Clarkson) and her manipulative younger half-sister, Amma (star-in-the-making Eliza Scanlen).
As is becoming increasingly common among Hollywood’s leading ladies, Amy was also an executive producer on the series. It was she who suggested French-Canadian director Vallée. ‘There’s something about the way he tells women’s pain: he circles around it, yet gets to the heart of it,’ she says.
‘He’s not afraid to approach the violence in a way that’s also very emotional.’ For his part, Vallée praises Amy’s bravery in taking on bleak themes. ‘It was scary material, and she was so courageous to tackle this, to be so naked – literally and metaphorically,’ he says.
To help her dig into the darkness, Gillian Flynn recommended she read A Bright Red Scream. ‘It’s first-person accounts by people who self-harm,’ explains Amy, who had to wear prosthetic scars from the neck down during filming. She admits it wasn’t easy to leave Camille behind at the end of each day. ‘I’ve trained myself not to bring a character home, but there were times – whether from living in her head space or just exhaustion – when I suffered insomnia.’
The role also required her to research the psychological condition Munchausen syndrome by proxy, which causes a parent to harm their son or daughter to create the illusion that the child is ill. ‘I did a lot of reading about that too,’ says Amy. ‘It’s so against every parental instinct I have, so I just can’t imagine it. Our daughter [seven-year-old Aviana] has been hurt twice in a way that required trips to the hospital and that’s not something I’d ever want to revisit – it was traumatising.’
Happily, both Amy’s disposition – upbeat, energetic and quick to laugh – and her family life would appear to be a far cry from Camille’s. She and her husband, Darren Le Gallo, met in 2001, at an acting class in Los Angeles, and today live in the city’s glamorous Hollywood Hills. She describes their life as ‘quiet’, save for the odd karaoke night out, or in – the family’s portable karaoke machine even accompanies them on holiday.
When Amy travels for work, her husband and daughter generally go with her. ‘If I’m on my own, I engage in not-great behaviours, like hotel-room eating – sitting in bed every night with a bag of crisps and salsa and a beer,’ she admits.
The middle child of seven, Amy was born on a military base in Vicenza, Italy, where her father was stationed at the time. Her parents were Mormons and, although their adherence to the faith was ‘more cultural’ than overtly religious, ‘church played an important part in our social interactions’, she has said. ‘It instilled in me a value system I still hold true.’ 
The family eventually settled in Castle Rock, Colorado, when Amy was eight, where her father, having left the army, began singing professionally in nightclubs and restaurants. The rest of her family was more sport-orientated. ‘I was surrounded by these incredibly coordinated siblings who excelled at everything, whereas I just liked to read in my room,’ she laughs. 
Her parents divorced when she was 11, and left Mormonism. Her mother, Kathryn, a former gymnast, was also, for a while, an amateur bodybuilder. ‘We have a good relationship, but my mom is tough and always challenged me to push myself,’ says Amy. ‘I wasn’t allowed to be afraid of things, even though I’m naturally very risk-averse. For instance, if a guy pulled up on a motorcycle, I’d be like [adopts goody-goody voice], “Don’t you understand that those are just coffins on wheels?”’
When her mother would take her to her gymnastics class, she goes on, ‘She would say: “We’re not leaving until you do this really tricky move.” That taught me to do things I was afraid of, because the sense of pride in having done something difficult was always worth it.’ It’s a skill that appears to have served her well in her career.
‘I had a kind of autonomy from childhood on,’ she continues. ‘There were so many of us that I knew my parents weren’t going to be funding my life, meaning my choices were my own and I wasn’t worried about what they thought of them.’
She gave up gymnastics, focused instead on dance and trained at a local ballet school. At 18, however, she decided she wasn’t good enough and switched her focus to musical theatre. She worked in dinner theatre for a few years before scoring a chance to audition for Drop Dead Gorgeous, the 1999 beauty-pageant comedy starring Kirstie Alley and Kirsten Dunst, in which Amy played a promiscuous cheerleader.
With Alley’s encouragement, at 24, Amy moved to Los Angeles, where her first few years attempting to break into the industry weren’t easy. ‘I auditioned a lot, but couldn’t figure out why it wasn’t working,’ she has said. ‘The problem was a lack of confidence and self-esteem,’ she tells me today. 
In 2004, she was cast as the lead in the CBS series Dr Vegas, alongside Rob Lowe, but the show was dropped after just a few episodes. At that point, she considered quitting the industry.
‘I began thinking I should do something that was more secure,’ she says. ‘I wasn’t willing to be as unhappy as I was in danger of becoming and I didn’t like what it was turning me into.’
Then her fortunes began to turn around. In 2005, she was cast as the lead, Ashley, in the indie comedy Junebug. Her portrayal of the garrulous pregnant woman won her the Special Jury Prize at the Sundance Film Festival, and two years later, scored her the part of Giselle, the optimistic princess, in Enchanted.
Achieving success at 31, rather than 21, has its advantages, she now believes. ‘At least I was able to enjoy my 20s before anyone was paying me too much attention,’ she sighs, nostalgically. ‘No Instagram, no Twitter, no Facebook – thank God! I had a bad habit of taking photos on disposable cameras that didn’t belong to me. I have no idea how many complete strangers’ cameras I mooned into back then!’ she laughs.
Since the downfall of Harvey Weinstein and the rise of the #MeToo movement, are there incidents from early in her career that she feels she wouldn’t be OK with now?
‘Yes, and I wasn’t OK with it back then either,’ she says. ‘I had to audition in a bikini. I didn’t get the role, because the character would be filmed wearing one and I don’t look good in swimwear.’
I scoff at this claim. ‘I really don’t,’ she insists. ‘And that’s OK – that’s not why I was put on this earth. But I don’t know a single woman, working in any industry, who doesn’t have a story like that, about feeling vulnerable.’
I wonder whether, beneath her sanguine exterior, some of the self-esteem issues she mentioned earlier still lurk. Despite being petite, Amy is surprisingly self-deprecating about her body.
‘I always look pregnant in photos,’ she claims with a laugh. ‘I wear loose dresses because I have a paunch. It’s not a big paunch, but it’s there!’ And she’s less than comfortable being snapped on the red carpet. ‘I understand it’s part of the job, but it’s not my favourite place,’ she has said.
‘I love fashion, but having to be somebody who promotes that industry has always been a tricky one for me, because of the way it affects women’s sense of self,’ she says. ‘I’ve lectured several designers about their sizing. If a dress in my size is five inches too small for me, what’s happening?’
Even before the #MeToo and Time’s Up movements began, Amy was catapulted into the centre of rows about sexism within the industry. When thousands of email accounts at Sony were hacked in 2014, the revelations about American Hustle focused mainly on the fact that Amy and her co-star Jennifer Lawrence were paid less than their male counterparts, Bradley Cooper and Christian Bale.
At the time, she chose not to comment. ‘Everyone wanted me to talk about how I felt about it, but I want to fight for people outside our industry, so to come out and look ungrateful about what I’m paid as an actress just didn’t feel right,’ she says today. 
‘I do believe in equal pay, but let’s start with our teachers. Let’s get waiters paid the minimum wage. That’s what’s great about what’s happening with Time’s Up – we’re starting to have bigger conversations than just about what’s happening in Hollywood.’
Other emails were also leaked, alleging that the film’s director, David O Russell, was so tough on Amy that Bale stepped in to address the problem. ‘He was hard on me, that’s for sure. It was a lot,’ Amy later said, and she has admitted in interviews that she cried ‘most days’ during the making of the film. ‘I remember saying to my husband, “If I can’t figure this out, I can’t work any more. I’ll just have to do something else. I don’t want to be that person, not for my daughter,”’ she has said.
When she talks about coping during the making of Sharp Objects, it’s clear that she was determined for it to be a very different experience. ‘I’m now able to think, “OK, I know what’s going on here. I just need to go to work, do my job, then come home, make dinner and do something grounding.”’
She was recently reunited with Bale for the upcoming biopic Backseat, about former US vice-president Dick Cheney. She whips out her phone to show me an image of her in character as his wife, Lynne, alongside Bale, who played Cheney, and both are virtually unrecognisable thanks to extensive prosthetics.
The lengthy process of transformation renewed her respect for her co-star. ‘I had to wear the prosthetics for only two weeks, but Christian was coming in at 2am every day to have his applied before the day’s filming started. His work ethic is just incredible.’ 
Amy is keen to do more producing, too. ‘There’s lots in pencil on the calendar, but I don’t talk about anything until it’s in pen,’ she says. Risk-averse to the end. And with that, she gives me her top karaoke-bar tips and slips back to her quiet life in the hills.
https://www.telegraph.co.uk/women/life/amy-adams-equal-pay-family-life-grittiest-role-date/#comments
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houseofvans · 7 years
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SKETCHY BEHAVIORS | Interview w/ STACEY ROZICH (LA) 
From animal mask wearing people sifting through antiques to creepy mascots being arrested by equally creepy looking officers, Los Angeles based artist Stacey Rozich’s watercolor works are all things awesome. Strange, familiar, dark, humorous, and pleasantly eerie at times, Rozich’s paintings, while done in the style of folk traditional painting, are filtered through her own lens of modern pop culture. With some upcoming shows in the New Year–a group show at New Image in LA in February and a two-person show at Portland’s Talon Gallery in September–we couldn’t wait to chat with Stacey Rozich about her early experiences with drawing, her collaboration with Subpop Records, and her sketchiest story involving loud raucous metal heads and a little out-of-the-way saloon in Malibu in this latest Sketchy Behaviors. 
Photographs courtesy of the artist | Portrait by Kyle Johnson
Tell us a little about yourself.  My name is Stacey Rozich, or Stace, Stace Ghost, etc. I’m from Seattle, but I now live in Los Angeles. I’ve been painting in watercolor for the past twelves years, and drawing before that since forever. I sometimes do large scale versions of my work as acrylic murals, which is something I stumbled into. I dig painting in the folk tradition, but through my own lens of modern pop culture, and way too much tv watching as a kid. Seriously, I was an insomniac in middle school and for some reason my parents gave me a tv in my room, so I stayed up all night watching VH1 Pop-Up Video and Adult Swim (circa late 90’s). I have an almost encyclopedic knowledge of The Simpsons seasons 3 - 8 — I used to recite monologues from the show to my family when I was a kid. And I still do!
What was your first experience with art / drawing? And who were some of your early artistic influences? In Kindergarten I drew a many-legged leopard in the forest with crayons and I got a lot of praise for it from the other kids and the teacher. I felt a combination of pride and complete embarrassment for the attention I got for something I created without thinking. My earliest artistic influence was probably Sailor Moon. I wish I could say I was one of those really smart arty kids that loved Picasso, but honestly I wasn’t that aware of what “real art” was until later in pre teenhood. The flashy colors and character designs of Sailor Moon were so exciting for me! Even the lush watercolor backgrounds captivated me. I liked drawing people then so the outrageous proportions of the girls was something I could mimic in my own drawings.
Some of our favorite aspects of your work is your use of gouache and watercolors. Can you share with folks what it is about this particular medium you enjoy so much?  I absolutely love watercolor, and truthfully I don’t use gouache that much to consider myself proficient in it since it’s a slightly more opaque medium and I use it for accents. Especially the fluorescent gouaches I picked up in Tokyo, those against my watercolors pop nicely. But watercolor, yeah, I think I have that one in the bag. I remember using it in high school and absolutely loathing it — where was the control? One wrong move and it all just blended together into one big wet puddle. When I was a freshman at CCA (California College of the Arts in San Francisco) I took an intro Illustration class and the first thing our professor did was give us a watercolor demo; I was not looking forward to it. He was such a wizard with it! He gave us really smart instructions to not use very much water, and really “charge up the brush” with the pigments and paint it in and let it dry fully. That way edges of the paint have dried and created a barrier for the next application of color next to it. That’s why the barrier for entry with watercolor can seem too high, when it gets too slippery to work with there’s an overuse of water. I got that suddenly and it all clicked. Since i grew up drawing habitually I liked that I could use a very small brush and almost draw with watercolor, and large brushes to fill in certain planes with tonal washes. I like that I can wipe and dab away little pools of color and it creates a nice stained glass effect — that looks really lovely against a matte layer of watercolor that I’ve used extremely little water with. 
Are there other mediums you’d like to try in the future? In the future I would really like to start painting portraits of people in my life. Like, Alice Neel style portraits in oil. Oil intimidates me greatly so I think I’d start in acrylic.
What’s a day in the studio for you like?   I get to my studio around 10am since I’m not a very early riser, unfortunately. I so envy early morning people! One of my girlfriends who’s an incredible textile artist is up and at ‘em and hiking in Griffith Park by 6am. And there I am under the covers with a cat on stomach looking at her Instagramed hike thinking “Some day that will be me” — I like to lie to myself. Anyway! Once I roll into my studio I settle in to write some e-mails, putz around the Interwebs, and then get down to the task at hand. It’s usually 11 around this time so I’m usually really chugging along by 3, and then I’ll keep going for a few more hours. If it’s a painting for a commission or gallery show I tend to spread my timeline out so I don’t get burned out. If it’s a commercial gig there’s a lot more scanning, Photoshop clipping out and editing which can take me later into the evening.
What’s that process like? My process always starts with loose sketches on paper, which can mean in a sketchbook or whatever blank piece is lying closest to me. I work out compositions with really doodly lines — they’re virtually unintelligible but I know what they mean. When I move to the final I mostly wing it when it comes to the color palette. If anyone has ever seen my watercolor palette they know it’s a goddang mess  which works for me. I usually work with whatever shades I’ve pre mixed and let dry in the pan.
You’ve worked with various clients and companies over the years. Do you enjoy collaborating and what do you find the most challenging about it? I do like working commercially, the collaboration with art directors can be incredibly rewarding. Though there are times it becomes a slog when you’ve created about four or five killer rough ideas and they go with the weakest one. Why does that always happen? You have to do what they say essentially, but still keep your voice even when it feels a little pinched.
In 2015, you collaborated with Subpop Records on some amazing record art and design? Can you tell us a little about that collaboration and process? Subpop is one of my favorite labels to work with hands down. Their art director Sasha Barr is such a boss. I was really lucky when I was working on the Father John Misty album that I got to create the art and not worry about the editing process. I sent it up to them since they had access to a gigantic scanner to get a full high-resolution image. It meant a lot that I was able to do the art as an actual full scale piece, as opposed to broken up to little scraps and then scanned on my wee little ancient scanner. Sasha did all the leg work to clip out the whole thing and to figure out how to stage the multi-layered pop-up interior gatefold. Usually when I work with smaller clients they ask me to do all this which is…not a good idea. Ultimately that album packaging was nominated for a Grammy in Packaging Design in 2016, but we lost out to Jack White because of course. Damn you, Jack White!
What WOULD BE your ideal collaboration? I would like to work with a great publishing house to do my own young adult series. Basically all the characters and worlds I’ve been painting distilled down into a serialized art book/graphic novel type thing. That’s a big dream of mine that swings from feeling so possible and exhilarating and then feeling completely futile because everyone has the worst things to say about the state of publishing right now. I still have hope that someday I’ll get it together to at least put forward a proposal. 
On a different level I’ve love to design some patterns for Gucci. I’m not really up on the latest collections of luxury brands but Gucci is one I’ve noticed has been doing a fantastic job incorporating illustrations into their garments either as accents or printed motifs. The uniqueness of the artwork coupled with excellent hand done detailing makes my brain feel fuzzy in a really good way.
What type of music do you listen to when creating? Can you give us the top 5 bands you’ve been checking out? I waffle back and forth between music and a lot of podcasts. For the times when I can’t listen to anyone talk anymore, I listen to Jim James, Solange, Charlotte Gainsbourg, Shabazz Palaces. I just started listening to Andy Shauf’s new album which is lovely, it reminds me a bit of Harry Nillson. Also there’s a great massive playlist on Spotify called Twin Peaks Vibes that is excellent.
What’s your strangest or sketchiest art story that you want to share? I was eating lunch with some friends at this little out-of-the-way saloon in a canyon east of Malibu after a hike a few months ago. It’s pretty isolated down there — they’ve been using this place for filming Westerns since the 30’s so it’s a very specific strange and cool gem. I was sitting at the bar and these bros come in, being loud and raucous. I kind of internally rolled my eyes at them and ignored them. I hear one of them say “Excuse me — are you Stacey Rozich?” I got scared for a moment because anytime someone recognizes me by name I feel like I’m going to get into some trouble. I told him I was, and then he and his friends got very excited since they all were huge Southern Lord fans, and loved the album artwork I did years ago for the band Earth. I was really surprised (and relieved) and we had a good chat! It was a very unexpected encounter down at this little far away rustic saloon.
What’s a common misconception about artists?  Perhaps that we’re all lazy. That we don’t have a good work ethic since what we do is hard for most people to wrap their brain around. It’s a completely unconventional path to go down, and you have to be extremely dedicated to it. Yet somehow this doesn’t quite translate to most folks since it seems like basing your life and career on an unknown pursuit like art seems insane. And there’s an idea that artists have a lot of free time to spend laying around waiting for inspiration to strike. 
What’s been the biggest challenge for you as an artist? The largest challenge for me, honestly is: myself. I’ve been working solely on my artwork for the past six years and it’s been full of a lot of ups and downs: emotionally and financially for sure. There’s always a feeling of not being good enough, why aren’t I as good as this or that artist, why aren’t I doing X, Y or Z. Don’t get me wrong, I am proud of myself for what I have accomplished but I need to remind myself of that before I go down a spiral of anxiety. It comes from a fear of rejection which can prevent me from pursuing things, submitting a proposal for the aforementioned young adult series for example. Sometimes I need to remind myself to get out of my head and to get out of my own way.
What do you think you’d be doing if you weren’t an artist? I’d probably be in finance, on Wall Street most likely. Kidding! I think about this sometimes. Being someone who creates has always been so tightly wrapped up in who I am as a person that it’s hard to extract myself from what I would be without. I would hope I would do something in Slavic studies. My dad’s side is Croatian (by way of Detroit) and while that’s been a huge inspiration for my artwork I’ve always been really fascinated with that region’s history of conflict and resilience. When I spent six weeks there back in 2012 it only deepened my love for that place and also my curiosity for what makes it tick.
What are your favorite Vans? A pair of beat up, worn in, maybe a couple of holes at the toe blue or red Authentics. A true classic.
What’s a question you never get asked in an interview and would like to ask and answer yourself? It would be, ‘If there was one person living or dead who you wished owned or could have owned your art — who would it be?’ To which I would say that’s such a hard question there’s so many people I admire! But as of this moment I think it would be rad if David Lynch had some of my art. I love his unstructured style of storytelling, all the loops and the sometimes frustrating dead ends his narrative world has. The effect of creating an unusual if not downright confusing vignette just for the sake of it reminds me of how I approach the storylines in my work.
What cool and interesting projects or shows that you’re working on - should folks keep an eye out for next year? Since it’s the end of the year things are usually pretty quiet in terms of projects, but I’m in a group show in conjunction with Luke Pelletier’s solo show at New Image here in LA in February. I’m scheduled for a two-person show at Portland’s Talon Gallery in September and! Hopefully, if it all aligns, I’ll be headed Internationally to do some muraling. I’m stoked for it!
FOLLOW STACEY | Instagram | Website 
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jayce-space · 7 years
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Devilman Crybaby (review)
Okay, since some people showed interest I'll start with the last one I watched as it's fresh still.
First of all I'm going to give this a major content warning for those that may want to watch it. It has graphic themes and hides nothing from view including things that may be triggering. It's designed to disgust, fascinate and leave you feeling uncomfortable as you watch. If anime like berserk, elfen lied, various hentai or music videos like DYE fantasy are something you have a hard time with it's taking that up a notch. If you like that stuff (or at least aren't too bothered) or was a major fan of Evangeline you'll probably enjoy this.
So moving on, I'll start as spoiler free as possible so excuse vagueness at times.
Animation:
The animation was... Different. It's not what a lot of anime looks like with the exception of a few movies. The style is flat and at times doesn't read very well. You see what you need to though and as the episodes progress it does improve and your eyes get used to it. It works for it though, it gives the show a very almost drugged feel or appearance which works well for this type of show. It wouldn't have worked if it was polished and sharp like most modern anime. You knew how you were supposed to feel by what was shown. The actual animation was dynamic and actually quite detailed in subtle ways... Though goofy too... I'm looking at you running animation. But it was serious when it needed to be and expressed emotion, emotion was its main goal! As said before you will see a lot of graphic murder scenes, sex scenes (among all genders and living or dead), nudity and other such themes. They did this well and it will leave you both desensitized and uncomfortable by the end.
Music/sound:
At times it was on point, at others it left you going "what?". I watched it in both dub and sub (it's not a long show) and both are decent though the engrish in the sub version can hurt... Though the Japanese in the dub version can also grate on your ears. The opening, hated it... I usually don't say that as I'm one who listens to openings typically... But I wanted to skip it. There's also a lot of freestyle rap in both English and Japanese and if that's not your thing... Well get used to it for the first half at least. The other scores and sounds were good though and didn't leave me complaining; it matched the animation style well.
Characters:
They did a really good job fleshing out the characters and making you feel for them. Main and side characters were pretty well covered and gave you a lot to choose from for favourites. The only character I felt was rushed especially motive wise was Ryo. They sort of just exist to push Akira along; but aside from seeming like they're crushing major hard, has no real motivation until the end and just character flips after learning a few things. So they felt dryer. With all that said, and major spoiler, essentially everything and everyone will break your heart and stomp on it. So be ready for that. The bits that got me the hardest were with Akira and his adoptive family. Like I was sobbing like a baby because things are unfair.
Plot:
I won't give much away if I can help it. The plot is based off a 70's manga and follows it pretty closely. There were 2 other anime series and some ovas too, though I haven't watched them to compare. I've seen clips though and they don't appear as depressing. Basically you're following Akira who starts as a wimpy crybaby just trying to get by in life. He meets up with an old childhood friend Ryo and they take him to a nightclub that is overun by demons in human skin. Ryo triggers an attack and then sacrifices Akira to become a demon himself. The next while is them tag teaming to kill non human demons.
It's fast and has pacing issues at times but considering they covered as much as they did in 10 episodes it's not bad. You won't be too confused by the overall plot, just some of the motives. The end will leave you empty though, no loose ends to tie at least.
Overall:
I liked it for a Netflix anime and would probably watch it again I'm a few months. It's not something that could air or TV or really even cruncyroll and I'm okay with that. It really grew on me the more I watched and I couldn't even take a break, sat through the full thing like it was a movie. And that's the best way to watch something like this in my opinion. I'd give it an 8.5/10 overall and recommend it to those that aren't bothered easily.
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cutiecrates · 5 years
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Cutie Reviews: Kawaii Box Jan 19
Here I am with another Kawaii Box review!
To be honest, after my concerns and small-annoyances with the Blippo order I got, I feel like my opinions on Kawaii Box have altered a little. On one hand, I appreciate how much effort they put into it and I like the surprise of never knowing what to expect- but on the other... I don’t know, the blippo order sort of left a bad taste.
I also came to a decision. This month I plan on checking out the Japan Crate online store and see what they have. If I find enough I like I’ll be making a purchase from them and see how that goes.
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Word of the month: Fuyu - Winter
Okay, so first I’ll be showing a DIY candy we got for this month. I’m pretty excited because this is a new one that was released sometime last year I believe, and I’ve never tried it before.
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As usual I’ll be covering this in a separate post, so look forward to that ;3
Praise Stamp Set
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Our first item (ironically I took this one last) is a cute set of “praise dog“ stamps. I think these might be one of those “dollar store” items, which you can usually tell due to the quality of the box. As soon as I went to open it, it ripped so I’ll probably throw away the box and find a container to put these in.
I couldn’t find these or anything like them on Blippo, but they did have some other stamp sets. This specific one features a cute pink ink pad and 5, wood block stamps featuring cute little phrases and images.
Rating: ♥ ♥ ♥ ♥
Well, besides the cute color the ink pad uses, I think the stamps are adorable. They would be perfect for little notes or papers, and 3 out of the 5 would be great to share with friends or others (I say that because the other two have asian writing on them). But for a “praise“ theme I’m not sure what tea has to do with it..
The stamps also work, and of course you could use them with other ink pads too, which is why I think stamps are kind of fun x3 they’re very versatile; I loved using them to make pictures when I was little.
Animal Spray Bottle
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Our next item... to be frank, I don’t think would be ideal during winter if you would try to use it in cold environments or when outside- but outside of winter it’d be great!
Back when I first started to get these boxes, one of the first few items I saw was a cute little spray bottle. I used it for a good while afterwards, simply putting water in it to use during summer. A little misting on the head and you’ll feel a lot cooler. But you could also use it for perfume, toner, pretty much anything liquidy.
On Blippo.com, this is available in 4 different colors/animals for $2.90. They also have the old one I got on there for $3.50.
Rating: ♥ ♥ ♥ ♥ ♥ 
Besides being cute I think something like this is pretty helpful; especially if you feel hot or sticky. Spritzing yourself with a mist of water is very cooling~
The lid also stays on nice and tight, so I’m sure you wouldn’t have to worry about it coming loose and then getting the product all over yourself or items.
Moomin Plush
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Our next item is this cute hand-sized Moomin plush. It is a bean-bag plush, and not only is it cuddly, but it can be attached to various items with it’s matching ball chain, or attached to things with the included suction cup.
This is available on Blippo for $5.90
Rating: ♥ ♥ ♥ ♥
Besides a small section of its tail that’s a bit... weird, the stitching and detail is very nice. He’s very cute and soft too, and I like the versatility of how you can use it.
Tofu Squishy Charm
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I love tofu squishies~ they’re so cute and soft, and this one is so little and adorable, I can’t get over it! Anyone who likes to collect squishy has at least one of these, whether you think it’s tofu or a marshmallow; or in this case an ice cube.
With the included strap you can bring this little sweetie around with you or just remove it and plop it somewhere you would need some stress relief.
You can find these in a variety of colors on Blippo, each $1.33
Rating: ♥ ♥ ♥ ♥
It’s very soft and mushy-squishy, it’s maybe a 6-7 out of 10 in terms of rising speed. It’s slow but it’s not a satisfying slow rise, but if you’re like me and don’t care about that then I think it’s just slow enough to keep quickly squeezing. 
The only problem I see with it is the fact it’s “lining/trim“ is very messy, which you can see in the pic. This is an easy fix with an execto knife or scissors though.
Dessert Sticker Set
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Next up is this adorable set of sweets-themed stickers. You get a 30 count, a couple of each of the items shown above, with 2 of the very large sticker. On Blippo besides this set, there are sets of strawberry, sweet breakfast, and ice cream desserts, each one costing $2.90
The stickers appear to have a shimmery, semi-metallic finish and gold, shiny detailing to ensure they will catch attention wherever you use them. The page doesn’t mention it, but I also detected a scent while observing these. I’m not sure if it was the stickers or the packaging, but it’s a light, sweet aroma~
Rating: ♥ ♥ ♥ ♥ ♥
You can’t really say much about stickers- but I really like these! Being the sweets addict I am, these are right up my alley. The quality and detail is really pretty, especially when you compare them to the sticker sheets -in which I usually find little errors- and I wish we got these types more often.
Korean Tape Set
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Anyone whose been around here will probably recognize this setup. This is probably the third set of these we’re getting (but it’s a bit different looking than usual), and this time the tapes seem to be more... decorative in inspiration in comparison to the flashier, bright colored tapes I’ve gotten before. But we’re getting a variety: 2 colorful patterns, 2 England and America inspired, and 2 elegant floral.
The tape dispenser is the same as always though.
You can find this set and others on Blippo for $2.90.
Rating: ♥ ♥ ♥ ♥ ♥ 
I do enjoy deco tapes and I love collecting swatches/samples of them to unwind a little now and then, but I tend to get a little tired of these specific ones. However, in saying that I actually really liked this set! The tapes rip very cleanly and the tape dispenser works the best out of the 3 I’ve had so far. I like the mix of themes too, because I feel like this set could be really versatile in use.
Hungry Whale Hole Punch
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This box has been really working on the feels, because when I was little another item I liked to collect and play with was decorative, cutesy hole punches. I still have them somewhere in my bedroom but I don’t really do anything with them anymore. If I did you can bet I would be purchasing the rest of the collection, also $2.90 a piece on Blippo.
There are 6 different colors, each with at least 4 different possible designs (like mine has a snowflake, fish bones, a teddy bear, and a star). It was pretty lucky that the one I got has a snowflake, given the theme right~?
Rating: ♥ ♥ ♥ ♥ ♥ 
Besides being the most precious thing I saw in this box, it also works as you can see.
Candy Highlighters
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Our last 2 items are (ironically) a packet of highlighters, and a pen. If you saw my Blippo.com review then I just recently bought some highlighters- but they were different shapes. Although I also do possess some like these, but they are scented and have bright pattern designs.
Meanwhile this pack isn’t scented, and they have a nice pastel color scheme. On Blippo the set is $3.90
Rating: ♥ ♥ ♥ ♥ ♥ 
They work perfectly fine, the colors are much more neon and bright than their outside makes them look.
Our other item is this adorable Cardcaptor Sakura pen, available in either pale pink or white. Each pen is $2.90. As I grew up a big fan of Cardcaptor, I was really excited to see this x3 maybe we’ll get sailor moon pens soon~
If you like Cardcaptor they also have wand and stand sets you can buy on Blippo, but they’re kind of expensive...
Rating: ♥ ♥ ♥ ♥
The pen is a bit top-heavy, but i didn’t have any problem with writing using it. It writes very well and is a fine tip; if anything I’m a little disappointed there’s no where to put the cap while using it due to the ornamental top. I also noticed it’s a slow dryer. It’s been more than 10 minutes since I tried using it and when I rubbed my finger over it, it smeared a bit and it was very lightly on my finger.
♥ Cutie Ranking ♥
Content - ♥ ♥ ♥ ♥ ♥ We got 10 items this time, and while it’s heavily stationery dominated again I’m much more fond of these items compared to the previous box. I’m not sure if it’s because they were a bit sentimental for me, or if I just responded better to them. They all work and were good, even if it they had a few, tiny itty-bitty nitpicks there was nothing to ruin anything for me.  
Theme - ♥ Uh... I’m sorry but no. I see no sign of winter on this except for the cover art and whale hole punch I got; and only because it has a snowflake hole. There was a large chance I wouldn’t even get that one, so it’s not a guaranteed item.
Total Rank: 6 out of 10 Cuties. I loved the items, they were all cute and they work well- some better than others obviously. There was a handful of “nit-picks” I had which also plays a small part in rating this, I just think they failed in terms of the theme of this months specific box...  
♥ Cutie Scale ♥
1. Hungry Whale Hole Punch - It’s so cute!! I love to just stroke it and think of it like an adorable little baby whale~
2. Squishy Tofu - it’s so sweet and squishy~
3. Dessert Stickers - They’re so shiny! I love them!
4. Animal Spray Bottle - It’s pretty simple, but sometimes it works. Here it has a gentle, pastel aesthetic, and the lid is pretty cute. 
5. Tape Set - As I already said, I enjoyed the versatility with the different designs. It’s nice if you don’t want to buy a huge amount of different deco tapes and have something little to carry them in. The dispenser was the best out of the ones I’ve tried so far. 
6. Moomin Plush - I want to snuggle it~
7. Stamp Set - It’s very cute and little, I love the pink ink!
8. Cardcaptor Sakura Pen - As much as I love the anime/manga-based item and this series, I wasn’t in love with the pen, even though the detail was nice and it was a fine tip like how I like.
9. Candy Highlighters - I like the pearly pastel coloring, I kind of wish the ink was the same though cause I think I have enough highlighters in this style already.
Alrighty cuties :3 here we are, at the end of another review~ I’m so excited, because next up will be an ultra-fun DIY kit and Tokyo Treat! Until next time, remember to open up a box of cuteness every day~
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rerwby · 7 years
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RWBY Volume 4 Commentary Play-by-Play
Chapter 1:
Kerry talks about how each episode had a ‘fuck you’ shot, which is a particular shot that was difficult to create across all departments.
I’d say the whole volume was a fuck-you shot to the fans but
In a little conversation about how much they’ve planned in the show, Kerry talks about how they’ve actually been hanging on to team WTCH (Watts, Tyrian, Cinder and Hazel) since the beginning.
I’m leaning towards believing this since Salem was one of the first things conceived for the show, so her team would follow. Makes you wonder if Miles was always gonna have his “crazy” Tyrian though or if that came later.
I doubt it because I don’t believe Monty would make characters as boring as Hazel and Watts right from the start.
Regarding Oscar and his story this volume, Miles and Kerry had more rewrites with him than with anything else in RWBY, trying to figure out the right way to present it. At one point, Oscar’s first major scene was going to be in chapter 7, instead of 4.
Yeah it’s not breaking news to say that they did the opposite of what would be a good idea.
Mentioned in the commentary, but in more detail in the special features, is the fact that CRWBY had a rough start to the volume due to the new production pipeline, which continued for several episodes.
According to Miles, the Petra Gigas was originally supposed to appear in the Emerald Forest during Volume 1. It was supposed to be a part of the giant nevermore/deathstalker fight, as was a giant Bourbatusk.
Wondering how they would have fit 4 whole monsters in that fight, but I guess that’s why they ended up splitting two bad guys between teams instead.
On that note, they talk about how incredibly different the original 4 episodes of Volume 1 were compared to what we got, and that Fennec and Corsac were originally Volume 1 villains.
Just saying that I believe this. They said that Roman originally played a smaller part in Volume 1? How was this possible? Insert more villains.
On the origin of the Geist, Kerry talks about how, at the time Monty was working on the White trailer, he and Miles were thinking of ways for it to make sense, and came up with the idea of a poltergeist Grimm. They say that particular Geist is called an Armor Gigas.
So Weiss fought a Grimm in her trailer it turns out. Idk how to feel about that. In a way it makes sense because, as we’ve seen with Winter’s summons, the Schnee summons are light versions of Grimm. It makes little sense though when you consider that the Geist inhabits inanimate things and therefore the armor isn’t a natural feature of the Grimm.
The crown on Jaune’s shield was first inserted by layout artist Rachel Doda when creating the storyboards. Kerry thought it was a perfect touch and decided to include it in the official design.
Iunno what fatal flaw to focus on here. Is it how this makes it sound like Jaune’s god damn weapon model design was THAT important that Kerry noticed? That it implies melting Pyrrha’s armor down was a last-minute thought? That the plot hole of Pyrrha fucking disintegrating and therefore leaving no armor or cape for Jaune was made entirely because Kerry liked how a shield looked?
Chapter 2:
In regards to the infamous map, Kerry mentions that in one version of the script, RNJR was going to lose the map in a fight of some sort. A similar was also supposed to happen in Chapter 6 involving Tyrian, but decided against it because of how busy CRWBY already was.
So instead of losing it for a reason they just lose it for the sake of it. Cool.
According to Miles, Jaques is loosely based on Jack Frost, something they try to hint at in the way he keeps his study.
The name kind of gave it away without any other hints.
Kerry says that writing the final scene of chapter 2 was the first time he cried while writing. Likewise, Miles said he lost his shit while performing mocap for the scene. Apparently everyone who worked on it had a pretty strong emotional reaction to this scene.
 Wow. The people working on this show were seriously so disillusioned that they thought Pyrrha’s relationship with Jaune earned that kind of reaction. Not even gonna mention how the existence of the recording makes no sense, especially since Pyrrha signs off on it. Why would she do that on a generic fighting guide. I can’t believe how attached these people were to the Alpha Hets.
Chapter 3:
On the topic of writing RWBY with multiple different storylines all taking place at the same time, Miles called it a ‘scary experiment’ but is happy overall with how it turned out.
I can’t say anything more than what’s been said on this.
I also have nothing to say on the technical stuff. I’m really not versed enough in it.
Miles talks about how they tried to have Salem feel a bit motherly, and not overly cruel, because she’s “better than that” and that she has a certain way of talking to each of her lieutenants.
She seemed pretty cruel to me lol. They need to have Salem do more before they announce these kinds of intentions, because now they’ve just given us a preconceived notion and they won’t have to write it that way.
Chapter 4:
Apparently Yang’s eye color was decided because of Taiyang’s and Raven’s eye colors. Red and Blue making purple.
This might be the stupidest thing I’ve ever read.
Burnie is apparently very invested in voicing Taiyang, and takes it very seriously. He would go over the script with Miles and Kerry before recording sessions and they talk about how Burnie will listen to Yang’s lines and efforts, and try and make Taiyang’s similar, as a way of representing how Yang was influenced by her Father. It’s also mentioned that Joel is similar when it comes to portraying Oobleck.
Wow! Joel and Burnie, two voice acting veterans who formed RT, are invested in their roles? Don’t get too shocked by actors who actually try, guys!
When it came to naming all the villages in Anima, they wanted to keep the theme of Mistral being heavily inspired by Eastern influences, so they named villages after the Japanese names for certain flowers.
Blah blah magical mystical Asia land
Originally, the inn and the pub were the same building, but were separated when they couldn’t figure out how to fit Raven into the scene.
Can you imagine if we had to see RNJR somehow not notice Qrow like twenty feet away from them? Thank god he sat in that pub across the street.
Chapter 5:
Miles says he cried while writing Blake’s reunion with her parents, and that the Belladonna’s are some of his favorite characters.
I mean iunno that scene didn’t scream emotional to me but I also have daddy issues so
Fennec and Corsac, as mentioned earlier, were characters originally conceived pre Volume 1, being the 2nd and 3rd Faunus thought about after Blake.
Makes you wonder if by the time of their conception, Faunus were a thing or if Monty was just making up furry OC’s.
Chapter 6:
In the charity scene, Koen says that there are around 100 different, unique people in the room, each with differing clothing.
Jfc guys went kinda overboard there. Didn’t look like 100+ when I watched it.
When describing Henry Marigold to concept artist Erin Winn, Kerry told her to draw a ‘posery, imposter Neptune’.
That’s about what I guessed yep. Now is there a reason for it to be Neptune? To show that Weiss grew past her affection towards him? Or because it was the first person who came to mind? Who knows.
Tyrian’s jacket, despite being one of Kerry’s favorite design aspects, was a real hassle for the animators and the rigging team, so much so that he was animated without his jacket on, and then would add it afterwards.
I remember when capes were in Kingdom Hearts. Then they realized they were too much work so they removed them to avoid continuity errors and such. It was a smart and humble move, because the capes looked cool. I guess Tyrian’s jacket was just really that awesome though.
Chapter 7:
The original plan with Ozpin was to not reveal him as having anything to do with Oscar until the very end of the Volume.
Just gonna keep reminding us of that huh guys?
This episode was the first time proper reflections were used in a mirror in any Rooster Teeth production. Before they would simply fake it.
well that is a legitimately very interesting fact
When it came to Tyrian swearing, some thought went into whether they could get around it, originally having him say witch instead. Ultimately, Miles and Kerry decided it was the right time for things to get a bit more mature.
Best decision they ever made, thank god.
I love the idea of Miles being all modest and going “ah yes time to be mature.”
Chapter 8:
Miles says the whole campfire scene was probably the most difficult thing in the Volume to write, simply due to how much they needed to cover. Also, Kerry says more people worked on this scene than any other in the Volume.
The RWBY writers struggling with exposition?
The two brothers was Miles’ idea, and his first major contribution to the series, obviously one of the first parts of the show that was conceived.
And it was made known that Miles conceived one of the worst parts of the entire story. And he just copied it from a Grimm Tale.
Miles was the one who wrote the majority of Blake scenes in Volume 4. When she’s slapping Sun, Miles only intended it to be soft slaps on the shoulder, so he was quite surprised by the end result.
 Isn’t this why you, like, direct your scenes? To avoid miscommunication like that?
Chapter 9:
Apparently there were several colour combinations the were tried with Ilia that “did not work”.
Apparently the animation crew’s passion is graphic design.
All the patches of mud on the ground were originally water puddles, but Kerry forgot that while the scene was being animated.
Again, directing.
Chapter 10:
In the scene with Nora being bullied, Miles jokes about that if you feel bad about it, those other kids likely died the next day. To follow that up, Kerry then mentions that they actually considered to have one of those kids lying face down on the ground in the background during the attack. Damn.
Idk how to feel about this but it is kind of disturbing that Miles would be so quick to make that joke.
According to Miles, they actually described Ren’s father in the script as “A handsome Hanzo looking motherfucker”.
guessed everyone who knows of overwatch’s existence
One of the ideas they had that didn’t make it into the episode involved Ren’s father going to see the mayor. Since he’s a hunter, and he had just returned from a hunt, Li was going to talk to the mayor about how they didn’t find any animals and it was almost as if they had been spooked away, and that they should get a Huntsman to come and investigate.
That probably would have made some sense.
According to Kerry, Jaune and Ruby’s moment was originally going to end with them hugging, but was cut due to time and Kerry not wanting people to “worry”.
So Lancaster gets shot down completely, cool. Cool thing of a creator to do. How dare we imply Ruby and Jaune are close after all they’ve been through.
Chapter 11:
Recording Tyrian’s efforts in this episode was a ton of fun according to Miles.
Yeah I bet Miles loved Tyrian.
Kerry’s “proudest accomplishment of this Volume” was having the photo of Whitely on Jacques’ desk be face down after Ironwood slams down on it.
Cool?
Kerry talks about Sun’s abs (as you do) and actually reveals that, contrary to popular belief, they didn’t remove them, but instead Sun’s model was made to be more muscular and they would be picked up by lighting and shadows instead.
Pretty sure Sun’s torso is a tube with the new models.
Chapter 12:
When talking about the fight, it’s mentioned there were several different versions of it. They don’t go into detail, but Kerry does mention that Qrow was originally supposed to do something, but Miles reminds him it’s something they can’t talk about.
God, what is left for Qrow to reveal? We got his weapon’s forms, his Semblance, his transforming thing, what else? Tbh my bet’s on Ozpin’s cane. They planned for him to use the cane but decided against it because of their artifact bullshit.
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spicynbachili1 · 6 years
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Neo Geo Mini outshines the PS1 Classic, could pave the way for a GBA Mini
But it’s not without its missteps
I don’t know what’s going on with the Neo Geo Mini. Shortly after I got my hands on one, SNK announced that an upgraded Holiday version of the hardware would be going up for pre-order in the coming days. That’s not a good sign. I have to guess that the initial SKU failed to sell as well as SNK had expected, leaving them scrambling to rework the units they already produced into a more marketable package. Their apparent lack of confidence in their product leaves me pessimistic about this weird little machine’s future. 
It’s a shame too, because this is by far my favorite plug-and-play mini console to date, at least in terms of its library. I bought the NES and SNES Classics day one, and I love them to “bits”, but there’s no denying that nearly all the games on each system are outdated. That’s the point of the nostalgia-powered novelty collections though, right? To take a trip in your mind back in time? 
If so, then that’s probably why the Neo Geo Mini isn’t selling. These are not the games that many grew up loving. These are the games that most of us could only afford to play for ten minutes a week at the local arcade, before going home and sinking hours into The Legend of Zelda or Sonic the Hedgehog. That said. there are several games on the console that stand up to the best that 2018 has to offer in their respective genres. Garou: Mark of the Wolves looks and plays better than 99% of today’s fighting games. Metal Slug 3 is still the best looking 2D run-and-gun action game I’ve ever played. There are also plenty of quality games on here that I’d never heard of before. For instance, if you told me that Ninja Masters was as all new indie fighter, and not a Neo Geo title from the ’90’s, not only would I have believed you, but I would have been more than happy to pay $15 for it.
That’s why, despite my love of Jumping Flash and Super Puzzle Fighter, the Neo Geo Mini beats out the PS1 Classic for me this holiday season. It’s also why I am more optimistic than ever that Nintendo will skip the N64 when it rolls out its next Classic console, and will instead jump straight to the Game Boy family of systems. I’ve already taken my Neo Geo Mini on the go with me a few times, and I’m sure people would love to do the same with a similarly versatile handheld/home console pre-loaded with games from Nintendo pre-DS portable generation. The Neo Geo Mini has issues, but its definitely worth looking into once Black Friday rolls around. 
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The Setup 
The Neo Geo Mini is a better handheld than it is a home console. I have fairly large hands, but I’ve had no problems with the stick and buttons on the console itself. The screen is also bright and clear. The console doesn’t take batteries, and instead runs off of a USB port, similar to most cell phones. I’ve played it running off my car’s cigarette lighter USB adapter, a mobile cell phone battery, and hooked up to my laptop on the train, and as of yet I’ve had no problem with power supplies, or pulling off special moves in KoF 2002 while on the move.
The optional control pads (sold separately) aren’t nearly as nice. The analog stick is loose and the buttons are loud and clicky. They aren’t impossible to get used to, but its strange that they are such a downgrade from the stick built into the console itself.
In some misguided attempt to replicate the arcade experience, all the games are programmed to have a set amount of tokens for both players, You can tone down the difficulty ,or increase the amount of default lives you have for most of the games, but your starting token count never changes.
These are not arcade original roms though. Most have been altered for the home market to let you save then restart from whatever stage you last made it to. You can also open up the emulator’s menu and activate save states. It’s a pretty weird system that is cumbersome and confusing at first, but that’s easy to forget once you acclimate.
The emulator also has some real bare-bones features, like the ability to turn on pixel smoothing and stretching. It’s extremely small-time stuff, and for the most part, will make each game look different or worse, but never better. With the correct aspect ratio and smoothing off, the games look about as good as they do on the Switch or PS4, at least to me. I haven’t had my eyes checked this year, so maybe I’m missing something, but pressed my face up right up to the screen to look for artifacting, and my 41-year-old eyes didn’t detect any. So that’s good news. The bad news is, the only extras here are a couple of stickers. No in-menu history section, no bonuses, nothing but a instruction booklet for the hardware itself. 
The Games
There are 40 games on the Neo Geo Mini. The console costs about $110, so you’re getting each one for less than $3, about $5 less than what they might go for on digital storefronts, assuming they are available anywhere else at all. They fall under the genres of fighters, wrestling games, run and gun, shmups, beat ’em ups, sports games and unnerving Tetris knock offs. There’s actually only one of these here, but it’s worth mentioning for how bad it made me feel. 
The range of quality here is pretty enormous. Some of these games are a sincere waste of time unless you go in strictly to marvel at how much gaming has changed over the past 20 years. Others are games that I sincerely believe are some of the best ever made. I’ll break them up into three categories (Oddballs, Mid-tier and Classics) and do my best to describe them for you. 
The Oddballs 
Blue’s Journey, one of the oldest games in the bunch, is relic from a bygone era, not unlike a cigarette commercial starring The Flintstones. It has a decidedly launch era TurboGrafx-16 feel to it, with overly detailed backgrounds and very small characters. They don’t make them like this anymore for a reason. It’s generally messy, but in a sort of “manic toddler eating a $1 box of sugar cookies” sort of way. 
Robo Army is so bad that it’s funny, but not that funny. The opening cinematic is completely bananas, promising unhinged Sci-Fi violence on whole other level, but when you finally get control of your character, things slow down quickly. It’s a beat ’em up where you play as a cyborg that can randomly turn into a car, as you blow up other cyborgs, giant dogs that turn out to be cyborgs, and angry cars. It’s clunky and sad, but those with a morbid curiosity for what people used to be willing to play for $.25 microtransactions might find it interesting in a scientific sort of way.  
Mutation Nation starts off feeling similarly janky, but after a few minutes, you’ll see that a lot of the animation here is pretty solid. Charge moves lie at the core of the game’s combat system, which is novel for the genre, and the Akira-meets-Cronenberg character designs are surprising, sometimes genuinely disturbing.
Ghost Pilots is a top down WW2 shmup that was probably trying to leech off the popularity of 1942 and 1943. It’s totally fine, but nothing to write home about.
Crossed Swords is another beat ’em up, but this one plays from a Punch-Out!!/Pato Box perspective. It’s more polished looking that Robo Army, and the RPG elements add some depth, but the combat is a total mess. That’s bad news for a game that’s about, uh, combat.
Puzzled is the Tetris-knock off I brought up at the top. It really makes me appreciate all the little quality-of-life improvements that are found in recent Tetris games like Tetris Effect and Puyo Puyo Tetris. All you can do is move, rotate and drop you paces, so even the most basic of advancements like the T-spin is out of the picture. The game has a campaign mode and different stages, based around trying to free pixies who are trapped under some blocks? I don’t know guys, video games just sort of do their own thing sometimes. 
The Mid-Tiers
Magician Lord is one of the first games I ever blew $20 on at an arcade in order to see it to the end. Playing it now is not that great. In many ways it feels like Castlevania with larger characters, but the controls are just as stiff, making it hard to keep your giant hitbox out of the way of enemy attacks. It’s got a cool transformation gimmick though (you can turn into a dragon, a ninja, or even Poseidon for some reason) and one heck of a creepy womb level. 
Kizuna Encounter is a fighting game that probably started of in development as a two-player beat ’em up. Two of the games ten playable characters are beautifully animated, while the rest are serviceable but unimpressive in their appearances. What’s really interesting about the game is it’s tag team system. Unlike in recent tag fighters like Marvel Vs. Capcom: Infinite, you have to get close to your partner before you can tag them in. They don’t automatically jump in when the character you’re using is out of health either, adding an interesting layer of strategy to the otherwise standard Street Fighter II-style fighter. 
Ninja Masters feels like it was supposed to be the first entry in a series that would work as the Ninja equivalent to Samurai Showdown. They clearly didn’t have a lot of RAM to work with for their ambitions, as the characters are relatively small, but it has some really smartly executed animations. If I were game designer and one of my students wanted to learn how to make realistic, non-pandering breast physics for their game, I’d probably point them to towards Ninja Masters. The whole thing culminating in battle with good old Nobunaga, which is a lot of fun for fans of magical Japanese history games like myself.
Sengoku 3 is another ninja game, a beat ’em up this time, one that’s gotten a lot of praise from retro enthusiasts over the years. I’m not 100% sure why. It’s got good art and a varied cast of characters, but nothing about it really stands out about it. Maybe I’m just unfairly comparing it to the Capcom Dungeon and Dragons games without realizing it. 
Blazing Star (sequel to Pulstar) is a pretty good shmup that works on a upgrade system that extends the length and strength of your charge shot meter. Picking up power ups doesn’t always make your basic shot better, but it does give you the potential to fire off huge payloads of neon energy if you play your cards right. Other than that, a standard sci-fi anime shmup.
Last Resort is more up my alley, with a novel take on R-Type‘s bit system and even greater attention to detail to make the world you destroy feel lived in. The open levels takes place in a city under siege by giant robots, featuring little civilians driving – or even running – away from the carnage in a futile attempt to survive. It’s adorable and sad in a way that few modern shmups bother going for anymore. 
Shock Troopers and its sequel are Ikari Warriors-likes with an added evasive maneuver (a roll or a jump) to get you away from bullets, though it has a fair amount of a cooldown so you can’t spam it. The animation is better in the second one, but some of the backgrounds and characters have a weird pre-rendered look that can be a bit of a turn off, whereas the first one has more consistent art direction overall. Still, both are fun enough if you’re in the mood for some hard boiled co-op arcade action. 
King of Monsters, King of Monsters 2 and 3 Count Bout, are all wrestling games that are a nice alternative for people who want to beat up their friends without having to worry about too much depth getting the the way of the immediate violence. The King of Monsters games are based around Kaiju films, which adds an extra layer of charm if you’re a fan of the classic rubber suit Toho movies of old. 
3 Count Bout plays it more straight faced, but it’s definitely very “videogamey”, as are Foot Ball Frenzy, Super Sidekicks and Top Players Golf, the other three sports games found in this collection. Technical limitations permitted them for going for anything that approaching “realism”, but the sprite-based graphics have a loving, hand crafted feel to them, and the respective designs of each game play like cartoonish approximations of the source material. 
World Heroes 2 Perfect has a special place in my heart, as its has both the most superhuman fake Bruce Lee in the history of gaming and a psychic monk based on Rasputin, Russia’s famous love machine, but I have to admit that it’s not as deep, original, or well crafted as most of the other fighting games here. Still, it’s the best World Heroes game of them all, so if you were ever curious about what the Battleborn equivalent of ’90’s 2D fighters was like, then you’re in luck.  
The Classics
A lot has already been written about the Metal Slug, Samurai Shodown, and King of Fighters families of games, so I probably won’t go on and on about them here. Like I said at the top, I think Metal Slug 3 is one of the best looking games ever made. Metal Slug X/2 and the original game in the series come close behind it. Metal Slug 4 and 5 are notably less visually impressive than the games that came before them, with little in the way of new enemies other than bosses. So you can stop after 3 if you want, but if you don’t, go into the next two with lowered expectations. 
There are only three Samurai Shodown games here, and they stand out as some of the most extreme iterations of the franchise. Sam Sho 2 is is essentially the first game but with more characters. Samurai Shodown IV: Amakusa’s Revenge retains the new and improved sprites and Slash/Burt systems from Samurai Shodown III while (you guessed it) adding more characters. Samurai Shodown V Special is essentially an apology for Samurai Shodown V, bringing together characters from every chapter of the series for one last hurrah.
The King of Fighters games are a little more difficult to break down, as they work as a giant crossover of various SNK franchises. Technically, Art of Fighting and Fatal Fury Special (an enhanced version of Fatal Fury 2) work as their prequels. They are both dated compared to the games that followed, but they have significance. Fatal Fury Special is the first game to officially start the shared SNK fighting game universe with it’s hidden battle against Ryo from Art of Fighting. Real Bout Fatal Fury is also on this collection. I almost put it on the oddities list, as its weird, three-plane fighting system is pretty strange. In the end though, I threw it here with the classics because it’s definitely a significant part of the evolution of fighting games. 
From there were have King of Fighters ’95. ’97, ’98, 2000, and 2002. The offer a nice overview of how the franchise evolved during the height of popularity enjoyed by fighting games in the late 90’s into the early 2000’s. From a visual perspective though, they largely pale compared to The Last Blade 2 and Garou: Mark of the Wolves. For my money, they are the two most beautiful SNK fighting games of that era, or any era for that matter.
[These impressions are based on a retail build of the hardware provided by the publisher.]
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      reviewed by Jonathan Holmes
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from SpicyNBAChili.com http://spicymoviechili.spicynbachili.com/neo-geo-mini-outshines-the-ps1-classic-could-pave-the-way-for-a-gba-mini/
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falcon6 · 8 years
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Turnabout Design: Franziska and the von Karma Legacy
Hello, and welcome back to Turnabout Design, a novice’s look at character design using the Ace Attorney series as a base. I am the foppish fool Falcon who flounders and fawns for fictional females, and let us begin. Spoiler Warning: This is going to be covering a character specifically, so there will be story points gone over, mostly from Justice for All.
Even though there’s still a few points I could talk about regarding the first game, I feel it’d be better to go ahead and continue on with the second game of the Ace Attorney series: Justice for All. Considered by some people to be the weaker entry of the trilogy, with a fairly meh first case (Phoenix gets amnesia, whoaaaa) and a - in my humble opinion - lukewarm third case, it still etches itself up to good quality with a pretty good second case and one of the most memorable final cases in the entire series.
And part of that is due to the main characters and their arcs continuing. New characters pop up, old characters get new tidbits to them (Gumshoe having a crush on Maggey while also being a big hero...I should probably get to him at some point), and our main lead has a veritable moral crisis on his hands at the end.
But that’s not what we’re going to talk about today.
So I elected to put off on talking about Manfred von Karma, the first game’s final antagonist (aside from Rise from the Ashes) because, aside from his terrifying presence, he’s actually not a very grand design. To me, at least. I am aware that his design is actually an adaptation of the original design idea for “the rival prosecutor” (Edgeworth), but he never struck me as a very memorable design. A memorable character, yes, but his actual design layout didn’t strike me.
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Not to mention, a lot of the deal with Manfred is that his actual character, in a lot of facets, is used to fuel motivations of other characters. He’s the opposing force for Gregory Edgeworth in the past which was needed for his murder, his involvement with DL-6 caused Miles Edgeworth to live with him and eventually set himself down the road to becoming a prosecutor. His involvement with DL-6 is what eventually (non-intentionally) led Mia Fey into law. His role as a prosecutor is used to be the “final boss” for Phoenix for the fourth case. The man’s actions reverberate throughout the original trilogy and beyond, in a lot of respects, but there’s not much to him beyond the need for a perfect record and a calculating, cold megalomaniac.
His child, on the other hand, bears a few of those characteristics along with a lot of time to grow beyond them into her own staple of the series. I’m talking, of course, of Franziska von Karma.
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You ever wonder if she ever intends to....draw blood? No? Just me?
You liars.
The Design
So I’ve spent the last few times talking less and less about the actual facets of her design, so I think it’d do to try and fix that. First off, let’s see her silhouette.
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A lot of the best parts about Franziska’s design is the lively actions she is able to produce in court. This is mostly due to including the whip into the picture. The whip is one of the most important parts of her design, both due to her character and due to the added action poses it can create. If a character can be defined by the tool they use, that’s a very good thing to consider when designing their poses. You can tell that, when you take the whip out of the equation, you’re still able to tell who she is in a list of Ace Attorney characters, but it’s not as clear if you throw other franchises in.
A lot of times, an external item like a weapon is almost as integral as a piece of clothing for a character. Of course, relying entirely on that for a character’s design isn’t prudent, as the weapon needs to be integral to the design. For example, if Link from the Legend of Zelda series were to not have a sword available, the clothing is still very distinctly him. The hood in particular is almost instantly recognizable, even with every other feature blacked out. And, forgive me, but even the Master Sword is still just a sword to a silhouette.
However, we look at Samus from the Metroid series, we end up having two ‘states’ of Samus. One with her Power Suit on and one without. (I count the Power Suit as a weapon, fight me) With her Power Suit, she is the same Samus we know, who is able to go into the unknown and fight whatever comes her way but without it, not only does the silhouette change but the actual gameplay changes. She can’t go in and fight aliens the same way without her weapon. The lack of her suit makes the encounters she faces more aligned on the side of cautionary, because she can’t deal with space pirates and monsters the same way as if she did have her suit.
Lot of talk to amount to “her whip is important”, huh? It’s a very distinct trait for her design that speaks of her character. She’s aggressive and wishes to dominate her opponent with nothing short of perfection in her case. She uses it to force her will through the court. She uses it for “reward” once with Detective Gumshoe, too. (poor Gumshoe)
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When you look at her design, you can see that there are elements of Manfred in her. Compared to Phoenix, her design is more regal looking with a nice big bow and a stylish suit. Her gray hair masks her actual age, to the point that you’d have to hear it from her to find out that she’s actually a young prodigy. Her posture intimidates in court, with animations ripped from her father, yet her fragile ego causes her to lose her cool very fast, which includes a few distraught emotions in her sprites.
She builds up a cool facade with her whip and her dressed-to-impress confidence that she attempts to exude. To her, the impression she leaves is most important, which makes sense because have you ever gotten hit by a whip? She cares about the mark that’s made and aims to make sure her presence is known. And to a passerby, that is exactly what happens, because outside of context she looks like a very scary lady who will absolutely dominate you, in court.
Franziska is obsessed with perfection and control, even moreso than her father was. This is due to having not one, but two individuals she has to live up to. She lives up to her father in terms of name, but she must also live up to her “little brother” Edgeworth in terms of legacy.
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Legacy
Now obviously when I say “legacy”, I bet you would say “but wouldn’t she get that from her father, as well?” Well, only tangentially. I personally believe that Edgeworth left a more lasting impression on her character than her father, and it’s mostly due to Mr. Phoenix Wright.
See, Franziska grew up with her father’s shadow looming overhead. To be anything short of the genius prosecutor that Manfred was would be considered a blight to her name. So she focused her energies on doing so, even though she personally admitted to herself that she’d never get to the same level of genius as her father. Still she studied and persisted, earning herself the title of “the Prodigy”.
Soon enough she heard of her father’s defeat at the hands of Phoenix Wright, but that alone did not set her off. In fact, she couldn’t care less about her father’s defeat. It was learning that the defendant was Edgeworth, then finding out that Phoenix had already beaten him twice before despite HIS perfect record, and then learning of Edgeworth’s disappearance (Prosecutor Miles Edgeworth chooses death) that set her off on her travels to Japanifornia.
Because she wasn’t facing against Wright for revenge of her father. She was going to prove herself against someone that Edgeworth lost to.
When I think of a “legacy” character, I consider a character that has a torch passed down to them, much like a family line of superheroes. In some ways they retain the same spirit as those who came before them, but they have their own spirit about them. Take, for example, DC Comics icon - and man with most elaborate basement under parents’ house - Batman. A few years back when Bruce Wayne had “died”, Dick Grayson took up the mantle of Batman. While Bruce was more stoic and cold in his style, Dick was more loose in his demeanor. He cracked more smiles and was more talkative. More relaxed. He couldn’t replicate Batman himself, despite how many years he studied under him as Robin, because he realized that he couldn’t do so. He instead took his own take and, depending on who you ask, succeeded in doing the role justice. He lacked confidence as Batman but was more than able to fulfill the role as Gotham City’s protector regardless.
Why I find legacy characters fascinating is the little bits of what is brought from the past into the role of the present and how that can mix well, can clash with other elements, and even be forgotten. Even Edgeworth did this, to an extent, when he was the antagonist of the first game. You didn’t know it until the fourth case, but everything that Edgeworth did was due to what was displayed to him by his teacher, Manfred. Winning at any cost. He sets that aside after the first game and finds his own path as a prosecutor, yet he still retains some elements of his mentor, such as his outfit’s similarities to Manfred’s and his posture when at the bench. Naturally, some elements would have to stay because of his iconic design, but even 7 years later in Dual Destinies, Edgeworth is still using the same posture, and his big change is that he also has an unbuttoned coat and wears glasses out of court.
So going back to Franziska, her main motivator for Justice for All is to “defeat Phoenix Wright”. She goes through the same methods as her father before her, but also took in Edgeworth’s forwardness in understanding the entire case, no matter the absurdity. She studied the Kurain Channeling Technique and even introduced it in the second case in order to prove that, even with something supernatural like channeling spirits which is beyond normal law, Maya would have still done the deed and is still guilty under law. She puts up a potentially damaging photo for her prosecution just to back Phoenix in a corner. In the third case she focused her energies on making sure Phoenix wasn’t getting any evidence she didn’t know about, which ended up costing her the case when she forced Acro out of the room before he could dispose of the murder weapon. And in the time she was involved in prosecuting the final case, she made explicitly sure that Adrian Andrews knew that she didn’t have to testify.
All of this was to defeat Phoenix Wright, who had inadvertently brought himself up as a target for all of her ire. The one who defeated her father and adoptive  brother before her. All to stoke her ego.
But, of course, she didn’t.
Try as she did, she wasn’t able to defeat Phoenix. She got shot on the way to court to the fourth case and had to let Edgeworth do the job for her. Even then, she took it upon herself to get the decisive evidence to court just in time to give Edgeworth the win. Finally, Phoenix lost and it was because of her!
And yet, when Phoenix was so happy even after losing his first case (for a reason she didn’t know), she broke. She didn’t understand why he was so happy about it. She tossed her whip aside and left for the airport, to fly far away.
But then Edgeworth came to her with her whip. He spoke to her about what he found out on his trip. About how win records were meaningless. About how Manfred was wrong, and how a prosecutor’s job is to find the truth. She was still a prosecutor, but if she wanted to give up, then he would continue forward and leave her behind.
Handing the whip back to her was an important gesture, because as mentioned, the whip is a symbol of control. When she had it, she had always felt like she was in control of her situation. It was much like a security blanket for her. Handing it back after she tried to toss it away signifies that Edgeworth understands that prosecution is important to her and she needs to find her own path forward like he did.
Telling her that she’d be left behind is also important. It may have been cruel, but Franziska is a character who went through all that effort to overcome her own faults in order to try and surpass those who came before her. She was obsessed with it, in order to stoke her own ego, but she wouldn’t be able to do so if she gave up. Edgeworth knew she didn’t want to do that. She still needed someone to fight against, and being the doting little brother that he is (still like 7 years older), he took it upon himself to stoke that fire again.
And she vowed, in a show of sobbing emotion, that she would return and defeat Phoenix Wright and to become a better prosecutor than he.
Franziska is a great character even though her role as a prosecutor was done because the designers didn’t want to have Edgeworth continue to lose fights due to his popularity. She was brought in as a flawed and fixated prosecutor to further the prosecutor’s role as an antagonist while solidifying that which Edgeworth had proven before; that the prosecution is merely an antagonist, not a villain.
Her emotional weight is believable and sympathetic. Her personality in court is perfect for the role of making you detest her because of how many times she’s able to one-up Phoenix (you) as you go through the cases. And yet her overall character is someone you can’t help but feel for once it’s all over. She’s in a dogged pursuit of proving herself as better than those before her, and Phoenix (you) proves to be an obstacle she can’t overcome.
After Justice for All, she learns to pursue her goals for herself and not for any legacy she was supposed to inherit. She works with Interpol and assists Edgeworth in his own games, but she hasn’t seen much action since. Now that we know what Maya’s been up to in Spirit of Justice, I really want to see what Franziska has been up to in the years since next.
I want to know if she sued Larry for the use of her likeness in his children’s book, “Franzy's Whippity-Whip Trip“.
Conclusion
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Wow, she’s tipping Gumshoe $5. That’s probably the nicest thing she’s ever done for him.
Even though her inclusion was the designer’s intent to keep Edgeworth from losing all the time, Franziska was a worthy entry in this series as an antagonist. Her flaws helped elevate her as an egomaniac that eventually made you empathize with where she’s coming from. She’s not perfect and can’t be the same level as what her father was, but that’s exactly what makes her such a good character.
Because true perfection doesn’t exis-
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Okay, stop that. Get outta here.
Thank you very much for reading. It was fun to look more into Franziska and remind myself why I really like her. Most of these thoughts are just my thoughts, of course, so if you have any thoughts about her yourself, let me know! 
Until next time...
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You foolish fools.
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entergamingxp · 5 years
Text
The Mass Effect trilogy remaster everyone wants is already here
“Stand by for clearance Normandy,” bellows Captain David Anderson as the iconic ship approaches Citadel Dock 422. Shortly thereafter the wonder of the galaxy’s epicentre hits you like a sledgehammer, its empyrean skyline a majestic marvel among the cosmos. However, there exists a monumental issue that has plagued this cutscene for over a decade: it has aged like a fine wine, if only said wine had its cork removed long before it was shelved.
Fortunately, there is a fix. After the divisive denouement of Mass Effect 3 ripped a fissure in the community, a group of fans banded together to rewrite the series’ disgruntling culmination. Thus the Mass Effect modding community was born, brewed from a chaotically potent cocktail of discontent and desire for more. “We only have Mass Effect 3 mods because of the terrible endings,” Spectre Expansion Mod author Tydeous tells me in a recent interview. “People hated them with such passion that it spawned an entire community that wanted to fix them.”
Although the ensuing ending mods were relatively renowned within Mass Effect circles, the movement didn’t stop there: accepting the unlikeliness of an official remaster, these dedicated tinkerers decided to work on a complete 4K overhaul of the entire trilogy, as well as orchestrating their own original mods to boot. The aim of this enterprise is to complete Mass Effect Modding Workshop creator Ryan “Audemus” Ainsworth’s own labour of love, ALOV (A Lot Of Videos), which is the result of a community-wide effort to remaster Mass Effect’s inaugural iteration.
Citadel arrival in Mass Effect 1 using the A Lot of Videos mod.
“We have 2TB of dedicated Nextcloud storage on a Gigabit connection thanks to our team member bosp,” Ainsworth says. “Another team member designed a script that can automatically check through hundreds of videos in the mod for errors such as missing frames or an incorrect framerate.” Meanwhile, a dozen team members volunteered to upscale frames to 4K using Gigapixel in an ambitious attempt to meet the mod’s scheduled release date last year.
However, modding Mass Effect is no easy endeavour, nor is it a phenomenon BioWare encouraged or even facilitated. “I can’t overstate how difficult it is to mod a PC game that was designed primarily for consoles on an engine that offers no mod support whatsoever,” Ainsworth explains. “Because of this, there are only a handful of people in the community that can use the toolset to its fullest capability.”
A prime example exists in the low-res story sequences in the original Mass Effect. “The pre-rendered cutscenes in Mass Effect are 720p videos that were heavily compressed to allow the game to fit on the disc,” Ainsworth tells me. “When playing the game at 1080p to 4K with texture mods, those cutscenes were the biggest thing holding it back from looking like a true remaster.”
There are other hardships, too. Modding Mass Effect is nothing like creating expansions for games like Skyrim or Fallout, Ainsworth adds. “Their Creation Kit was created and supported by Bethesda, while ME3Explorer had to be created from scratch by talented and dedicated fans.”
Screenshot of Mass Effect 3 using the A Lot Of Textures mod.
Perhaps paradoxically, difficulty is part of what inspires Mass Effect modders to persevere against the odds while maintaining the harmony inherent to Ainsworth’s community. “The [Mass Effect] modding scene is small, but tight-knit,” ALOT (A Lot Of Textures) author CreeperLava tells me. “Any modder who lingers there ends up getting to know every other modder.”
“Perhaps because it is so small, or because the games are so difficult to mod, only die-hard fans end up dedicating time to learning how to mod them,” CreeperLava adds. Regular contributors also ensure each subsequent mod released via Nexus is cross-compatible with every other project in the community’s existing oeuvre. “This is impossible in larger mod bases like Skyrim, where the amount of work involved would be insane.”
CreeperLava also asserts this is likely the reason the Mass Effect modding process is so collaborative within the community. “They seek to make sure their mods work together from the get-go,” they explain. “It’s kind of like having a team with many heads, all trying to get the best out of the games they love.”
Ainsworth says roughly 30 people were involved with the Project Earth Overhaul Mod specifically, marking it as the biggest Mass Effect modding endeavour of all time. To this day, however, the team continues to rework the games they love. “We have over a dozen active modding projects going on, and everyone is encouraged to collaborate,” Ainsworth adds. “I would liken the modding community today to a loose development team, made up of programmers, writers, artists, voice actors and more. I’m extremely proud of what we’ve built together.”
“It’s not even about the game anymore,” CreeperLava adds, ushering the sentiment in a new direction. “The modding I did started as a personal quest for a more beautiful game, but ended up as a coming of age experience for me. Its development mirrors my own – ALOT matured and became much more than just a compilation of textures.”
CreeperLava goes on to explain they were joined by developers who conceived an installer for the mod while they learned how to implement their own textures. “I saw articles being published about my work,” they continue. “What amazes me the most to this day is that beyond just saying thanks, some people stepped forward and offered their help, knowledge, and time to improve the mod.”
CreeperLava also fondly recalls working at a LAN party on one occasion, where a random person came over and asked, “are you that CreeperLava? From Mass Effect?” As it turned out, this was a fan who had played through Mass Effect with ALOT installed. “Really took me by surprise,” CreeperLava adds. “I felt really good for the rest of that day.”
Screenshot of Mass Effect 3 using the A Lot Of Textures mod.
Ainsworth echoes this passion, and proceeds to proclaim Mass Effect as an entity that has had a profound influence on him. “I don’t think many people can say they’ve been a Mass Effect fan for most of their life,” he explains. “But for me, Mass Effect formed the backbone of my love of sci-fi storytelling in the way Star Wars or Star Trek did for older fans.”
Tydeous shares this emotional connection. “I grew up watching shows like Stargate SG-1 and Star Trek: Next Generation, where teams of people work together to explore the galaxy, discovering new worlds, facing dire threats, and meeting alien cultures,” they say. “For me, Mass Effect gives me that chance to explore the unknown in a way I’ll never get in the real world.”
Tydeous explains that although the community almost fizzled out, it has bounced back stronger than ever, and many fans of the mod have voiced their gratitude. “The best compliment I’ve had is when one user said the new emails [added as part of the mod] and my ‘Ghost of Antilin’ storyline were BioWare quality,” they add. “They hadn’t realised those texts were fan-written.”
Alongside the praise, working on something of this caliber comes with a variety of unseen, humorous mishaps. Although Tydeous maintains most of their modding experience has involved bashing their head against the desk in a futile attempt to understand why something isn’t working, one such mistake resulted in a barrel of laughs for them. “During some experimental combat modding, I accidentally changed the number of Banshee spawns from one to eight, as I thought I was changing the amount of Husks that spawn,” Tydeous remembers. Despite their best efforts, they never managed to defeat them.
Meanwhile, a modder who goes by the handle “Mgamerz,” who is also part of the Mass Effect Modding Workshop community and is the founder of ME3Tweaks, managed to unravel an exceptionally well-hidden secret when tinkering with some scenes featuring The Illusive Man. “In my cutscene randomiser, I expanded it to support more branching characters, such as your squadmates,” Mgamerz explains. “I did not realise that in many cutscenes there are extra versions of pawns that are used for different angles, so we have The Illusive Woman.”
The same randomiser yielded other comedy nuggets. “I was trying to randomise cutscenes and the animations a bit – it’s meant to be something you’d play if you were somewhat tipsy,” Mgamerz continues. “I did not realise the data format for these animations was different from other animations and Miranda gained a lot of flexibility.”
Evidently, the Mass Effect modding community has achieved an astronomical amount since the polarising polemic that emerged in the wake of Mass Effect 3, especially considering the obstacles blocking their path. From a full-fledged PC remaster to some original voice acting sent to Eurogamer, this is the work of a group of people who have persevered without ever having access to modding toolsets or developer-established communities. Heartwarmingly, newcomers are welcomed with open arms to this day: “Seeing the 2019 N7 Day Modding trailer we put out last year, that was especially cool,” Tydeous explains. “Seeing the live stream comments about each mod was great – especially for newer modders showing off their work for the first time.”
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However, despite the community’s investment in the original trilogy, modding Andromeda, BioWare’s ill-fated 2017 Mass Effect game, remains a complex affair. Because it runs on the Frostbite engine, none of the modding tools the community have used for the first three games are compatible with Andromeda. “As of now, it’s not possible to import new content into the game,” Ainsworth explains. “That means no new items, quests, weapons, [or] abilities. Because of this, there’s never been a community that’s formed around modding Andromeda like it did for the trilogy.”
Ainsworth adds there are people in his community who are already interested in modding Andromeda, but after enduring three long years without updates to compatibility, and after the departure of a key Frostbite modder named GalaxyMan – who, Ainsworth explains, works with EA/DICE on Frostbite proper now – “it’s looking more likely those features might never happen”.
It’s not all bad though. Recently, and for years past to boot, rumours have circulated about whether or not an official remaster for the Mass Effect trilogy will ever be released. However, according to Ainsworth, “the remaster everyone has been clamouring for is effectively already here.” Give a community this dedicated long enough and they’ll do it themselves.
“Had to be me,” I imagine the Mass Effect modding community saying. “Someone else might have gotten it wrong.”
from EnterGamingXP https://entergamingxp.com/2020/01/the-mass-effect-trilogy-remaster-everyone-wants-is-already-here/?utm_source=rss&utm_medium=rss&utm_campaign=the-mass-effect-trilogy-remaster-everyone-wants-is-already-here
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