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#probably cheaper for the cinematic
wp100 · 9 months
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i honestly wonder if blizz didnt give bolvar a breastplate to wear because it's just easier to draw and animate a character without clothes on
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balioc · 1 year
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Thoughts on the Barbie Movie
Hoo boy. Here we go.
This is long. Spoilers abound.
I
The movie is not, in any normal sense, a Barbie movie (like this or this or this or whatever). It is not a story of Barbie doing the kinds of things that Barbie does in stories. It is an endlessly postmodern and self-referential movie about Barbie, which is to say, about the Barbie franchise and its role in culture. Which is, at least plausibly, an interesting thing for a movie to be.
You probably knew all that already. But it does give us a baseline of "this movie kind of had to be political and discourse-y, one way or another." Or even, to be more specific: "to some large extent this movie had to be about feminism, explicitly, if it was going to exist at all." How could you talk meaningfully about Barbie's role in culture without touching on that stuff?
II
The evaluative TLDR:
Barbie is very ambitious, and in many places very fun. It is also deeply confused, and fragmented, about what it's trying to say and do. Often it raises genuinely interested problems/scenarios and then totally fails to address them, or else addresses them in ways that are incoherent. The text knows that it's doing this, and on several occasions kind of apologizes for it; a couple of times it more or less looks into the camera and says "sorry, we're not going to deal with this properly;" but, well, that's not a substitute for dealing with things properly.
There is also a streak of genuine political nastiness running through the film, in a place where the story really cannot afford it. It...doesn't match up, tonally or thematically, with some of the surrounding material. I have no background at all in cinematic stratigraphy, but I would be fascinated to learn about Barbie's editorial history, because I have the vague sense that a more-cogent (and more-interesting) story got hacked apart and then Frankensteined together into something much cheaper and worse.
III
The opening sequence of the movie is wild. You've seen most of it -- or you can, if you haven't, and you want to -- because it is the film's first teaser trailer. Girls are playing listlessly with baby dolls; a giant Barbie appears like the monolith from 2001: A Space Odyssey; and then the girls enter a frenzy of destruction, bashing their baby dolls' heads against the ground.
I don't know whether I would have found it as disturbing as I did, if I didn't actually have a baby of my own. But speaking from the standpoint of a parent...yeah, wow, it's more viscerally horrific than most actual horror I've seen recently. The narration says some stuff about Barbie providing a new and more rewarding set of imagination games to play, but the visuals by themselves tell a message loud and clear, which is: Barbie will turn your daughters into infanticidal maenads. It wouldn't need any editing at all to be part of a shock-you-silly Reefer-Madness-y moral panic film.
Which is really good! And really interesting! It starts us off on an undeniable thematic note: there is something primal and powerful and very dangerous about Barbie.
IV
The very best part of the movie is probably the part that comes right after the opening, when we explore the movie's depiction of "Barbieland" by going through Barbie's Typical Day, before we get into any of the notional plot or metaphysics. It's joyful and charming in a consistent way. The gags are (mostly) great. The movie is in love with its base premise, and that love is palpable.
This sequence makes one thing very clear:
Barbie treats Ken like absolute dogshit. She is a bad girlfriend.
And it's taken seriously. I mean, it's played for laughs, almost everything in this movie is played for laughs, but...it's not mean-spirited, not here. It's not, like, "ha ha, Ken, what a contemptible loser." He's Pierrot, asking for very basic forms of affection and attention and respect, and getting the door slammed in his face over and over. It's honestly kind of heartbreaking.
That colors everything that comes later.
The movie doesn't forget this, or fail to acknowledge it. At the end, after everything, Barbie does apologize to Ken for her treatment of him. It's a halfhearted and supremely unsatisfying kind of apology, especially in context, but...it's there, in so many words! I'm not making it up! This thematic foundation was laid down, not-very-subtly, right at the beginning!
V
This movie, which is at least trying to be ambitious, is juggling a million themes. Many of them are dumb at their core, and have no real promise; many of them lack any kind of narrative synergy with the others. But there are at least two which, I believe, (a) are genuinely worthwhile individually and (b) work well together in a story.
One is: What does it mean to be a symbol rather than a person? To exist, not for your own sake, but for the sake of influencing the dreams and culture of entities that you don't know and can't really understand?
The other is: What is the proper ordering of the relationship between Barbie and Ken?
I've seen a number of Takes in which people say, essentially: Couldn't this have ended with the Barbies and the Kens just being decent to each other and treating each other like humans? Couldn't there have been equality and mutual respect, instead of the weird uncomfortable girlboss-supremacist stuff that we got? And I sympathize with that impulse tremendously, but the honest answer has to be: No. We cannot have simple equality and esteem between Barbie and Ken, not in a movie like this. That would be a lie. Because this is a movie about Barbie-as-symbol, and when you're looking at Barbie through that lens, it is true and unavoidable that Ken is an appendage and an afterthought. You can have toys for boys; you can have dolls for boys (even if you call them "action figures" or whatever); for that matter, you can have dolls of boys for girls, so that girls can tell stories centering on male characters; but that's not what Ken is, and never has been. There are no Ken stories, and no one particularly wants them. Ken exists to be Barbie's boyfriend.
(One of the most painful moments of the movie comes during the resolution wrapup. Ken wails to Barbie that he has no identity outside her. She says, basically, "you have to find one, because I'm leaving you." And he...acts like he's had an epiphany, and does a little silly celebration. But his "insight" is just literally "I'm Ken," there's absolutely nothing there, and of course it's the most hollow and awful thing in the world because he really does have no identity outside her.)
VI
The movie's metaphysics are not even slightly consistent. The nature of Barbieland, and the ways that it affects and is affected by the real world, are completely different in every scene. In large part because the film can't ever pass up a gag, whether or not it's funny, no matter how much damage it does to the narrative and the theming overall.
The worst part is that the movie is not capable of saying anything remotely coherent about the real world, because its version of the "real world" is as weird and fake as its Barbieland. Will Ferrell's CEO of Mattel character is more of an absurd cartoon than any of the Barbies or Kens. Mattel HQ is some kind of surreal labyrinth tower out of The Matrix. A random receptionist can handle herself like James Bond in a car chase, for reasons that are [handwaved in a gag].
VII
So. Yes. There is the sequence in the third act where Ken takes over Barbieland with the power of patriarchy. This is pretty much as bad as it can be. And I say this as someone who thinks that the movie probably did actually need a plot thread doing roughly that kind of thing.
Almost as bad as it can be. The wannabe-patriarch Kens are gleefully goofy in a way that you can't help but love, or at least, I couldn't help but love it. Which has something to do with the writing and something to do with the charisma of all the Ken actors. The main Ken, Ryan Gosling's Ken, really seems to believe that being a successful patriarch has a lot to do with riding majestic horses and wearing a giant fur coat without a shirt, and when he takes over Barbie's Dream House he names it Ken's Mojo Dojo Casa House -- that kind of thing.
But. Apart from that, it's real unfortunate. The justification for Ken's ability to conquer Barbieland with patriarchy, instantly and effortlessly, is -- in almost so many words -- they had no defenses against it, it was like the American Indians encountering smallpox. I...don't think I need to spell out the problems with that.
Worse yet, the whole sequence is soaked in, uh, let's call it "2014-era upper-middle-class social-status-oriented feminism." The real bad behavior on the part of the Kens, the stuff they do when they're not being adorably weird, is: mansplaining their extensive opinions about cars and movies, and wanting to show off how helpful and knowledgeable they are to "damsels" who are having trouble using machines or computers. Apparently that's the real problem at hand, the causus belli of the gender wars. The way that you deprogram a patriarchy-brainwashed Barbie is by...ranting to her about the stereotypical social irritations of upper-middle-class women (e.g. "you have to keep yourself thin but not act like you care about being thin," "you have to be a confident leader but also be nurturing and supportive," etc.) [note that the Barbies of Barbieland have never encountered these irritations, at least not at the hands of men]. And the girlboss victory montage consists of having the Barbies put on deceptive manipulative bimbo acts to stroke the Kens' egos, which sure is one way to depict girlboss feminist victory.
But the most unforgivable thing of all is the depiction of the patriarchy-brainwashed Barbies. They're lad-magazine caricatures, endlessly offering their Kens "brewski beers," dressing up as French maids, gazing on in cow-eyed adoration as their Kens mansplain stuff to them.
Barbie does, in fact, have a problematic history with the patriarchy. And it does not look like that.
VIII
@brazenautomaton:
Barbie isn’t someone who had to fight through the patriarchy to be seen as good enough to be an astronaut even though she’s a woman. Barbie’s a fucking astronaut because she’s fucking Barbie of course she’s good enough to be an astronaut.
That is...one aspect of the deep Barbie lore. It is the Barbie-nature that Mattel was trying to push, as far back as my own childhood; it's certainly the Barbie-nature that Mattel is trying to push in this movie. But there is another side to Barbie, even older and even more fundamental than Senator Astronaut Veterinarian Barbie, and you can't make a postmodern movie-about-Barbie without addressing it.
This is Barbie the fashion doll. The Barbie who is an icon of ultra-consumerist teenage girlhood, whose life is defined by her fancy clothes and her fancy car. The Barbie whose most salient traits are her hourglass figure and her long blonde hair and her feet that are always posed to fit into high heels. The Barbie of "math class is tough!" The Barbie who is kinda vapid and shallow and, yes, boy-crazy.
How can you tell a story about Barbie wrestling with the culture of patriarchy, and not talk about that? How can you depict Barbie falling victim to the patriarchy and have it look nothing like that?
...the movie does bring up the specter of Vapid Consumerist Barbie, briefly. When Margot Robbie's Barbie first comes to the real world and meets with the sullen teenage daughter character, she has a litany of That Thing thrown in her face, and it makes her sad. But nothing is ever done with it, and it goes nowhere.
IX
And it could all have fit together so well. That's the hell of it.
You can imagine the version of the story in which Ken conquers Barbieland with patriarchy, because the Barbies are actually vulnerable to patriarchal narratives, because Vapid Consumerist Barbie is the chthonic serpent that gnaws at the foundations of Senator Astronaut Veterinarian Barbie civilization. He successfully makes them all forget that they're senators and astronauts and veterinarians, and turns them into airheaded teenage fashionistas who think that math class is tough.
And this avails him, and the other Kens, nothing. Even within the "patriarchal" version of Barbieland, Ken is still an afterthought and an appendage. He still gets treated like dogshit, just in a different idiom.
Because the thing that has always been true of Barbie, though every age and every phase of her mythos, is: she is the main character of her own story.
This is what the movie was telling us all the way back in the horrific 2001-pastiche prologue, right? Even when Barbie was just a swimsuit model, the point was that she let girls tell stories about themselves (or idealized/aspirational versions of themselves), not about boys or babies. That is a truer, and more powerful, feminist message about the meaning of Barbie than any message the movie actually bothers conveying.
The gag scene practically writes itself: the brainwashed Barbies are sitting around in a giggly slumber-party huddle talking about how dreamy Ken is, and actual Ken cannot get a word in edgewise, he can't even get them to notice he's there, because even Vapid Consumerist Barbie is fundamentally centered in her own life. Her narrative is not about a boy, it's about the experience of being a girl (mostly engaging with other girls) who likes thinking and talking about boys. Which is very much beside the point, if you started out with the complaint that your girlfriend never paid any attention to you.
Patriarchy hurts men too, indeed.
X
The movie ends, as I've intimated, in a disappointing squidge of thematic confusion. Barbie announces that she never really loved Ken, and leaves him, because...well, because these days the smart-set target audience is allergic to romantic narratives that Produce the Couple, as far as I can tell. Then she goes to the real world and becomes a real girl, a move that means nothing and is nonsensical even by the standards of the Barbie metaphysics, because the storytellers don't know how to end her arc and Becoming a Real Girl is the sort of thing that feels like a meaningful conclusion.
The Kens...sigh...the Kens ask for equal rights in Barbieland, more or less, and get told, "nah, but we'll throw you some bones." And they're happy with this, more or less, because they're dumb and don't really care. The narrator says, approximately, "maybe someday they'll make as much progress as women have in the real world." Haw haw.
It's probably too much to hope for a movie like this to be willing to say something substantive about responsibility and kindness in relationships. It's almost certainly too much to hope for a movie like this to be willing to say something about the nature of love symbols and love narratives. But all the pieces really were there, laid out very conspicuously. The movie could have wrapped up with: Ken doesn't need to be more important than Barbie, he doesn't even need to be as important as Barbie, he just needs to be treated with human decency. And if little girls are going to play with Barbies, and fantasize about having cute guys hanging all over them -- maybe they should have functional models of romance and human connection in which to root their fantasies, and not terrible ones.
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kosher-martian · 10 months
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Napoleon & Josephine
Spoiler warning for Napoleon.
So this weekend I had an opportunity to see Ridley Scott's Napoleon. It was weird.
The movie has some problems. I'm not going to mention the historical accuracy of the film (it takes the same liberties all other historical dramas do) nor am I going to talk about the dialogue / delivery (though I will gladly let "You think you're so great because you have boats!" live rent-free in my head for the rest of forever). I think the movie had too much material it wanted to cover in one film, but tried to cover it anyway (the exact opposite of the YA movie "Divided for Adaptation" trope that swept Hollywood ages ago). Before some (likely extensive) edits the final film was probably close to 3.5 hours long, so they cut an hour's worth of scenes from the final product resulting in the choppy mess with massive pacing issues that have divided audiences and critics alike.
Scenes play at breakneck pace one after the other, each in a different location, with different characters, and occurring at different points in history, but there was either no attempt at linking the scenes together or the majority of those bridging scenes hit the cutting room floor. As a consequence, the movie just comes across as a feature-length recap of the previous season of some prestige historical drama show. If this were a pre-existing show the scenes make sense. You vaguely remember last season and you are only watching to jog your memory before jumping into the next season. But if you are going into this without familiarity of the subject matter (or only mild interest) and expect the film to tell you a narrative about the life of Napoleon Bonaparte, it's just a cluster of confusion. I had a similar experience with the Saoirse Ronan / Margot Robbie Mary Queen of Scots film. It had almost the exact same "not a film, just a series of scenes" issues. Unlike with Napoleon, I was less familiar with the historical events surrounding Mary I of Scotland and Elizabeth I of England. I ended up disliking the film and only ever watched it the one time.
So now I want to pivot to the reason I'm making this post at all. I want to posit a ludicrous and patently untrue conspiracy theory: They made two movies and then spliced them together!
To be clear, I don't actually believe this happened, this "conspiracy theory" will be more my wishful thinking than anything else.
Contrary to all evidence, I want to believe that Hollywood had planned Barbenheimer from the very beginning. Warner Bros, Universal Pictures, and other major studios saw the collapse of "cinematic universe" films on the horizon and wanted to create a new fad that would be both cheaper to produce and more easily controlled: Pick two films with markedly different audiences, market them as being in competition with each other, and use polarizing social media pushes to drive people into two constituency groups. With this model, studios could take two films that would otherwise have middling performance and turn them into blockbuster hits of then summer with marketing alone. People would go running back into the theaters to ensure their constituency's film "won" the battle. Hollywood solicited ideas for film pairings from a variety of sources. Ridley Scott got wind of this secret operation and decided he would condense the idea into an even easier exercise: Make the same movie twice for two different audiences.
Scott would direct two films with the exact same cast. One film (the "boy" film) would be an epic film covering the military triumphs of Napoleon Bonaparte, his tragic fall from power, his unlikely return, and his final defeat. This film, titled Napoleon, would feature fantastic set-piece battle scenes, tons of meme-able lines ("You think you're so great because you have boats!"), and gorgeous special effects. The "girl" film, Josephine, would depict the contentious and all-too-captivating private life of Napoleon and Josephine. It would be a more cerebral and emotional work, showing the complexities of their relationship. It would place the competing demands of Napoleon's ambition and longing for true love at center stage. Josephine might have made Empress Josephine our focal character or it may have continued to use Napoleon as entry way into the rich interior lives of the Emperor and Empress of France, but in either case the film's overall story would have been those moments when they were alone with one another or totally alone. Napoleon's story is the story that shaped the modern world, so it was more than enough to support both films. Audiences could choose which movie to support or might have found the format of "two films, one story" just too enticing to pass up seeing both.
But then something - and I'm not sure exactly what - happened. Instead of creating both films and releasing them separately, the decision was made to condense the two films down to one. Both films had nearly finished production. Two interpretations of Napoleon, one the legend and one the man, now needed to be brought together. Left with tonally dissonant films, the choice was made to just try to make the editing "choppier" and more "modern" (code for "we know flashy cuts and transitions won't save this colossal mistake, but we've got sunk cost fallacy now"). Scenes were lifted wholesale from both films and spliced together seemingly without regard for the final product. It's possible the final dirty work was handed to a trailer house, as evidenced by the trailers release earlier this year that paired action sequences from the film with modern music that not only didn't fit the film's aesthetics, but also didn't fit the scenes used.
Did this happen? No. As stated previously, Napoleon's story is too big to be contained in one film. The only film to pull it off was the 1927 silent film, which runs anywhere from 4 to 9.5 hours long depending on the cut. That's why other films focus on extensive portrayals of discrete battles (Waterloo), specific parts of his life (Eagle in a Cage) or his romantic life (Desiree, though it does show other aspects of Napoleon's life). Some artists have tried to do a broad retelling of his life, but those are always multi-part miniseries.
But go watch the movie yourself and tell me there's not a Josephine movie lurking on a hard drive somewhere in Hollywood. I know it doesn't exist, but also there's no way it doesn't exist, right? Too many scenes fit perfectly into another movie for it not to exist. Napoleon is not a cohesive film, it's a compilation of scenes from two separate movies featuring the same actors.
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macadam · 2 years
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do you know if there ever was an explanation as to why tfp cut down the autobot/decepticon character count so much? i got into the fandom through it and imagine my surprise when I learned that there were MORE of those fuckers
It's definitely due to how complicated the designs are for all the bots. The thing with 3D animation is that it is cheaper to animate characters once you model/rig them, but every model is where the costs lie. (Granted, because most characters are designed to also be toys, the cost per character has always been a factor, but that's also why we've seen hasbro reusing the same model with different colours in so many designs, which isn't done in tfp for the most part.) This design cost becomes really apparent when you compare tfp designs with cyberverse ones. There are, probably 5x more characters in cyberverse than tfp. The simple models in the later show allow for way more characters to be made, because it takes far less time/money/effort to make them.
Another thing to consider is writing style. Tfp creators have always put an emphasis on how much thought they put in to each character and their stories (how good a job they did is up for debate). They were very good at giving each character a distinct personality and set of dialogue, though, which gets harder to do the more characters you bring into a story.
Cyberverse was a wonder in its ability to introduce so many characters without having them bleed into each other. Leaning on the G1 style with more tropes and shorter character arcs was definitely part of how they did it. Tfp was aiming for a dark cinematic atmosphere with tragic backstories which just isn't doable with a large cast.
Tldr: more effort per character = less characters
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3D cinematics are cool and all (and probably ‘easier’ and cheaper) but i want more cinematics in 2D like Viper’s Takeover and that VCT one that I didnt watch cause i hate esports.
im a cartoon lover so every time i see 2D animation i eat it up. especially since the valorant characters are so stylised they would look awesome in the ‘superhero’ sort of style (like vipers takeover cinematic)
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dritastock · 2 years
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Demon slayer ps4 input delay
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DEMON SLAYER PS4 INPUT DELAY PS4
Compared to Input delay netcode, this provides a smoother experience where competitive players can play at their highest level without needing to be in person. As long as the connection between players is optimal (high bandwidth), there should be little to no delay in what is smashed into the controller and displayed on the screen. To put it simply, Rollback Netcode removes the delay found in input delay netcode and more closely pairs players’ button inputs to what is shown on screen. This feature is particularly prominent in fighting games but can be found anywhere quick inputs really make a difference. If you’re unfamiliar, Rollback Netcode is one of the many options that Game developers can currently employ for online gameplay. Hosted by 44 Bytes.Looking for a list of all the Rollback Netcode Games? Well, you’re in the right place as AOTF has searched high and low throughout the web to find every game that has this unique feature. © 2022 Hookshot Media, partner of ReedPop. Join 400,662 people following Push Square: New PS5 Model Reportedly Lighter Than Ever PlayStation Studios: All Sony First-Party Developers and. PS5 Stock: Where to Buy PlayStation 5 and When in August.
DEMON SLAYER PS4 INPUT DELAY PS4
New PS5, PS4 Games This Week (29th August to 4th September) In any case, it's always something that we try to keep in mind, but I'd like to think that price usually doesn't have a significant impact on how we review/score games. It's definitely a tricky subject, and it can sometimes be difficult to gauge because most of the games we review, we get for free. That's obviously when price can be a major talking point as well. I suppose it's only natural.īut it's another problem that reviews have these days, in that they might only be relevant for a relatively short period of time around launch. I think price becomes more of an issue with games that are lacking in quality, or have questionable DLC practices.īut like you suggest, I think there's a tendency to be more forgiving of a game that has a cheaper price point. If a game is amazing but only 5 hours long at £60, the price probably isn't going to knock a point off or anything like that. Wed 13th Oct We do take the price into account, yeah, but not to a huge extent.And, if you do fancy more of a challenge, you can always try the 'hard' versions of each fight. These battles aren't especially difficult, but they're always a spectacle. You'll have to dodge incoming attacks, time your own attacks so that you're not left open, and nail cinematic button presses to best the biggest baddies. Demon Slayer becomes less of a fighting game and more of a straightforward action title, which helps mask some of its less developed gameplay systems.Īgain, boss fights are the most entertaining and varied encounters. Rather than face off against foes that resemble regular characters, enemies in the story have set attack patterns and unique mechanics. Not necessarily dull - it looks great, at least - but undoubtedly samey.įortunately, the story mode does its best to keep the action engaging. A tightly-timed parry mechanic does add a touch of spice to proceedings - baiting your foe into attacking is always fun - but at the end of the day, combat is pretty one-note. Things get a bit more interesting when you're playing against a human opponent - as always - but even then, you're mostly just waiting for them to make a move before blocking and unleashing the same old combo.
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negasonicimagines · 3 years
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Tell Me I'm Not Funny
Request: darkandmysteriousbutheartofgold!ellie and wholesomeanddoesn'tunderstandwhyelliedoesn'tlikeher!reader where they're both part of the friend group but ellie just thinks reader is straight and messing with her pls
Notes: I don’t usually write MCU!Peter, so if he comes up in any future fics (like as the reader’s stepdad 👀 I’ve loved spideypool longer than I’ve loved Negasonic) you can safely assume it’s Andrew Garfield. But, for this time, this is MCU!Peter. Everyone in the friend group is 18-20, just to be clear.
This really isn't my best work, but it's a fun little slice of life piece. A lot of my ideas are pretty cinematic, I can picture them in my head but sometimes those pictures don't really translate into words. I may revisit this one day.
Warnings: D-slur (reclaimed by Ellie in one line), allusions to prior assault (an unwanted kiss that could've been more had another character not stepped in), and that's about it. Oh, and a little swearing, but this is an imagine for a character from Deadpool. If you can't handle swearing, you're on the wrong blog.
Synopsis: You’re into Ellie, but she’s with your good friend Peter. She treats you like you don’t even exist, and in the few instances she does acknowledge you, it’s usually just to make some sarcastic remark. You’re head-over-heels, though, and decide to deal with your unrequited love by writing her a song she’ll never hear.
“Fuck, that movie was terrible,” Michelle groans. “I’m just glad it was a matinee show and we didn’t have to pay as much to see it.”
“The special effects were good, but can’t Disney just leave stuff alone?” Peter agrees.
“Next thing you know they’ll be making a live action Toy Story, as if the original wasn’t traumatizing enough. I don’t want to imagine Watermelon as a sentient being. She’s seen some shit,” you snicker.
“Who’s Watermelon?” Ellie asks with a dark chuckle, and you clam up. How had you forgotten she was here?
“Oh, uh, nobody.”
“Don’t tell me you still sleep with a stuffed animal,” she snarks. “You really do need to grow up.”
“Don’t be mean, Ellie,” Peter protests.
“Watermelon is cute, everybody likes cute things!” Yukio adds.
“I think a live-action Toy Story could be cool,” Ned says. “It’d look really good if they did stop-motion animation.”
“Oh, you’re right!” you chirp. “It’d be quite the undertaking, but it would look badass.”
“I think you’re using that term a little loosely,” Ellie grumbles, and you have to stop yourself from frowning, instead you laugh it off. Why does she always pick on you? Sure, she’s got a witty remark for everybody, but she’s way harder on you. It hurts, she really is so gorgeous and funny and mysterious and everything you want in a woman, but she acts like she can’t stand you.
Ellie and Peter head off together, Peter still hasn’t gotten around to getting his license and Ellie seems happy to give him a ride. You really don’t stand a chance.
You and the others pile up in MJ’s SUV for some late-night band practice.
“I don’t know if I can do it,” you admit to Yukio in the furthest row back.
“You can,” she insists. “You’re a way better singer than Lola, anyways.”
“I’m sorry about that. I didn’t mean to give her the wrong impression, I-”
“For the millionth time, Y/N, you didn’t. If she hadn’t left the band, we would’ve kicked her out. Not just for cheating on me, but for hurting you.”
“I guess,” you sigh. “Why can’t you sing instead?”
“Because I’m flat.”
“Yukio, breast size doesn’t have anything to do with singing ability, you’ve just gotta practice,” you joke.
“Shut up!” she giggles, punching you in the arm. “Plus, when you sing, the songs are being sung as they were written. We’re getting the real feelings.”
“Speaking of… I have something new I’m thinking about sharing tonight. Do you mind if I text you the demo?”
“Ooh, a first look! Hell yes!”
You text her the audio file and she puts in a wireless earbud, nodding along. Her smile gets wider and wider as she listens, and when she’s done, her assessment shocks you.
“Oh my gosh. You’re into Ellie.”
“What?!” you squeak. “No way!”
“You are! But, uh-”
“Don’t even say it. I know I don’t have a chance in hell. She only tolerates me for the sake of you and Peter.” Despite the gloominess of your tone, Yukio gets a mischievous glint in her eye, it confuses you. But, that’s just Yukio. Her thoughts are all over the place; she and Ellie balance each other out that way. They dated a couple of years ago, but it didn’t work out. They decided they were better off as friends.
“Screw that other song, we’re using this as the lead single. Everybody’s gonna love it, do you have the sheet music?”
“Yeah, uh, it’s in my bag.”
“Awesome.” Yukio’s grinning like she’s won something. Is the song that good? “We’ll have to practice this one a lot, we definitely need to have it ready by the concert this Friday.”
Right. Liz’s 19th birthday party. Apparently Peter had convinced her to let the band play, it’d be cheaper than hiring a more established artist.
“Our first paying gig? I don’t know if that’s a good idea,” you remind her. She scoffs and rolls her eyes.
“We’re mostly gonna be playing covers of Liz’s favorite songs, and she only has so many. We’ve gotta beef up the setlist with originals, and this is perfect! Has that pop-y fun vibe, it’ll fit right in.”
“Yeah, but if it’s that obvious how I feel about her after one listen-”
“Only because I already had a hunch after Daft Pretty Boys,” Yukio clarifies cheerily, and you sigh.
“Fair enough.”
The gang makes it to Michelle’s house, travelling down to the side door and going into the basement from there. MJ’s parents have encouraged her creativity from day one, and were ecstatic when the band was formed. You speculate that they’re mostly happy that she’s made friends. Writing and photography can be lonely hobbies.
“Y/N has something new for us!” Yukio chirps.
“That fast?” Ned’s surprised as you hand him the sheet music. He skims it. “Holy shit, this is a wicked solo! Thanks, Y/N!”
“Well, I’m hoping highlighting everybody else’s talent will disguise my lack thereof,” you chuckle.
“Don’t be stupid, we’ve all heard you sing backup,” MJ says. “You’re Ryan Ross, she’s Brendon Urie. I’m just glad we booted her out before she decided she was gonna be the only pangolin in The Pangolins.”
Everyone laughs at that.
“Let’s try it,” Michelle continues, and everybody agrees. After a sound check and a few runs of the song, it’s still clumsy, especially on your part. You’re not really used to playing and singing at the same time, outside of backup vocals, which require far less focus.
“I suck,” you mumble, but it happens to be into the microphone.
“You don’t!” Ned insists.
“With that attitude, we’re not going anywhere,” Yukio says. You hate it when she gets to the tough love stage of her support. You wish she’d stay in the shallow reassurances stage, it’s easier to brush off. “You wouldn’t be the lead singer if we all thought you sucked. We would’ve just put an ad in the paper. You’re awesome, get over it!”
You sigh.
“Fine. Thank you.”
“Say it,” she insists.
“I’m awesome,” you huff, it’s hard not to smile when Yukio tries to look serious.
“Damn straight,” Yukio says. “Or, I guess not, considering that was about Ellie.”
“Yukio!” you squeal.
“That’s about Ellie?!” Ned exclaims.
“Obviously,” MJ scoffs, fiddling with her tuners.
“Is it that obvious?!” You can’t help but feel embarrassed. Ellie probably knows exactly how you feel, maybe that’s why she dislikes you so much. Her boyfriend’s stupid friend has a crush.
“Wait, but at the beginning…” Ned trails off, before laughing. “Oh my gosh, I get it.”
“Get what? Oh… Y/N, have I ever told you how much I love you?” MJ asks.
“I- I love you, too?” You’re puzzled by their words, but you’ve got enough on your plate.
“Let’s go ahead and practice some of Liz’s favorites while we’re here,” Yukio suggests. “It’s a pretty big set list.”
You practice until dinner, getting a pizza and deciding to make a night of it since it was a little late for Michelle to be dropping you all off at your assorted residences.
You all sleep on a pallet in the basement, and despite your worries, you manage to get some rest.
Over the next few days, The Pangolins practice at every free moment, until it’s finally time for the party.
“So, just pictures of everything?” Oh, shit. She’s not supposed to be here. How are you supposed to sing that song with her here?
“Yeah! I know with how many people are coming, I’m probably not going to get as much time as I want with everyone, so pictures will be a good way to remember the night.”
“Why not just invite less people?” Ellie wonders.
“I want all my friends to be here,” Liz explains. “How’s the sound check going, Y/N?”
“It’s going great,” you say into the microphone, demonstrating the quality and volume with a smile. “Thanks for letting us play here tonight.”
“Well, Peter said you guys are great. Are you really gonna debut your best song so far tonight?”
“Oh, um,” you stutter, stepping away from the microphone. “Maybe not.”
“What? Oh, come on, please, it’ll make the night even more special! You’re playing covers of all my old favorites, sing me my new favorite!” Liz presses, but she’s not being demanding or bratty, she seems genuinely excited.
“If the birthday girl says so, who am I to say no?” you concede. Hopefully Ellie will be too distracted taking pictures. “You have way too much faith in me.”
“If you don’t quit with the self-deprecation, I’m gonna duct tape your mouth shut,” MJ interjects.
“But, Daddy, how will I say my safe word?” you tease, giggling at your own joke with the rest of the group. Yukio’s laugh seems the loudest. Ellie glares.
“We should practice a song!” Ned suggests.
“Ooh, a private show!” Liz seems excited.
“Any requests?” you ask her. Ellie’s resting scowl intensifies. If she’s more pissed off the more you open your mouth, you’re not sure how she’s gonna survive a night of you singing without going nuclear.
“Oh, oh, Girlfriend by Avril Lavigne, please?”
“You’ve got it,” you agree.
The song goes smoothly.
“What happened to the old singer?” Ellie asks, clearly unimpressed.
“You didn’t tell her?” you ask Yukio, grateful for the excuse to turn away from the sharp-tongued girl you adore.
“Didn’t want her to get the wrong impression,” Yukio explains. “She already makes enough rude comments towards you.” Yukio leans over her drum kit to give Ellie a pointed look.
“Oh, wait, shit, I didn’t mean it like that. You, uh, sound good, Y/N.”
You can’t help but whip your head back to look at her with a flabbergasted expression.
“What?! It’s true,” Ellie defends herself.
“Uh, yeah, but you just said something nice. About me. Liz, do you mind checking her for a fever?”
Liz obliges for the sake of going along with the joke before quickly withdrawing her hand.
“Jeez! I know you were kidding, but she’s burning up,” Liz declares.
“My internal temperature is higher due to my mutation,” Ellie quickly explains, looking a bit bashful. “Besides, I say nice shit about Y/N all the time.”
“No, you don’t,” the whole band says in unison, including you.
“Well, clearly I shouldn’t if everyone’s gonna make a big fucking deal about it,” she retorts, rolling her eyes. “I’m gonna go get some pictures of the decorations before there’s a bunch of fucking people here to block them.”
She stomps off in her heavy boots, and The Pangolins get back to work, putting on the final touches and making sure all the blocking looks right.
Soon enough, guests start flooding in, and Liz zips around to greet them, eventually meeting up with Peter and keeping him with her. He and Liz eventually pull Ellie away from her picture-taking, confident she’s done enough and needs to just relax and enjoy the party.
So much for distracting herself with work, she thinks.
They sit on the couch and eat, the dining room was monopolized by The Pangolins due to its elevation and space.
Ellie’s mesmerized by the way your fingers move until she hears Peter talking to Liz. They really are a cute couple.
“You really do need to hang out with us. Yukio told me Y/N thinks Ellie and I are a thing,” he says.
“Gross, you’re like my annoying little brother,” Ellie remarks.
“And you’re like my bitchy older sister,” Peter retorts with a shit-eating grin.
“Both of you, quiet! They’re about to play the new song. You’re in for a real treat, Ellie.”
“What does it have to do with me?”
Liz gives Peter a confused and slightly irritated look.
“I haven’t said anything to her, I didn’t know how,” Peter squeaks, blushing a little at the look in his girlfriend’s eyes.
“Explain, quickly,” Ellie demands.
But, then you start to sing again.
“Y/N-” Peter starts.
“Shut up.”
“But you asked-”
“I said, shut up,” Ellie insists.
“You know me as your boyfriend's goofy friend. I seem to have this effect on women, and your friends aren't as goofy as I am. I try my best to keep you entertained, always laughing at the jokes you are saying. I nod my head when you make a point, oh oh…
“Kiss me, kiss me with your eyes closed! Whisper that your heart shows all I want is you, yeah, you… Hold me, hold me I'm your bunny! Tell me I'm not funny, tell me I’m legit! ‘Cause I feel weak, in your hands and your feet… A precious end, I’ll never feel your touch…”
Ellie continues to listen to the song, all expression drained from her face. All the yearning in the words and your voice, all you want is…
Ellie looks at Peter, who’s looking at her with a triumphant smile.
“I told you.”
Ellie feels like she’s about to faint. She notices you’re talking to Liz— when did she leave? —your hand over your mic. Despite the knowledge that Liz is taken, Ellie gets jealous. You look so happy to be talking to Liz, to just about any girl you talk to.
She wishes you’d smile at her that way.
You nod at whatever Liz said, and the band starts packing away their instruments. Liz sets up her phone on some Bluetooth speakers, and songs that sounded so much better when you were singing them start to play.
No! Ellie internally protests. Sing for me again, please, sing that stupid song about how you think I don’t like you.
Yukio’s dragging you somewhere. Gosh, Ellie wishes it was her holding your hand.
Suddenly, though, you and Yukio are approaching her. She knows what she has to do.
“So, what’d you think of our- Eek! Finally!”
Ellie parts from the kiss to tell her to fuck off and not ruin the moment before kissing you again.
“Holy fucking shit,” you breathe. “Uh, I thought you were-“
“Dating Peter?! Seriously?! Do I need to write ‘dyke’ on my fucking forehead? I practically already have with the way I dress and act and-”
“I, uh, I try not to make assumptions,” you mumble, fingers touching your lips.
“I’m, uh, sorry for not asking.”
“No, it’s- It was good. I’ve wanted you to do that for a while. It’s just that that was the first time somebody’s kissed me, since, uh…” Your eyes dart to Yukio, who’s ruffling Ned’s hair and laughing.
“Yukio?!” Orange flickers in Ellie’s eyes for a moment, but she keeps it under control.
“No, no, of course not, uh… The old singer, Lola. She and Yukio were dating, but apparently I was the one she really had her sights on, and… She was entitled. Thought that because she wanted me, I must want her. That wasn’t really the case, I was already pining over you. Didn’t stop her from forcing a few kisses on me and trying to go further. If Yukio hadn't shown up early with cupcakes, I don’t know what would’ve happened.”
“I am such an asshole,” Ellie says softly. “Can I kiss you again? The right way.”
“I’d say what you did before was pretty right, but sure,” you consent.
Her kiss before had been rough, needy, and impatient. Just the way you like it. This, though, this is gentle, soft, and exploratory. You tangle your hands in her hair and kiss her harder. She moans into the kiss before pulling away, bewildered.
“That was…” Ellie trails off, trying to find a positive adjective that won’t sound to frilly or lovesick.
“A mistake, wasn’t it?”
“Oh, fuck, no. I’ve been wanting to do that for a long time,” she corrects you. “Just- Didn’t really know how. Even when you were kinda flirting with me at first, I just thought you were messing with me, so I- I am so stupid.”
“So am I,” you scoff. “I thought you were dating Peter.”
“I was spending a lot of time with him, but… I was just using him as an excuse to avoid you so I wouldn’t embarrass myself anymore. And I was asking him for advice. I figured if he could land somebody as far out of his league as Liz, maybe I stood the slightest bit of a chance with you. But I kept fucking it up. I’d just get so nervous, all of my compliments would turn into insults, all of my teasing turned into straight-up cruelty. I don’t know how you actually like me.”
“I’m a little bit of a masochist, I’ll admit,” you tell her. “I’m really glad you don’t hate me.”
“I’m really glad you don’t hate me,” Ellie replies, but she can’t help but think that what she‘s really saying is ‘I love you, too.’
She takes your hand, and you two rejoin your friends, swept up in a group hug. They wanted this to happen almost as much as you two did.
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The Disney Renaissance Killed the Disneyland Star
This post has been brewing and stewing in my brain for some time.
We here in the Disney theme park fandom are prone to lament the modern attraction design philosophy that says everything must be based on a movie. Aside from spectacularly clueless comments about “a random mountain in India or whatever” and misuse of the term “barrier to entry,” the reason behind it seems to boil down to: That’s what guests want. On the one hand, this is very clearly an excuse to do what Marketing wants (because film IPs are proprietary in a way that broad concepts are not, and can be merchandised accordingly), but on the other hand…it seems to be…kind of…true? The vast majority of the public, in my experience, does think of Disneyland (which I am going to use as synecdoche for all Disney parks, because it’s the one I grew up with, it’s easy to say, and because I can) as a place where you see Disney characters walking around as if they were real, and go on rides based on Disney movies, and anything else there is just to, idk, fill space until they can think of a cool movie makeover for it.
I have spoken to people online who quite enjoy Disneyland, but also think the Enchanted Tiki Room should become a Moana attraction, Tom Sawyer Island should be something to do with The Princess and the Frog, and the Matterhorn should be turned into Frozen. When I challenged them as to why, they didn’t seem to understand the question—what did I mean, “why?” Isn’t it self-evident? A couple years ago, one of the Super Carlin Brothers (I don’t remember which one; anyway I couldn’t tell them apart if you put a gun to my head) made a video expressing bafflement over the use of Figment as a mascot in Epcot because “He’s not from anything.” As if a ride in that very parkwere nothing.
So there is something to the assertion that film IP tie-ins are what regular guests expect and want. But the question remains as to why they want that—after all, it didn’t used to be that way. Costumed characters and rides based on movies have always been part of Disneyland, of course, but in past decades, the most elaborate and promoted attractions were the ones based on unique concepts that had nothing to do with the movies. The reasons to love Disneyland were things like the Haunted Mansion and the Mark Twain and Space Mountain…not so much the chance to meet Mickey Mouse. So what gave the public the idea that it was all about movies and characters? I’m sure there are several reasons, but I’m going to focus on one that I don’t see brought up that often.
I’m going to blame the Disney Renaissance.
Let me give you some personal background. I’m a young Gen-Xer, born in 1977. I was a child of the 80s…and in the 80s, Disney wasn’t doing so hot. Feature Animation had dropped to a cinematic release about once every four years, the live-action division was even less productive, and the corporate raiders were pawing at the door. In those days, when I saw a Disney movie in theaters, probably four times out of five it was a re-release of an older classic. (Anyone else remember when that was a thing?) There wasn’t much new at Disneyland either. The biggest thing to happen in the first half of the decade was the remodel of Fantasyland, which added one new ride—based on Pinocchio, a 43-year-old film—and otherwise just rearranged and refined what had always been there. On the other hand, the big Imagineering projects of the 60s and 70s were mostly still going strong.
The upshot is that if you were a Disney fan in those days (there weren’t many of us, even in my age cohort), you were a fan of the older movies and/or the parks. And for all its genuine quality, that stuff was showing its age. It was made in decades past, and there was a corniness and a quaintness to much of it. Most of the kids my age considered Disney “baby stuff” and were eager to put it behind them. It seems to have been a widespread phenomenon, because I don’t remember the park being very crowded when I was a young kid. Queues for even the roller coasters tended to top out around 45 minutes and it was very rare that we didn’t have time to do everything we wanted on a given visit.
And then, the year I turned 12—the year my age bracket hit puberty and could definitively be said to have outgrown cartoons altogether (except for the weirdos like me)—The Little Mermaid hit theaters.
Two years later, we got Beauty and the Beast.
And the hits kept coming. Suddenly, Disney was the hottest thing in entertainment again. Not just kids—by this time the generation that would come to be known as Millennials—but their parents watched these movies and went wow, this is really good. Disney is better than I thought. Maybe we should rent some of those older movies that I remember from when I was a kid. Maybe we should go to Disneyland… Unlike in the past, when families went to Disneyland because it was advertised and known as a family destination, families went to Disneyland because the kids were going gaga over the new Disney movies and the parents wanted to make them happy.
So a whole new generation of fans flocked to the parks, most probably never having been before, or not recently. They didn’t know what to expect. They just knew they loved these new movies with their endearing lead characters (so much more full of personality than Snow White or Alice or Pinocchio) and their big bombastic Broadway-style musical numbers (so much more in line with current musical tastes than the Tin Pan Alley ditties from Cinderella or Peter Pan or The Jungle Book). That’s what they wanted from Disney, whether they were paying six bucks a head plus popcorn, or fifty bucks a head plus lodging.
And that would have been fine but for the fact that endearing characters and big bombastic musical numbers are really hard to build traditional dark rides around. What you can do, though, for people who want to meet their favorite characters, is build dedicated character meet-and-greet spots. What you can do for people who want to sing along with Academy Award-winning songs is create huge colorful parades and stage shows that feature those songs. Best of all, if you are certain people who shall go unnamed, these sorts of things are much cheaper to create and operate than rides. Corporate was more than happy to meet, rather than try to exceed, the expectations of this new wave of fans.
The newer guests got used to seeing more-or-less verbatim (condensed) film content in the form of these shows and parades. The classic dark rides began to look decidedly odd to them—why are the movie events out of order? Why doesn’t the main character show up more? Why don’t we get to hear all the songs? And no one was there to explain it to them, because the older generations of fans had largely drifted away and the internet wasn’t quite a household staple yet. Rides that weren’t even based on a movie seemed even odder—what does a Wild West roller coaster have to do with Disney? What does a submarine ride have to do with Disney? I thought this park was supposed to be for kids, but my kids don’t recognize this stuff! They should build a Lion King ride! They should build a Toy Story ride! That Snow White ride isn’t suitable for kids; they should do something about that! I didn’t pay all this money to stand in line for an hour and a half and go on a ride that my kids don’t get!
The pattern was set. IP tie-ins were what the people wanted, and they closer they hewed to their source material, the more guest approval they got, simply because people didn’t know any different. And it has snowballed from there. The Disney Renaissance was amazing for the art of animation, but I think it was a net negative for the art of theme parks.
Tl;dr The Disney Renaissance changed guest expectations for Disney entertainment products in ways that were incompatible with classic Imagineering principles.
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summer-of-sims · 3 years
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Welcome to The Cove Community College! (CC-FREE)
Dorm lot | 6 rooms | 50x50 | §259,526 | Download HERE (Box.com)
Not as fancy as a big state school, but way cheaper and with a just as good of an education!
The Cove Community College has everything a young adult pursuing a quality education would need: private, spacious bedrooms in a lovely renovated estate, a cafeteria ready to serve delicious foods to power your brain, a rec room complete with a mini-kitchen for late night studying when the caf is closed, and a library with a wide range of literature and research materials plus four state-of-the-art computers. Don’t you want nothing but the best for your teen? Then send them to The Cove!
SOME THINGS TO NOTE (please read i promise it’s important):
This has been fully playtested and works well. Weeds grow a lot but it’s more annoying than anything.
This is a residential lot, not a dorm. To convert it into a dorm, place it in a uni sub-hood, enter the lot, and enter the cheat changelotzoning dorm. Save and exit and you’re ready to move your teens in! Not sure what happens when you do that in a regular neighborhood but uh don’t try it.
Personally I think this would make a fantastic machinima location so if you use it let a girl know 😏.
Bills are kinda expensive. Like, over 600 simoleons on the lowest level using cyjon’s lot debugger expensive. Dorm billing is notoriously wacky tho - you might not even get bills! One time I did, one time I didn’t. So idk.
I have the pretty water mod, which means there is a 1x1 square of pool hidden under a bush. If you don’t have the mod, edit the lot before converting it to remove the pool. Either way, sims don’t try to use the pool so it’s all good.
I placed the mailbox in the center of the lot for ✨aesthetics✨ so the taxi arrival cinematic is a bit wonky. Not sure about the cinematic for sending an already-played teen sim to college but probably. (it works fine :) )
This is fully CC free! But you should use the clean installer anyway. Also, this was made with the Ultimate Collection - not sure exactly which EP/SP content was used (other that uni obv).
This lot is YUGE. It ran just fine for me but I have very little CC these days and a decent PC so YMMV. I decided against adding a third floor with more rooms since a lot of dormies might F up performance.
If any problems arise while playing, please tell me! It’s possible something may have slipped through the cracks. Other than that... enjoy!
(floor plans under the cut)
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rpgsandbox · 4 years
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The Gaia Complex is a cyberpunk RPG set on earth in 2119. Towards the end of the 21st century, the third world war, which became known as the Resource War, pushed mankind to the brink of destruction and brought ruin to the Earth’s atmosphere. Small pockets of humanity survived this horrific conflict, eventually forming the eleven metropolises. These incredible mega-cities have since grown and prospered, largely due to developments in atmospheric processing and significant technological advancements. Now cut off from each other, these heaving urban landscapes must each face their own difficulties and hardships. The Gaia Complex focuses on the largest of these metropolises; New Europe, a single sprawling city that covers much of what we currently know as mainland Europe. New Europe is a world of street violence, corporate espionage, vampiric uprisings and an overzealous A.I., known as Gaia, which functions as the city’s governor and the protector of its citizens.
The Gaia Complex is a dystopian world of urban violence, exploring the age of cybernetic enhancement through a vision of Earth that is somehow ‘changed’. This vision of the future injects both vampires and a strange species of people known as ferals, who are able to enter the minds of animals. This is a game of conspiracy and brutality, where players take on the roles of Mercs; former police officers, hackers and street-savvy dealers who are hired to fight back against the system and ultimately unravel the secrets of The Gaia Complex.
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Of course we'd love you to back this campaign and be a part of making The Gaia Complex a reality, but before you do, maybe you want to give it a whirl for yourself? Good news - you can do this right now.
While this campaign and the updates throughout will talk about the game setting and rules, our free (well, 'pay what you want', but please, enter £0 and just grab a copy!) 48-page Quick Start for The Gaia Complex is out right now and will allow you to read and play for yourselves. This PDF contains a huge amount of lore surrounding the game, offering an in-depth insight to the world of The Gaia Complex and what it means to be a Merc in 2119. In addition, the booklet is jammed full of gorgeous artwork and gives you a good idea of what to expect from the full core book.
Go and grab your copy of the Quick Start by clicking this link
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                   The cast of playable characters from the Quick Start
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The Gaia Complex core book will be 'at least' 256 pages of full-colour hardback beauty - take a look at the Quick Start for a general idea about how it will look. We say 'at least' as we have a whole host of extra content that we might just squeeze in, either through stretch goals, or because we end up deciding certain things just need to be there.
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At the time of launch, the core book writing is roughly 90% complete and layout for final proof-reading has already been completed for some chapters - this is a significant strength for this project, having completed so much of the writing ahead of launch. Artwork at this point is around 40% complete and new art is in the pipeline to be finished (and shown off) during the campaign. The art direction for this book is very important and great care is being taken to ensure the visuals support the writing as closely as possible.
The structure of the book is split over 12 chapters, plus an NPC (non-player character) library at the end. We'll go into more detail about the chapters over the coming weeks via the campaign updates, sharing some key information as we go. Alongside the rules, background and resources for playing the game, the book also includes multiple pieces of short fiction that slowly unfold the real story behind The Gaia Complex. These stories, and the characters they describe, lay the foundation for the world in which the game is set and allow us to explore New Europe in 2119 in much more cinematic detail.
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The engine behind The Gaia Complex is called 12.3 and can be taken for a test drive in our Quick Start by clicking HERE.
The basis of the system uses 2d12 (that's two twelve sided dice - but you're all roleplayers, so I'm sure you knew that!) to make the majority of tests on a 'roll under' basis. Whenever a test is required, the GM determines a potential difficulty for the test, ranging from 1 (easy for a child to accomplish) to 11 (impossibly hard). A character will compare the difficulty to their relevant statistic and if the stat is equal to or greater than the difficulty, the test is a success - There is an emphasis in the game on keeping the action flowing and not making tests unless they are really needed.
If the character's stat is less than the difficulty, a test is required: the player rolls 2d12, requiring a result that is equal to or less than their relevant stat. An 11 fails (without cybernetic enhancement) and a 12 is a Critical Failure. To pass, a character requires one or both d12s to succeed depending on whether they are skilled or unskilled - The Gaia Complex does not consider 'ranks' in various skills like the majority of RPGs, instead a character either possesses a skill or does not (though becoming a specialist in certain skills is possible).
During combat, d3s are also used to determine damage - you can use funky d3s like the ones available on this campaign, or simply use common d6. The engine for the game uses d3s to enable a more consistant result when rolling multiple dice together and to remove the chance of whiffing a result of a 1 in situations that should always achieve a minium degree of success (thus 3d3+3 damage represents a weapon with more consistent output than one that does 1d12 damage) .
Of course, the game includes many other rules - some core, some optional - covering a huge array of options, but at its root, the game falls back on 12.3 to keep it rolling (pun intended).
During the course of the campaign we'll dedicate a couple of updates to specific areas of the rules and give you a deep dive into them beyond what you can get your hands on in the Quick Start.
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Characters in The Gaia Complex are known as Mercs. At their core, Mercs are citizens of New Europe who have chosen to rebel against the system and take up arms by making themselves available on the freelance market. The seedy clubs and bars of NeoMunich are the most common place to find Mercs and while their work is entirely illegal, there is enough anonymity that it isn't worth the expenditure of resources for Gaia or its police force to worry about shutting down the network.
Most Mercs are hired to run jobs against one of the many corporations in the metropolis. From hacking R&D servers to kidnapping, assassinating or Bio Hacking company execs; there are few limits when it comes to taking a job. Ironically, the primary employers are the corporations themselves, all looking to get a leg up over their rivals, employing Mercs to do the dirty work in order to maintain complete deniability. Of course, it's not just the heaving corporations that are the enemy; outsider vampires that lurk in the subway tunnels and outer fringes of the metropolis, the cybernetic police force controlled by the LE1 A.I. subsystem, or even Gaia itself - the all seeing ruler of the metropolis - everyone is a potential mark if the score looks big enough!
The core rules contains a detailed character creation process, allowing players to play either human or feral (a mysterious group of people who can enter the minds of the metropolis' animals) characters from one of ten varied roles, each with their own unique rules, benefits and style. Characters can choose from:
Operator - Former law enforcement, corporate security and guns-for-hire that pack the hottest weapon tech that the black market has to offer.
Core Hacker - Hackers and coders who live their lives in the digital pathways of The Core.
Bio Hacker - A new wave of hacker, dedicated to hacking the cybernetic brains of their targets and inducing 'forced servitude'.
ParaMed - Former TactaMed paramedics who have realised they can earn more money patching up Mercs by being one of them!
CyberDoc - Back-alley hackjob specialists and cybernetic installers. An often riskier, but cheaper approach, to main stream cybernetics clinics.
MilTech - Weapons techs, tinkerers and specialist drone pilots. MilTechs keep the team's gear working and provide invaluable technical support.
Mech - Drivers, pilots and expert mechanics. Mechs keep the metropolis rolling and give Merc teams much needed access to reliable transportation.
Tech Trader - Black market dealers, handling everything from illegal weapons and stolen cybernetics, to narcotics and false credentials.
Data Dealer - Information traffickers and dealers of stolen secrets. If there is something worth knowing, you can probably buy it... for a price.
Handler - Exclusive to ferals. Handlers have dedicated themselves to honing the feral's ability to step into the mind of an animal. This is the feral in their purest form.
We'll be taking a more in-depth look into each of these roles as the campaign unfolds.
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Kickstarter campaign ends: Wed, October 7 2020 6:59 PM BST
Website: [The Gaia Complex] [facebook] [twitter]
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laura-ann-review · 3 years
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Eternals
I’ll be honest, I don’t know anything about these guys. The first I heard of them was via the trailers and when the countless “where were they during Thanos?” posts, because apparently the Eternals are supposed to be the protectors of great danger and clearly a snap was a danger for them to not come running for.
I saw several reports that this is the first marvel movie to not only have a canon LGBTQIA+ character (that aren’t background characters) but also the first to have a canon (noticeable too) deaf character. So, that was cool to read. Even if Lauren Ridloff had frustration during her experience.
Like I admitted on Instagram, this movie was a bit too slow for my liking. I understand introductions are needed and I understand flashbacks are needed in order for audiences to understand who their following, but this didn’t feel exciting to sit through.
The Eternals felt like the Loki Finale; all hype but let down. It felt like they were playing in the same realm with the creation of Eternals, Celestials and Deviants instead of who-shall-not-be-named, it’s Arishem. Thous pitting Eternals against each other to keep the cycle of life going.
One thing that did bug me was the self-awareness, look I understand that MCU NEEDS to be connected, it had references to Doctor Strange, Tony Stark and Steve Rogers but they also had pop culture references outside of MCU from DC’s superman to Star Wars merchandise. I get that Disney owns those licenses and it’s probably cheaper to just used existing I.P instead of creating something specific to the cinematic universe but it just felt out of place.
Of course, there is two post credit scenes. One reveals Eros and Pip, which confirms the rumours of Harry Styles being in Marvel while another is a cliff hanger that leaves more questions than answers.
My guess is not only will Eternals get a sequel, but they’ll probably pop up in Spiderman No Way Home or Doctor Stranger Multiverse, even both due to the way this movie explores it’s world and it’s characters.
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autolenaphilia · 3 years
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Mafia: City of Lost Heaven
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The original Mafia from 2002 by Illusion Softworks is a weird and fascinating game. It is a third-person shooter somewhat in the vein of the GTA series.
It is set in the 1930s and is about a Mafia family, the Salieris in the fictional city of Lost Heaven. It focuses on the rise of player character Tommy Angelo in the Salieri organization. It is a standard gangster movie plotline, with the Godfather and director Martin Scorcese being referenced often. The character wants the money crime can give him and is successful as a mafioso, but he experiences conflict between the horrible things he must do and his conscience. This contradiction eventually destroys him and the story becomes a tragedy.
This cinematic gangster tragedy is an unusually ambitious story for an action video game at the time, and it isn’t entirely unsuccessful in those. Mainly it is because the 1930s gangster film atmosphere is so fully realized, more than the actual writing. The writing isn’t terrible, Tommy’s story is a coherent tragedy, but it does not quite reach the high level of its gangster movie inspirations.
And it has many of the problems of the genre, except even more so. The game depicts the mafia in quite glorifiying ways. The mafiosos in these guys wear nice suits and fedoras, drive nice cars and get to have cool gunfights with Tommy guns. And yet the story tries to have it the other way too, with the mafia depicted as ruthless violent people and crime leading to a tragic end. Tommy is himself frequently appalled at the things the family wants him to do and ultimately he ends up badly because of his mafioso life. The contradiction is obvious. It is the same trap the gangster films that inspired this game fall into. Gangster films want to show this cool escapist fantasy of gangsters because it is fun, yet both storytelling logic and any moral analysis demands crime leads to tragedy.
The story also has the problem of this opposition between “good” gangsters and “bad” gangsters that doesn’t make much sense. The plot driving the story for basically 4/5 of the game and especially the middle levels is this rivalry between the Salieri and Morello families that eventually becomes an outright war. And in order to have a more easily graspable “heroes and villains” situation, the narrative is clear that the Morellos are the worse mobster family. Don Morello kills people for bumping into his car and tortures people to death. He is presented as a vile and repellent villain from the first. It is the Morello mobsters which you kill for most of the game, and you kill a lot of them, and this somewhat over-the-top villainization is meant to justify that.
And Salieri doesn’t do these kinds of things, he doesn’t deal in drugs either and fights common thugs who mug and sexually assualt women. He is the “good” kind of gangster. Even his collecting of protection money is presented as actually providing some form of protection. It is an implausible idea to say the least, and the game is certainly aware of it. What drives the plot inthe last four levels of the game is that Don Salieri is becoming morally worse after his final victory over Morello, getting more greedy for money and power. Butthe game depicts him as committing ruthless murders even before that point. This inherent evil of the mafia is what drives the actual main storyline: the tragedy of Tommy.
This Salieri vs. Morello plot feels hollow, the game’s attempts to subvert it doesn’t work because it doesn’t feel credible to begin with. The over-the-top villainy of Morello and Salieri’s softer actionsfeel like sentimental nonsense from the very start. “This gangster is good, he protects people from common muggers OwO, but this gangster is bad, he tortures people >:(“. Salieri’s slide into further villainy after Morello’s defeat doesn’t feel credible either. For a subversion like that to work it must have some plausibility to start with, some emotional resonance with the audience, and it just doesn’t.
It makes the game feel like it buys into the glamorization of crime that is often present in the genre more than most actual gangster films do.
Speaking of that, I should mention the sexism of this game. Most gangster films certainly depict a male-dominated culture. In that, the genre reflects the real-life mafia, which is extremely male-dominated and misogynist, and it is arguable how much those films endorse that sexism as opposed to merely depicting it.
And I would argue Mafiafalls into endorsing it, at least in its storytelling. There are only tworeal female characters, and each only appears in one level each. Sarah is an especially outstanding example, for she becomesTommy’s wife. The level in which she appears Tommy rescues her from a sexual assault by some muggers and they have sex and fall in love. This is said to lead to their marriage, and I do literally mean “said” because we never see her again after that level. Tommy mentions her occasionally and his marriage to Sarah and their daughter is by his own admission his most important motivation.
And that is the purpose of women in the story of Mafia: to provide motivation for their husbands. Two other gangsters are similarly driven by their wifes and children to break with the Salieri family’s obligations, in explicit parallels to Tommy’s situation. And it is not just sexist writing, it is ineffective writing too. Tommy’s marriage is meant to be very important to him as a character, and it is problem in the actual story it is never shown. We never get to see Tommy’s and Sarah’s supposedly idyllic family life, only hear Tommy talk about how it is the most important thing for him, which weakens any emotional empathy we might feel with him.
The level with Sarah at least features a bunch of dialogue between Tommy and Sarah and it is nice I suppose, but it is not enough. Sarah is also depicted as a bit of a bimbo or at least extremely naive, as she doesn’t seem to be aware the Salieri’s are well a mafia family, which seems unrealistic considering how closely connected she is with them. (She grew up as the daughter of the bartender in the Salieri’s Bar and works there, a location in which they literally shoot rival gangsters in at one point).
The writer of Mafia, Daniel Vavra would many years later become a gamergater, probably the most prominent developer to sympathize with the movement. And while it is of course a disappointment, it is not entirely unexpected. He was by far not the worst misogynist in video games or anything,
but just looking at Mafia, it is not strange at all that Vavra as a game writer would feel threatened of the very idea of feminist analysis of video games.
I talked about the story far more than I wanted to when I started writing this, and it is actually not the most interesting thing about this game, it is actually the city of Lost Heaven itself, the attempts at realism in the gameplayand the cars.
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The city of Lost Heaven is one of the more fully realized cities in video games, and it is clear a lot of effort and thought was put into its design. Even the map of the city which you use to navigate it showed a lot of effort. It has (printed)creases, stains and pen markings drawn on it just like a real map would. The original box(that I owned) came with an actual physical copy of the map, which was very fun to have,although bringing up the map in-game by pressing tab was certainly the more practical option.
It is perhaps not a huge world compared to modern open-world games, but it was huge for 2002 and it is varied in a semi-realistic way. Lost Heaven is divided into various distinct areas just like a real city would. There is an industrial area, a working class housing area (“Hoboken”), a detached housing area for the upper middle class on the outskirts (Oakwood), an area with mansions for the rich (Oak Hill), ethnic ghettos like Chinatown or Little Italy. The basic idea seems to have been is to recreate an American city from the period in miniature.
And the areas have been given a lot of effort to make them appear more tangible. The building models and textures are different of course, but you can also detect a difference in the pedestrians. People in working clothes walk around in the industrial area and the working class area of Hoboken, whereas you can primarily see the nice looking suits and dresses in the richer areas of of town. It clearly took great effort to program and it contributes greatly to the mood. Even the cars seem to vary slightly, with the older and cheaper cars more abundant in the poorer districts, but the difference I think is lesser compared to the pedestrians.
The care with which Lost Heaven was constructed creates this compelling atmosphere. It feels like you are driving around in a 1930s American city. The aesthetics and atmosphere make the gangster story work better than it otherwise would. Lost Heaven simply feels more real than most video game cities do. And this is despite the dated graphics.The textures might oftenbe very grainy, shop signs especially are a blurry mess, but even they were made with some effort.
Let’s talk about the cars too, because they encapsulate this game in both aesthetics and gameplay. The cars are all based on real cars of the period, even if the names are all changed to avoid any claims of trademark infringement. Fords are called “Bolts” and Chrysler Airflows are called “Ulver Airstream” for example. If you know anything about older cars, you can however easily recognize many of them them under the changed names. an early game car is unmistakeably a Ford model T for example. Also some cars are far more common than they should be, like the concept car Pierce Silver Arrow of which only five were built is a common rich man’s car in the game under the name “Silver Fletcher”.
The cars driven by the NPCs are used to show the passage of time in the game, which goes from 1930 to 1938. As the years go by in story, older cars get more uncommon (but don’t disappear entirely) and new models are introduced. Your access to cars in gameplay also improves as you progress in the story. You go from slow, fragile cars like the aforementioned T-ford to fast, powerful and sturdy cars. The effort put into the cars from the research to the NPC programming is another thing that helps create the compelling mood of Mafiaand the city of Lost Heaven.
The cars are a good example of how the game often prioritizes atmosphere and verisimilitude over fun and accessible gameplay. The driving in this game is not a side-thing like it would be in most action games and cars in this game handle fairly realistically for this type of game. It is still arcadey, but far less arcadey than you would expect from a non-driving simulator. And most importantly, cars are period accurate in that they are both slower and more clunky to handle than modern cars.
Damage to the car also has more consequences than you might expect. A crash might damage the engine causing the car to go slower, a bullet rupturing a tyre makes the car far more difficult to handle, a shot to the gas tank will cause the fuel to leak out(fuel is never really a problem in the primary story mode, but it is there as a game mechanic and can be relevant in the free ride mode). The early-game cars are more fragile and vulnerable to crashes and the like, but none (outside a special car in the game’s free ride mode which not available in the regular story) are immune to these problems.
So this game prioritizes realism over player enjoyment, practically the only obvious concession to the player is that you always have automatic gearchanges available, but you can also choose to change gears manually if you want to. It is frankly oftenfrustrating, even the best cars in this game can be difficult to handle.
Car chases in this game are brutally difficult because of this, and the game’s most infamous level is the fifth one where you have to compete in a car race, driving a fairly period-accurate racing car. It has perhaps the best speed and acceleration of all the car’s in this game, but handles terribly. It is perhaps the most difficult level in the game, and even the developers seem to have realized how unfair it is. You could cheat in the original box copy version of the game which I played as a kid and the GOG version has an easy mode for the race.
A lot of the game is actually about this car hierarchy mentioned before. Typically at the beginning of each level you are given a new car by the Salieri’s mechanic Ralphy, and it is usually better than the car he gave you last level (he also teaches you how to steal it, which isn’t that useful in the story mode, but gives you that ability in other game modes). At the end of most levels, you are also given the opportunity to do an optional side-mission for another mechanic, Lucas. If you succeed, Lucas teaches you how to steal a really capable car. Typically the car you can get from Lucas will be better than the ones Ralphy will give you for the next 2 levels at least.
So the clunky car mechanics both give period verisimilitude and a sense of progression throughout the game.
And it does certainly add to the atmosphere and sense of realism. Mafia’s cars feel more real than most video game cars, but they are also oftenfrustrating to use in gameplay.
But Mafia priortizing its verisimilitude over player enjoyment doesn’t stop there. In each level you are given an objective, typically somewhere else in the city than where you start (which is usually Salieri’s bar). And you have to drive from the starting point to where the actual level starts. After the level is over, you have to drive all the way back.
You can’t just speed your way through the city either, because Lost Heaven’s cops will notice you breaking the speed limit or running a red light and fine you. The fine doesn’t actually cost you anything in the story mode, but it takes up time and negates any time you won by speeding. You can run away but the cop cars will follow and try to arrest you (which is a game-over), and if you try to kill them they will shoot back. The police will usually radio in for back-up too, so you will have to evade or kill the cops (including the back-up) to escape, both of which are fairly difficult.
So the best idea is to keep to the speed limit of 40 mph and don’t run any red lights. You can toggle a speed limiter with the F5 button which caps your car’s speed at 40 miles. It adds to the realism the developers are going for, but in order to play the actual level you have to have this bit of tedium with the drive both before and after. It is basicallya commute except with a varying destination.
The developers was probably aware of the tedium on some level. During the first half of the second level you get to play Tommy during his pre-gangster life as a taxi driver. It is literally just driving from point A to B under a time limit, and the customer will get cranky if you crash the car, and getting a speeding ticket is game-over here of course. The customer dialogue is often rude and theydoesn’t even thank you for most of the time. It is super-tedious and clearly intended to get the player to understand why Tommy became a gangster, since this boring dead-end job is his alternative. The problem of course is that a lot of his life as a gangster consists of driving from point a to point b in a similar fashion.
The game’s obsession with verisimilitude also extends beyond the driving to the action. Without being entirely realistic, Tommy is on the flimsier side of shooter game protagonists and can’t take a lot of bullets before dying. It is like in Max Payne, where a point-blank shotgun blast can practically kill the player character in one hit. You can find healing in first aid boxes boxes, but they are rare. Reloading before your magazine is empty also means you lose any bullets left in the magazine.
And unlike Max Payne, there are no quicksaves or manual saves whatsoever. Saves are done automatically at certain checkpoints and you have to re-start at those if you die. This save system makes this game extremely difficult, since you have to sometimes practice entire segments in order to progress. It is a lot of having to memorize where an enemy mobster pops out so you can shoot him before he shoots you.
The combat is certainly well-made and sometimes quite fun. There are like the cars some weak weapons, but overall weapons feel powerful and the environments and set-pieces are often enjoyable. But the action like the rest of the game is frustratingly difficult.
And that is the game, pretty much. You have a tedious drive to have a big spectacular shoot-out that is frustratingly difficult and you have another drive back. Sometimes there is a car chase, but that’s it. There is a stealth level that tries to change up the formula where you break into a villa, but the game is not really built for stealth so it is frustrating and very much not fun. Then there is the side-missions from Lucas on your drive back, usually a timed fetch-quest of some kind. They do add variety and have some interesting story ideas but can be frustrating in their own right.
There is also the free ride game mode, where you get to explore Lost Heaven freely and do whatever you want, although there is not that much to do, except get into car chases/fire fights with cops or random gangsters you can aggro if you want. The oddest game mode is “free ride extreme”, where you get to do various bizarre quests to unlock equally bizarre cars. It is a weird mode, especially for this game, as you have this usually serious aiming-for-realism game letting its hair down and going for outright comedic surrealism.You get to chase down a super-fast npc named Speedy Gonzales, that sort of thing. The mission certainly have surreal imagination to their credit, even if they can be as frustrating as the rest of this game.
So is Mafia a good game? It is hard to say. A lot of my fond memories of this game comes from playing an already old by that point box copy as a teen when I didn’t have access toor had played many other games, so nostalgia plays into my fondness for this game.
Replaying it now, the game’s faults are more apparent. When it comes to story, the game certainly stood out back then, and the tragedy of Tommy Angelo the unwise still broadly works, but its re-telling of gangster movies has not aged that well. Gameplay-wise the game is difficult in a way that feels frustrating rather than fun, and there is a lot of tedious driving from point A to B. Some of the action set-pieces are exciting, but the high difficulty and limited save system essentially means replaying large chunks of them almost to the point of memorization.
There are many other games like the GTA series that have a similar mix of third-person action with driving which have more easily enjoyable gameplay. Mafia seems to care more about making its world believable than any kind of player enjoyment.
And it is probably its world, the city of Lost Heaven that still fascinates about this game. A lot of work and love went into Lost Heaven, and it shows. Lost Heaven is an atmospheric and memorable place. Mafia makes a lot of strange gameplay choices just to make Lost Heaven seem more real, choices that not many other games would have made for good reason, because thatlevel of realism is not that fun.
The result is that this is a game where you play a badass 1930s gangster not just during daring shootouts in mobster wars, but also during his slow drive to and from hisgangster work, and youhas to follow the traffic laws so he isn’t ticketed. It is 1930s Gangster simulator 2002, or an approximation there of.
Mafiaisn’t alwaysa fun game, there is a long stretchesof frustration and tedium here, but it is frequently interesting and a clear labour of love, atmospheric, weirdand fascinating.
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leelewishnd2c · 3 years
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Moving Image Research (Stabilisation)
Tripods/Monopods
The most common method of stabilisation is the tripod, 3 supporting legs and a head which stabilises the camera. This is a simple piece of kit, however, there are some features which can aid you in achieving the smoothest possible footage. Firstly, a tripod which is tailored for video has a fluid head will allow you to get incredibly smooth tilts and pans, in addition to this it will most likely have an extended handle, or boom handle. This feature will allow you to track your subject smoothly, without any jerking motion. 
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Even simpler, is the Monopod. You will be far more successful if you can pick one up with feet as the footage will not be stable otherwise. Monopods will have the same features as a video tripod at a good price, but boast some advantages in being easy to transport and set up in comparison. It is also a common application to use a monopod when the lens is heavier than the camera body. 
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Sliders/Dollies 
A slider, or a Dolly is a mechanism which allows the camera to be dragged or pushed forwards, backwards or sideways for cinematic effect. These are usually on a railroad system with wheels on a higher budget production, however, a cheaper alternative is a wheelchair or baby chair. Anything in that vein, with wheels can be used as a dolly. Further, a tripod on a rug dragged across a smooth floor is a cheap alternative if in a pinch. 
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Stabilisers
There are a few things which could be considered stabilisers, which I will list below: 
Gimbals are a handheld device, usually operating on a 3-axis system which allows the camera to be independent of the movements, of the one holding the camera. The application of this equipment is honestly very versatile, you could probably shoot a whole movie on it if you wanted. However, scenes such as following a character up and down stairs would be perfect for this piece of kit.
The only disadvantage of this is that it requires electricity/batteries to operate.  
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Jib/Crane 
This equipment is used for vertical/crane shots, which give a perspective above the subject. These are usually mounted on a tripod with crane or even a boom pole paired with another stabiliser. For such an outstretched piece of equipment there is obviously counter weights which allow the weight to be evenly dispersed. Jibs are great for long sweeping shots, overhead shots and can even do a 360 sweep. 
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pretoriuspictures · 4 years
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https://www.talkhouse.com/on-the-virtues-of-cinematic-failure/
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Most journalists who have spoken to me about my new erotic drama PVT Chat (starring Peter Vack and Julia Fox and streaming now on most VOD platforms) assume it’s my first feature film. Actually, it’s my third. My first two features never played a single film festival and haven’t been seen by more than a few hundred people (mostly friends and/or curious followers of my rock band, Bodega). They were financial failures (even though they were made extremely cheaply), but you couldn’t call them critical failures because nobody has ever reviewed them. I spent the last decade working on these films and yet their cultural footprint is practically nonexistent.
Despite that, I still believe in them and hope one day I’ll make a movie (or record) that inspires people to seek them out. My early cinematic attempts certainly failed at behaving like normal movies, but to me it is precisely this failure that makes them interesting.
Godard said of Pierrot le Fou (1965), “It’s not really a film. It’s an attempt at a film.” This is a purposefully cryptic statement, but I think I understand what he meant. There is a sketch-like quality to his films from that period. He was less interested in following a particular plot through to its conclusion than suggesting narrative ideas and moving on. He enjoyed employing classical narrative tropes but didn’t want to waste screen time on the proper pacing required to sell those tropes to an audience. Instead he filled his screen time with spontaneous personal, poetic, and political ruminations that occurred to him literally on the day of filming. Many found – and still find – this approach infuriating, but for a select number of Godard disciples, like me, this type of filmmaking is still revolutionary. I remember seeing Weekend during my sophomore year of college at the University of South Carolina and having my mind completely ripped open. Suddenly the world wasn’t a small, mediocre, predictable place – it was full of music and color and philosophy and eroticism. There were people out there genuinely disgusted with the status quo and boldly proclaiming it with style.
Godard’s work is a fulfillment of the dream of the caméra-stylo – a term coined in 1948 by Alexandre Astruc that argued it was theoretically possible for someone to compose a film with as much direct personal expression as exists in prose. In order to achieve this level of expression, one often needs to move beyond the realm of mere plot and narrative naturalism, the principle that what you are seeing on screen is real. (On most movie sets, the filmmakers and actors work overtime to sell this illusion.) Films that focus solely on plot, character psychology, and one literary theme have to direct the majority of their screen time toward plotting mechanics and emotional manipulation of the audience. What you gain in dramatic catharsis you often lose in intellectual honesty. There’s always a tradeoff. I am invested in a cinema of the future that veers toward self-expression, but doesn’t need to avoid dramatic catharsis as Godard’s films did. Certainly many filmmakers my age are working to achieve such a synthesis of intellectual directness and narrative pleasure. Experimentation is required and many “bad” films need to be made to pave the way for future successes.
I graduated college in 2010 high on this dream of the caméra-stylo and philosophy (my field of study) and in 2011 started filming my first feature, Annunciation, with experimental filmmaker Simon Liu. Annunciation is an “adaptation” of the Mérode Altarpiece, an early Northern Renaissance oil painting triptych by Robert Campin. The film features three short separate narratives, one for each panel of the famous 15th-century painting. I wanted the performances in Annunciation to be controlled and somewhat surreal, as if the whole film existed in a heightened but slowed-down hypnotic state; I was thinking about Bresson, Ozu, Antonioni and, of course, Godard (particularly his work from the ’80s). There is some plot, but the main goal of the movie was to reveal the miracle of existence in the everyday. And because the Mérode Altarpiece depicts the scene in Christianity where the Virgin Mary was impregnated by light alone, the film had to be shot on 16mm film.
Now picture this: a 22-year-old walks into a conference room in Midtown Manhattan and gives this pitch to a producer who was then investing in thriller movies: “Every time light strikes a piece of celluloid, a miracle similar to the Annunciation scene occurs: an image appears in the likeness of man that redeems our fallen world and reveals it to be the beautiful place that we take for granted in our normal day-to-day.” This wasn’t met with the enthusiasm I was hoping for. “Don’t you see,” I said, “this is a film about the ecstatic of the quotidian! This is a film that audiences will flock to! It could do for Williamsburg and Bushwick what Breathless did for Paris!” Looking back, I am both shocked and charmed by my youthful naiveté, courage and idiocy.
I was laughed out of the room, but the producer was kind enough to wish me good luck and welcomed any future pitches, should I come up with something any “normal” person would want to watch. I never thought of films in the tradition of the caméra-stylo as being elite works only for the gallery or the Academy. I, like Godard before me, have always assumed that audiences are intelligent and long for thoughtful, challenging movies. That belief I carry to this day and thankfully it sometimes seems to be true. How else could you explain the recent success of heady films by Josephine Decker or Miranda July?
Thanks to small donations from family members (and credit cards), I was able to shoot Annunciation without any official backing. I cast the film with a mixture of non-actor friends and some undiscovered Backstage.com talent and dove head first into the production. Right as our principal photography began, Occupy Wall Street gained momentum, so Simon and I spent time at Zuccotti Park filming our actors experiencing the movement. The hopeful promise of OWS seemed to reflect the yearning desire of our film’s protagonists as well as our own idealist cinema experiment.
When the film was finished and edited, I naively assumed that we were well on our way towards global cinematic notoriety. Surely, I thought, this important film that manages to blend fiction with actual footage of OWS would premiere at Cannes or Berlin and the Criterion Collection would issue the DVD shortly after. In actuality, it was rejected from every single film festival we submitted to.
Undeterred, I conceded that maybe there were a few minor structural flaws in the edit. It was probably a little too long and perhaps the three separate narratives would work better if they were crosscut more. A year later, this new edit was again rejected from almost 100 festivals. Stubbornly, I thought that perhaps what could really bring the movie together was a comic voiceover by my then cinematic muse Nick Alden (who is a lead in both Annunciation and my second film, The Lion’s Den). Audiences seemed to ignore the comic tone underlying Annunciation. If only I could unearth it, they wouldn’t be put off by the pretensions to greatness the movie wore on its sleeve. There is nothing so offensive to American audiences as pretentiousness.
I didn’t send the overcooked voiceover version to festivals. I knew it was forced and worked against the core concept of the film. But it was then that I started for the first time to have doubts about Annunciation. Maybe my film wasn’t as emotional or clever as I imagined. Maybe it was bad? “No,” I decided. The film, whatever its flaws may be, has value. Herculean delusions of grandeur come in handy when you are trying to become an artist.
I opted to edit the film back to its original state, but without some of the weaker, obviously didactic moments, then hosted a few local screenings in NYC (most of them at DIY venues where my rock band would play) and put the film up for free on Vimeo. Around this time, it occurred to me that editing Annunciation had been my film school. Failure is a wonderful learning tool. Editing the same raw material in a myriad of different ways taught me about pacing and tone. Still to this day, when I find myself in a certain state of mind, I open up the Final Cut sessions and do a new edit of the footage just for fun, like some sort of DIY George Lucas tinkering with the past. Last year during quarantine, I did a new edit of Annunciation and uploaded it to Vimeo without telling a single person. It has become my own little cinematic sandbox to play in.
When people did chance upon one of my myriad edits, they often commented that they enjoyed its style but found the acting too unnatural. My response to this was to make my next film, The Lion’s Den, a cheaper HDV feature that doubled as a political farce and an essay about naturalism in cinema. The film is about a group of ding-dong radicals who kidnap a Wall Street banker and plan to donate his ransom money to UNICEF so salt pills can be provided for dehydrated children. The UNICEF plot was drawn from Living High and Letting Die, a 1996 work of moral philosophy by Peter K. Unger. It was both a serious attempt at political philosophy and a total slapstick farce; I was imagining the comedy of errors in Renoir’s The Rules of the Game mixed with the Marxist agitprop of Godard’s La Chinoise.
The acting style in The Lion’s Den was purposefully cartoonish; at no point in the film could an audience member believe that what they were seeing was real. I like to think that The Lion’s Den was an attempt at theatre for the camera, part Shakespeare and part Brecht. This was my own personal response to our epoch’s hyperrealism fetish. At the time, I believed that the current obsession with neo-neorealism, mumblecore and reality TV was worth combating. Art with a realistic aesthetic, I thought then, was inherently conservative and accepting of the political status quo (whether the artists were aware of this or not). Art with an imaginative anti-realistic aesthetic, so I thought, was utopian. It opened new vistas and ways of thinking and being. It dared to believe in a more beautiful world than the one we are living in.
The making of The Lion’s Den was extremely difficult. It was by far the hardest thing I have physically done in my life. At the time, I was malnourished and broke, not unlike the character of Jack in PVT Chat; my diet for that month we made the film consisted mostly of coffee, rice and beans, ramen, light beer, and the occasional waffle or fruit smoothie from the vegan frozen yogurt stall I worked at. Unlike Jack, my addiction wasn’t cam girls or internet gambling, but independent filmmaking. I begged, borrowed and scrimped $10,000 to make a film I knew I wouldn’t be able to sell. Despite having some key collaborators near the beginning of the shoot, most of the film was made with just me, the actors and a loyal boom operator, all living together in a house in Staten Island. This meant that I had to assemble all of the cumbersome lights for every setup, handle the art for every scene (which involved a lot of painting), block the scene and direct the actors, throw the camera on my shoulder and film, and then at the end of the day transfer the footage while logging the Screen Actors Guild reports and creating the call sheets for the next day’s scenes. Exhausted both mentally and physically, I often couldn’t stand up at the end of the day’s filming.
Once we’d wrapped and everyone had gone home, I stood in the middle of our set and played Beethoven on my headphones. Within seconds, I began bawling my eyes out, partly from exhaustion but also from the melancholy that all my friends had left and I was now alone for the first time in a month. I collapsed and slept for hours. When I woke up, it was my 26th birthday. I celebrated by watching Citizen Kane alone and then started the process of painting the walls back to a neutral white. The actor Kevin Moccia (who has been in all three of my films and actually works as a house painter) heroically came back to set and helped me. I told him that despite all of the agony of the past weeks (my bank account was now in the red, with overdraft fees piling up), I was happier than I had ever been. Working passionately on something that has great value to you is, without a doubt, the key to happiness.
Shortly after returning to the real world and my job at the vegan yogurt shop, I passed out while on the clock and was taken to a hospital by my very supportive girlfriend. Turns out, all I needed was an IV and some nutrients to get back on my feet, but unfortunately the trouble with The Lion’s Den had just begun. At some point, I formatted the production audio memory card and, in one instant, accidentally deleted everything on it. For the next two years, my friend Brian Goodheart and I worked with all of the actors to dub all of the dialogue and sound effects in the movie. Each actor had to completely re-do their verbal performance. It felt like remaking the entire movie. The result made the film especially un-naturalistic (which pleased me at the time) and it turned out far better than I think Brian and I expected.
By then, I had some hopes that The Lion’s Den could reach a small audience. It is aggressively philosophical but also features a love triangle, a car chase and a final shootout. Its comic style, I was hoping, would attract people who were put off by the purposeful flatness of Annunciation. Nevertheless, the movie was also rejected from every conceivable festival. I now realized that submitting an aggressively experimental narrative film without a single famous person in it to festivals is basically like flushing your money down the toilet. Yet I continued submitting, like an addict at a casino putting all of their savings on the roulette table. You never know, right?
In hindsight, I now see The Lion’s Den as a very angry film that perhaps uses comedy to soften the blow of some of its hotheaded fervor, and suspect some of its critique of capitalism and naturalism came from hurt and jealousy. “You think my work isn’t natural enough, eh? I’ll show you motherfuckers naturalism!”
Sometime in 2017, to my surprise I became smitten with certain neo-neorealist filmmakers (Joe Swanberg, in particular) and decided I wanted in on the mumblecore party, albeit from my own outsider perspective. I began to see how I could work symbolically with naturalistic performances, which led me to my latest film. PVT Chat is by no means a work of strict realism, but nevertheless focuses on believable dramatic performances. The film’s cast blends some actors from my past work (Kevin Moccia, Nikki Belfiglio, David White) with some heroes of the modern neo-neorealist indie cinema (Peter Vack, Julia Fox, Buddy Duress, Keith Poulson).
I want to end with a bit of advice to other filmmakers: Don’t put your self-worth into the hands of festival reviewers or distributors. The future of the moving image will belong to the films that are willing to risk cinematic failure. If you make an earnest film that doesn’t behave like a normal movie, I want to see it, even if it is full of technical or narrative mistakes (which it most likely will be). There’s no right way to make a movie. Follow the dream of the caméra-stylo and make a film that if nobody else made, wouldn’t exist.
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aion-rsa · 4 years
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15 Underrated Game Boy Advance Games
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When the Game Boy Advance hit shelves in Japan on March 21, 2001, Nintendo was still riding the incredible success of the original Game Boy. After more than a decade of the Game Boy’s handheld dominance, though, gamers eagerly awaited the next evolution in portable gaming. The GBA delivered that evolution.
In fact, many features we now take for granted in portables like the Switch can be traced back to the GBA. The addition of shoulder buttons, full 32-bit color graphics, and eventually even built-in backlighting with the 2003 release of the Game Boy Advance SP were all lauded as welcome innovations and improvements. Sadly, the GBA’s time in the sun was remarkably short. Pressured by the upcoming release of the Sony PSP, Nintendo released the GBA’s successor, the Nintendo DS, less than four years after the launch of the GBA.
Yet, GBA games continued to be released all the way into 2008. The GBA is still fondly remembered for its excellent ports of games like Super Mario World and The Legend of Zelda: A Link to the Past, and for helping launch new franchises like Mega Man Zero and Golden Sun, but its library was much more than just those major titles. Dig a little deeper into it and you’ll find that the GBA was also home to some truly excellent hidden gems that are still worth checking out 20 years later.
15. Urban Yeti!
2002 | Cave Barn Studios
Keep in mind that in the early 2000s, developing games for the GBA was much cheaper than making a console game. Steam wasn’t a thing yet, and cell phones could barely run Snake. So, if you were an ambitious young developer with a goofy idea and a dream, your best bet for making it happen was to put it on Nintendo’s handheld. 
Urban Yeti! is the type of weird, charming experience that typically only finds a cult audience on PCs nowadays. You play from a top-down perspective as the titular Yeti who is looking for his mate in a small city. Most of the time, the game plays like the first two Grand Theft Auto games with even more chances to punch random pedestrians. More importantly, finding a boombox starts a dancing freak out that clears the screen of enemies, and “missions” take the form of minigames inspired by titles like Toobin’ and Root Beer Tapper.
It’s weird and short, but always hilarious, and it’s unfortunately become increasingly obscure since its release.
14. Lady Sia 
2001 | RFX Interactive
Most of the platformers on the GBA were either fantastic SNES ports or dreadful licensed fare, but a few original titles do stand out. The first thing you’ll probably notice about Lady Sia is that it looks great. Its big, bright graphics were a perfect fit for the GBA’s small screen. The gameplay is also surprisingly deep and utilizes combos, magic attacks, and even the ability to shape shift into a sasquatch during boss fights. Yes, this is the second game on the list to feature a playable Bigfoot, but we promise it’s the last.
Lady Sia was fairly well received at the time of its release, and a sequel was even planned in 2003. Sadly, it was canceled due to a lack of funding. 
13. V-Rally 3
2002 | Velez & Dubail
The GBA was released at a time when the vast majority of console games were going full 3D. The GBA, however, was obviously built with 2D pixel games in mind. Those perceived limitations didn’t stop some developers from pushing the limits of what the handheld was capable of, though, as evidenced by the V-Rally 3 team managing to cram fully polygonal cars into the GBA.
Graphically, V-Rally 3 is undoubtedly the best-looking game on the system. Its surprisingly detailed outdoor tracks could easily be mistaken for an N64 game. You can even play the entire career mode in first-person. Thanks to some surprisingly smooth handling, though, V-Rally 3 proves to be much more than just great visuals. It may not look like much compared to modern racers, but it’s still the undisputed pinnacle of racing on the GBA.
12. Car Battler Joe
2002 | Ancient
Car Battler Joe is a decent RPG mixed with awesome car battling sections that elevate it above most of the GBA’s library. The story isn’t great (your father is missing and you have to find him), but the hook is that in this world, cars are a rarity. As such, you have to build your own Mad Max-style vehicle from spare parts found around the world and eventually battle other vehicles as you work to finish your quest.
That concept alone is begging for a sequel or spiritual successor. Sadly, most people have long forgotten about Joe, and even its re-release on the Wii U eShop in 2015 didn’t garner much attention.
11. Kuru Kuru Kururin
2001 | Eighting
Kuru Kuru Kururin is one of those puzzle games that sounds so simple in theory but ends up being surprisingly complex and a lot of fun. You play as a rotating stick (or “helicopter” in the North American version) that must make it to the goal at the end of a series of mazes. You control how quickly the stick rotates, and you’ll need to master that mechanic as the difficulty ramps up significantly in the later levels. This game remains a remarkably addictive experience until the end.
Though Kuru Kuru Kururin‘s core concept boasts nearly universal appeal, the game was only released on the GBA in Japan and Europe. A localized version finally made its way to North America in 2016 through the Wii U eShop, but Nintendo of America seems oddly stubborn about acknowledging the series. Neither of its two sequels ever made it out of Japan. 
10. Sabre Wulf
2004 | Rare
Most gamers say that Rare peaked during the N64 era with a string of successful platformers and shooters, but old-school Rare still managed to squeeze out a handful of classic games for the GBA after the company was sold to Microsoft in 2002. Everything gamers love about classic Rare games is on full display in Sabre Wulf: the cutting-edge graphics, tight controls, and the trademark offbeat British sense of humor.
Unfortunately, Sabre Wulf didn’t find much of an audience. Prior to the release of this title, the Sabreman character hadn’t starred in a game in almost 20 years. The updated gameplay apparently didn’t appeal to older fans, and wasn’t innovative enough to attract younger gamers. It’s aged better than many other GBA games, though, and it’s certainly well worth a playthrough now.
9. Zone of the Enders: The Fist of Mars
2002 | Konami
While it was never as successful as Hideo Kojima’s other games, the Zone of the Enders series is still fondly remembered for some of the better action games of the PS2 era. Their unique mecha combat and Kojima’s flair for cinematic storytelling helped those games stand out from a competitive pack.
Unlike its console brethren, The Fist of Mars is a turn-based strategy game. That means it’s not nearly as fast-paced as the other Zone of the Enders games, but there is an aiming reticle for targeting enemies, so this is more action-oriented than the typical strategy game.
While Kojima wasn’t directly involved in the development of The Fist of Mars, the writing is surprisingly strong, hitting all the right dramatic and philosophical notes that mecha fans have come to expect from the genre.
8. The Lord of the Rings: The Return of the King
2003 | Griptonite Games
EA released a couple of solid beat ‘em ups for consoles to coincide with the release of Peter Jackson’s Lord of the Rings trilogy, but the GBA versions are actually even better than those largely beloved adaptations. Like The Two Towers tie-in released a year prior, The Return of the King is basically Diablo in Middle Earth.
There are a whopping eight different playable characters pulled from the movie. Despite the technical constraints of the GBA, each of those characters plays completely differently. Aragorn is the classic warrior, Legolas is the able-bodied archer, and Gandalf uses magic to fell waves of orcs. They’re even all completely customizable with their own weapons and equipment.
Read more
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By Chris Freiberg
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The GBA version of Return of the King still stands out as one of the best Lord of the Rings games ever made, and future games inspired by Tolkien’s books would do well take a few cues from it. 
7. Summon Night: Swordcraft Story
2006 | Flight-Plan
Thanks to lower development costs, the GBA featured many experiments that led to unusual combinations of genres. For instance, whereas many dungeon crawlers are typically slow, plodding affairs, Summon Night: Swordcraft Story sped things up through fast-paced, real-time battles inspired by the Tales of series. Battles in Swordcraft Story story are an absolute joy since you’re doing more than just scrolling through menus.
The sequel, released just a few months later on the GBA, is also worth checking out. Sadly, while the Summon Night main series is still chugging along, the Swordcraft Story subseries looks to be abandoned at this point. 
6. Klonoa: Empire of Dreams
2001 | Namco
For a brief period in the early 2000s, the Klonoa series felt like it was on the verge of becoming a household name. All of the games were praised for their tight, diverse platforming, and the series’ word of mouth was generally strong, but the games just never seemed to reach a large audience.
Empire of Dreams is a side-story set between the events of the two console Klonoa games. It features the same use of the “wind bullet” to capture enemies and the same creative level design as its console big brothers. While it can’t pull off the 3D effects featured in those games, impressive multiplane backgrounds and advanced rotation effects do help it stand out among the GBA’s crowded library of platformers. 
5. Rebelstar: Tactical Command
2005 | Codo Technologies
Don’t be fooled by the Rebelstar name: this is actually an X-Com game through and through. While there’s no base building or resource management in this GBA title, that classic tactical combat against an alien threat that defines the X-Com series can be found here in all its glory. Then again, what else would you expect? Rebelstar was created by the same guy behind X-Com, Julian Gollop.
Of course, this being a GBA game, Rebelstar’s visuals aren’t quite up to par with an X-Com title. In fact, some may find its more cartoony style jarring when paired with this style of gameplay, but Rebelstar certainly makes for a unique experience compared to the other tactics games out there.
4. Yggdra Union
2006 | Sting Entertainment
The final days of any gaming platform are a dark time typically defined by sporadic releases and shovelware. Yet, every now and then, a bright spot appears for those gamers who haven’t yet moved on to the next generation. As a deep mix of tactical RPG mechanics and card battles bolstered by some of the best 2D graphics on the portable, Yggdra Union is one of the better games released in the GBA’s post-DS era.
While the game’s story isn’t great, the regular banter between party members is charming, and there is a lot of content to keep you busy if the gameplay manages to hook you. A Switch port was even released in Japan last year, so keep your fingers crossed that it makes its way stateside. 
3. Drill Dozer
2006 | Game Freak
Game Freak will always be known for the massively successful Pokemon franchise, but the developer has occasionally dabbled in other genres. The best of those experiments has to be Drill Dozer: a game about drilling. Need to go forward? Try drilling. Backward? Also drilling. What about jumping? Yeah, that actually involves drilling, too. It sounds repetitive, but there are so many different ways use to Jill’s Drill Dozer that the mechanic actually never wears out its welcome.
It might be tempting to check out Drill Dozer via emulation, but it’s actually worth tracking down the original cartridge for this one since it’s one of only two GBA games to feature a rumble back in the cart. It adds quite a lot to the experience.
2. Astro Boy: Omega Factor
2004 | Treasure
A handheld game based on an anime that hasn’t been popular in the United States since the ‘60s sounds like a recipe for disaster, but legendary Japanese developer Treasure could do no wrong in the ‘90s and early 2000s. Like most of the games in the Treasure catalog, Astro Boy: Omega Factor features fast arcade gameplay, massive screen-filling special attacks, and some of the most beautiful sprites the GBA could produce.
Though Treasure was once a prolific developer, responsible for classics like Ikaruga and Sin & Punishment, the company has gone quiet in recent years. The studio hasn’t even released a game stateside in the last decade. However, a re-release of this gem could mark a great comeback for the legendary developer if the licensing could be worked out.
1. Ninja Five-O
2003 | Hudson Soft
Ninja Five-O should have been a system seller for the GBA. The game feels like a lost classic from the 16-bit era. It’s a beautiful combination of Ninja Gaiden and Bionic Commando bolstered by tight controls and an over-the-top story about a magic-wielding ninja who is also a cop. Anyone who has managed to track down a copy swears up and down that it’s one of the very best experiences on the handheld.
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Yet, Ninja Five-O was set up to fail from the start. It’s unknown how many copies were made, but it was nearly impossible to find one at the time of its release. Even though the game was developed in Japan, it was never even released there. Media outlets also barely covered it. Yet, the legend of Joe Osugi has only grown over the years, with complete copies of this game regularly selling on eBay for around $1,000. Even an authentic standalone cartridge will set you back several hundred dollars. You know what, though? It’s actually one of the few rare games that may be worth the price. It really is as good as you’ve heard.
The post 15 Underrated Game Boy Advance Games appeared first on Den of Geek.
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neakco · 4 years
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TNA - Ch. 3
Ch. 2
This is the last chapter I will be posting online unless there is any interest in it. I love constructive criticism. I probably should have mentioned this earlier but my computer is broken and everything was typed up on my phone.
Chapter 3
Briar and Azalea entered the Godfrey Enterprises Lobby fifteen minutes before their meeting with Theodore and looked around.
"This place sure has a lot of gold and marble." Briar muttered quietly in Russian.
"You would think this was some cash grab of a casino or hotel." Azalea responded in Urdu.
Approaching the reception Azalea continued to speak in Urdu. "We would like to rent a suite please."
Briar had to turn away so he wouldn't laugh and the poor receptionist's expression.
"I am sorry, but would you be able to repeat that in English?"
Azalea kept her face remarkably straight. "Apologies. We have a meeting with the COO."
The man sighed in relief that she spoke English, "May I please get your names?"
Azalea answered since Briar had barely managed to stop silently laughing. "Briar and Azalea Willowbirch."
The man typed their names into the system before his face paled and his hands began to shake. He slowly looked up at them with false cheerfulness, "I am terribly sorry but you are both banned from the building and I must ask you to leave."
"No worries. Do you mind if we stay just inside the doors as I call our ride?" Azalea smiled brightly but Briar caught the glint of steel in her eyes.
The receptionist visibly relaxed, "Please go ahead."
Briar switched into combining multiple languages once they were close enough to the door, "You would think we were the worst of murderers. So what is our plan?"
"I am going to call our ride." She answered as she pulled out her phone. She then switched over to English for the conversation. "No, I promise we are not running late. In the lobby actually. Apparently we are banned entrance."
Briar heard the sigh.
"We were graciously allowed to stay here while calling for a ride. Though we are now being glanced at suspiciously."
Briar heard a ding and looked towards the opening elevator doors. He grinned as he watched Theo step out and hang up his phone.
"Ms. Willowbirch, I am happy to see you made it. Please grant me a moment to resolve this issue before we head up to my office." He then walked up behind reception and looked over the screen.
Azalea just grinned as she put away her own phone.
"Some ride you called us." Briar smirked.
"I think an elevator ride is still technically a ride, no?" She laughed as the strolled towards the desk.
They were close enough now to hear Theo's quiet conversation with the receptionist.
"You are new so please don't worry about it. Just now you know to check next time."
"Yes sir. Sorry sir."
Theo joined them near the elevator and swiped his badge to call it.
Once the door closed Theo relaxed,
"Apparently you two are highly dangerous and top security is to be called at any sign of you being uncooperative."
"Your father?" Briar asked.
"Just be thankful for the board ruling that he isn't allowed to make any company decisions after an event." The elevator began to slow and Theo again stood straighter, "Follow me and try not to stop."
The twins shared a look but followed silently. They quickly understood as various strong perfumes assailed their senses. A fast look around showed them multiple women wearing heavy masks of makeup and all positioning themselves within Theo's sights. Some seemed enthusiastic in their attempts to garner attention while others seemed like they would rather be doing anything else.
They were almost at their apparent destination when a women physically blocked their path to the door.
"Coffee for your meeting." She fluttered her very long and clearly false lashes.
Azalea blinked slowly, while others wore masks of makeup this women's face appeared to be sculpted of it. She switched to a mix of French and Spanish, "Brother, did we enter a horror cinematic?"
Theo accepted the tray of drinks and ushered them through the door before closing it hastily. "Sadly not a horror, just my life." He then stopped Briar from grabbing one of the drinks. "That women likes to lace things with aphrodisiacs."
Rob laughed from his seat on a side couch near the desk. "Is that the one that tried to feed you bright blue Viagra cookies and claimed they were blueberry?"
Theo sighed wearily as he collapsed in his chair, "That is the one. She just needs one more instance of time fraud and I can finally fire her."
The twins shared a look of concern before taking seats in front of the desk.
"Why can't you just fire her for harassment?" Briar asked with a suppressed shudder.
Rob answered from the couch, "Father's policy, Theo can't fire anyone that father directly hired unless they have 3 non-HR infractions of the same type."
"That isn't fair!" Azalea looked furious and was slipping into an unrecognizable accent, "How did the board allow that?"
"Father has the same restrictions on anyone I hire." Theo passed over a folder, "But you are here to talk business, not hear my problems. I managed to locate your parents arrival to Lattuck after I received your message last night with the date and time your parents initially boarded their train."
Azalea and Briar carefully studied the images as Rob stood up and pointed one out.
"Cameras lost 'em there at Bismark St. Tried to get the cab transcripts but they only uselessly keep those for two months."
"This is more than enough, thank you both greatly." Briar stated as he pulled up a map on his phone and started to marking locations.
Azalea looked at the brothers with a little suspicion, "How did you get this all done in one night?"
Rob grinned, "I stayed up a little late but Theo here came to work at 3 am."
Briar stopped what he was doing and both twins glared slightly at the brothers.
"Trust me you two, it was work on this or spend more time at Godfrey Mansion. We both jumped on the excuse to leave."
"The more I learn about Mr. Godfrey the more I contemplate trace less poisons." Azalea muttered into Briar's shoulder.
"Wait until we locate our own parents before you cause other people's to disappear. I refuse to finish this without you."
Theo chose to ignore the comments, "I am sorry we couldn't find anything more."
Briar laughed, "Are you kidding? We are used to following tattered wisps of month old gossip. This is a great lead."
Rob sat back on the couch, "So why didn't you two just hire a detective? Surely you can afford it."
"There are more than a few reasons but two main ones." Azalea started.
"The first is that our grandfather taught us it is wrong to spend our money for purely selfish reasons. For everything we spend we match it with a doubled donation to charities when we can. It is surprising a lot cheaper to travel and accommodate ourselves compared to hiring a detective." Briar stated.
"And the second is that there were no detectives that took our 16 year old selves seriously enough. Those that did try to humour us were very untrustworthy." Azalea finished.
Rob nodded but before he could respond there was a knock on the door and Roisin entered.
"I know I came in early today Mr. Sapphirus, but I gathered the employee pay statements for you."
"Thank you Ms. Ballantyne. If you wish you can compare them to the time statements online and look for inconsistencies, or you can choose to help the admin staff with their tasks."
Her eyes widened in fright, "I shall work on the comparisons." She smiled briefly at Briar before leaving to return to her tasks.
Rob looked at the door confused, "Shouldn't she be in here working with you?"
"Yes but that requires a desk, and even though I have the space for it I was informed that I am not allowed to move the secretary's desk she is now using in here." Theo let out a growl of frustration, "She apparently has her own desk arriving later today and under no instance shall I bring that one in because it will soon be in use again."
"I may not be an expert, but why does the news of help make you look like you would welcome death?" Azalea asked as Briar began packing away the photos in a small bag.
"Because Father is just going to hire another useless secretary." He sighed.
Rob chose to elaborate for her, "Father got the stupid idea in his head that if he hires enough women that eventually one will seduce Theo here."
Briar looked up rapidly, "What? Why?"
"A few reasons; he wants Theo to work less and figures if he is distracted then he can probably slip some more selfish policies in. He also wants Theo to provide an heir to our family legacy. I don't like women so I am useless to him."
"But adoption is a thing. He adopted both of you." Azalea looked offended.
"True, but he can't have kids. Plus i am sure he adopted Theo because I was such a disappointment.  He would probably disown me if the media wouldn't have a field day."
Theo was face down on the desk and mumbled out, "I just wish father could understand that the restrictions he has placed on those women in their contracts causes me more work instead of less. I spend hours after everyone else has left just doing their jobs." Theo lifted his head to look at Rob, "and I don't care what Father says, you are the best older brother I could ask for."
Rob started to jokingly tear up, "Awww, you are adorable little bro, I love you too."
Azalea looked thoughtful and spoke without thinking, "Why do you not just hire your own secretary?"
She jumped as Theo suddenly leapt up and grabbed her hands, "Please say you want a job!"
Azalea looked towards her giggling twin then back towards Theo's hope-filled eyes. "I wasn't, but I have never been a secretary before. What would the job entail?"
Theo let go of her hands and sat back down to start typing, "You are the perfect fit. I saw first hand that you are skilled at data entry, You have told me before that you helped with your family’s own company when you could, you can be polite to the point that you could probably insult someone and they would thank you. Plus I feel I can trust you not to gossip about company secrets." He grinned as he handed her the contract he just printed off. "And the best part is that hiring you would annoy my father and he can't do anything about it."
Azalea looked up from the paperwork, "Administrative Assistant / Bodyguard?"
"Brilliant right?" Theo grinned, "You would be in charge of the entire Administrations Department, thus granting you access to the whole company’s files. Then by doubling as my bodyguard I get to take you to all my off-site meetings with high-end clients and contacts."
"You are granting me opportunities to find my parents while assisting you?" She looked a little stunned.
"Yes and if you look here," Theo came to her side of the desk to point some things out.
Rob took the opportunity to tap Briar on the shoulder, "While Petal is getting an offer I have one for you."
Briar looked at Rob curiously, "What kind?"
He pulled out a business card, "I own and run Umbra Security. I am need of an eye in the sky. Someone I can trust to run cameras and comms for me and my crew."
"I feel special, but you only met me last night. Why trust me?"
Rob pulled Briar over to the couch and sat him down. "I didn't last night, thought you were pulling a long game. So I did a bit of digging and found your family over in Germany. Your story checked out. The main reason though is that the job will give you access to all the public cams in town and some private ones when we got a special job. A handful of cash won't be enough to bribe you to look away and potentially lose that access."
Briar looked carefully at Rob's face, "Do you seriously not have anyone on cameras already? I refuse to put anyone out of a job just for a golden egg."
Rob took a moment to puzzle out Briar's meaning. "Just another reason you are trustworthy. Now normally I run 'em but sometimes I need to watch my crew around higher paying jobs. Last night could 'ave been avoided if I had an eye. Sometimes I get my man on cams but he is a twig and couldn't win a fight with a kitten." Rob's look grew more serious. "It is rare but sometimes thugs go after the cams. I know that I won't have to worry about anyone getting the drop on you."
"I will take the job on two conditions." Briar held up a finger, "I refuse to use a gun." He held up a second, "I am allowed to upgrade or change the room's security and equipment to suit me."
"What kind of changes?"
"Currently I am only thinking adding a pin pad and hand scanner combo that only looks like it will unlock the door." Briar grinned, "I will probably think of more things once I see the space."
"A red herring." Rob muttered before exclaiming, "I approve." He then held out his hand to shake, "All I ask is that you don't install anything deadly."
Briar shook, "You have a deal Mr. Umbra."
"Excellent, I can start you with Monday, Wednesday and Friday. Tonight can be the first shift if you want."
"Sounds good to me, where am I going?"
"It's a little hard to find, so tell me your address and I will swing by before 1900 to lead ya."
"Tranquil Estate." Briar laughed as Rob's eyes widened, "I know I know, my grandfather has the good taste not to name his properties after himself."
Rob laughed with him, "At least one business tycoon in the world does."
Briar looked over to see Azalea trying to fit a large bundle of papers into her bag.
Theo spotted his questioning look and explained, "Welcome package. It has everything she needs in order to annoy my father by following all the rules to a tee. It also includes her own badge so she doesn't need me to call the elevator."
Azalea stood up after succeeding in making everything fit. "If that is everything then I believe I shall go prepare for the battle to make your tower more bearable princess."
"Just don't stab any of the guards, they are prisoners too." Theo spoke through barely restrained laughter.
"No promises." Azalea waved, "See you tomorrow Theo."
Rob left first followed by Azalea and Briar. The latter leaned on his twin and whispered in Italian, " Grandfather would approve."
She chose not to respond verbally and instead shoved him off and went to wait for the elevator with Rob.
Briar chose that brief moment to greet Roisin and see if she would be free that Thursday.
Azalea waved him over when the doors opened and he rushed over with a large grin.
Azalea shook her head, "Come on Romeo, straighten your head back on, we have work to do."
And that is it. This honestly started as a maribat fanfic with Briar as Adrien and  Azalea as Marinette. Rob was Jason and Theodore was Tim. Since I made it into an original I changed a lot of personalities and background characters. All because I wanted to twist the fake dating idea completely. Somehow it turned into a commentary on stereotypes and how it is okay to just be how you are. This covers gender stereotypes and relationship stereotypes. My favourite chapters I have written so far are chapter 7 because I have never written anything like it before and chapters 11 to 14 because they are the serious ones that made me decide to turn this into an original. So again, if you want to see more let me know, if I don’t hear anything you will just have to wait the ten plus years it takes me to get this published.
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