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#since he's working even more directly with sega now
wereh0gz · 1 year
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I wonder why ppl interpret sonic not jumping at the chance to kill an enemy as him giving "second chances" to bad guys who don't deserve it like eggman
#ramblings#yes that includes writers who worked on actual sonic media#like ian flynn. i like his work but this is one thing that keeps bugging me abt the way he writes sonic in the comics#i'm glad it doesn't seem to be transferring to the games he's working on#since he's working even more directly with sega now#like idk maybe the literal teenager just doesn't wanna kill ppl even if they do horrible things#also it's fiction with an audience of mostly children like. you can't expect it to go that far#and yeah he has Technically killed someone before with erazor djinn#but he's immortal so like. he's technically not dead maybe. just can't hurt anyone anymore#like i don't think he'd care if someone like eggman died in on of their battles#but he's not going out of his way to murder him#and it's not like he's just letting him go most of the time either. eggman is just good at making a getaway#sonic isn't judge jury and executioner. i doubt he thinks it's his place to kill someone as punishment for their crimes#he'd rather let nature do it. or let them die from their own hubris#but him not going out of his way to kill his enemies doesn't mean he's giving them a second chance#and expecting them to turn over a new leaf then being shocked when they don't every single time#he knows better than that#i don't think it's that complicated#like 'not wanting to kill ppl as a literal kid' and 'not forgiving ppl for horrible crimes' are two ideas that can coexist i think#him not wanting to kill doesn't need to be justified as him giving second chances or whatever
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alicemichelle297 · 2 years
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Sonic Frontiers (2022) review
I really, really didn't want to get my hopes up for this one. Arguably, Sonic hasn't had a good game since 2011's Sonic Generations. On top of that, releases for this series used to be practically yearly but they slowly dried up and there hasn't been a proper Sonic game since 2017's Sonic Forces (and that was a nightmare). So you can imagine the anticipation for Sonic Frontiers was excruciating.
As a life-long Sonic fan, I had to get this game on day one, but I waited to share my thoughts until I could digest my experience and come back to it for a second look, confirming the thoughts that stuck with me. I wanted to be fair as well as thorough, so this is a longer post from me than usual.
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Story
The story of Sonic Frontiers is simple and that's not a bad thing. Sonic, Tails and Amy investigate a location called the Starfall Islands because the Chaos Emeralds were mysteriously drawn there. When they arrive, they're pulled into an artificial reality called Cyberspace and only Sonic is able to escape (because of his speed, I think).
Sonic has to find a way to rescue his friends, presumably by running through more Cyberspace areas and taking the digital corruption into his own body to free them. Along the way, he discovers that Knuckles came here and got trapped on his own, and so did Dr. Eggman!
He's confronted by Sage, an A.I. created by Eggman, who tells Sonic his efforts are wasted. Not only does she try to stop Sonic, but so does the ancient technology left on the Starfall Islands by an alien race called... well, the Ancients.
The premise is pretty thin, but it's also all it needed to be for an open-world concept like this. Just an excuse to go from point A to B and play more levels and collect more tokens.
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This game's saving grace in the story department is that it was penned by Ian Flynn, head writer of Sonic comics from Archie's Sonic #160 to the end of that series, and then the first 30 issues of the IDW Publishing run. The man knows these characters better than anyone else on Earth. In fact, when they announced Flynn was writing it, Sonic Frontiers became a guaranteed purchase for me.
The downside is it seems Flynn was only given leave to write the dialogue. The overall premise and structure, what characters would appear, etc. was already dictated by SEGA. Given that that's all he had control over, Flynn does an exceptional job to make it work. Sonic and co. have never been so well characterized.
Flynn manages to pull connections to Sonic Forces and earlier games to sneak in small character arcs for our main cast. He directly tackles the fan backlash to Tails' nervous breakdown in Forces and makes it into a moment of self-doubt for Tails, who now feels unreliable. Sonic reminds Tails, and us, that he's been a hero to rely on before– like when he saved Station Square from a missile strike in Sonic Adventure. By the end of the game, Tails resolves to go on an adventure on his own and re-establish himself as an independent hero.
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Knuckles' time as Commander of the Resistance is referenced in his actions leading a battalion of Kuco and in the fact that his character tokens are shaped like military medals. This is more subtle, but it works for me.
On top of it, he reflects on being the last echidna and how his determination to work alone leads him to struggles he can't handle on his own. Just through dialogue, Frontiers reinforces Knuckles' hard-headedness as well as his strength of friendship with Sonic, who would do anything to help him even though they're still considered rivals.
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Granted, most of this characterization is actually in a short animation released as a "prologue" to the game, explaining how Knuckles got to the Starfall Islands on his own, but I'm choosing to include it in the game's review.
Probably most impressive is that Flynn was able to connect this arc for Knuckles to how he appeared in the Free Comic Book Day issue of the IDW Sonic comic, in which Knuckles resolved to explore Angel Island and find more of its secrets. Are we finally in an era where Sonic trans media properties will connect and carry story arcs between them? (I mean, probably not but a girl can dream).
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Amy on the other hand gets both the most and least rehabilitation. Flynn has been working for years now to re-establish Amy as something other than "girl who is obsessed with Sonic." In the IDW comics, she's taken on a role more similar to Sally Acorn in the Archie Sonic comics: leader of the Resistance who makes the plans and executes them. Frontiers doesn't reference Amy's time as commander of the Resistance or her establishment of the Restoration after the Resistance is disbanded, instead focusing on her romantic nature. Rather than being obsessed with Sonic, she's clearly obsessed with the idea of romance. This is a small upgrade but it's something. I still think it reduces Amy to "my personality is girl" as Game Grump, Dan Avidan pointed out years ago.
New character Sage is an interesting case. She endears herself to the player pretty easily but I'm not sold on her role as Eggman's "daughter" through the little story we got between them. I find it funny that Evan Stanley (current writer of the IDW comics) also developed a surrogate daughter character for Eggman at the same time, apparently by complete accident. However it's hard for me to ignore that Belle is a much more interesting take on this idea than Sage is. I will grant that Sage's character design is cooler, though.
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Sonic makes off-handed mention of other games' stories, including Station Square as mentioned earlier, Lost Hex, and a handful of other situations. He also makes a passing reference to Tangle from the IDW comics. This only highlights more that other elements of that story– which are presumably the events directly before this game and between Sonic Frontiers and Forces– aren't mentioned. No mention of the Restoration, Jewel, Whisper, the Metal Virus or any other comic elements. I wonder why Flynn was allowed to reference Tangle at all if the comic storylines weren't being canonized. Or for that matter one other non-canon character I won't spoil here.
Sonic Frontiers actually makes attempts at world-building, which hasn't really been done since Sonic Unleashed, 14 years ago. I won't spoil any of the specifics but the origins of the Chaos Emeralds, Chao and Chaos are all addressed in the course of Frontiers' story.
Something I didn't notice until really late in the game is that the main objective will take you to most of the story scenes with Amy, Tails, Knuckles and Sage, but there are additional scenes that can be found in the zones which are presumably optional, but some of the events of these optional scenes are referenced in the required scenes, so if you do them out of order it doesn't connect properly.
Gameplay
OK, that's great Alice, how's the game actually play? Overall: not too shabby.
Sonic Frontiers is broken up into two different gameplay styles: the open zone hub world areas (akin to Sonic Adventure's "adventure fields only much larger) and the linear cyberspace stages (similar to the levels of Sonic Forces, Colors, etc.).
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Open Zones
The open zones are broken up into five different islands, which consist of 3 different biome themes: three forested/grassland islands (Kronos, Rhea and Ouranos Islands), a desert island (Ares Island), and a volcanic island (Chaos Island). Each open zone contains platforming challenges, puzzles, and portal gates that lead to the cyberspace stages, as well as vaults that hold the Chaos Emeralds.
The player has to collect a variety of tokens and keys: character tokens, which unlock stories for each of the side characters; and portal keys, which unlock the cyberspace levels. Through combat and other challenges, the player collects vault keys, which unlock the Chaos Emeralds.
It can be a little intimidating to see so many different collectibles, but rest assured everything you do in the game gives you some kind of key or token and, as long as you're running around doing something, you will get enough of each to complete the storyline objectives. I never had to grind for any of these collectibles to progress the story.
Surprisingly enough, the open zones do not use any kind of tower to unlock map progress. The map in Sonic Frontiers unlocks by completing the combat challenges and puzzles so, as long as you're running around and doing something, the map will fill in on its own. Some of the earliest gameplay footage released showed Sonic climbing a large tower, which was assumed to be a tower just like Assassin's Creed, Far Cry, etc., which would need to be scaled in order to unlock portions of the map and other activities. Ironically, the one shown in that trailer is the only such tower on the island and it doesn't unlock anything. You can just climb it for fun.
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Running around the open zones generally feels good.
Although, because the terrain is so varied, there are some handling issues. Sonic seems to be magnetically attached to the ground, so when terrain becomes uneven, he will "glitch" at odd angles to adhere to the ground. At speed, this can also cause the camera to twitch back and forth, or at worst cause Sonic to spontaneously launch into the air. This is kind of annoying, except boosting and launching yourself in this way can actually allow you to fly over large chunks of the environment and even cheat your way into areas that would take a lot of effort to run to as intended. I'd categorize this as "good for speed runners" but also "sloppy presentation" for the rest of us.
Also a weird addition to the game is the drop dash from Sonic Mania. Sonic doesn't have access to a regular spin dash in this game, however, so being able to initiate a spin dash in mid-air is a bit confusing.
The biggest issue I have with the open zones and honestly the game as a whole is that the Sonic level design elements are very poorly integrated into the environment, by which I mean they aren't integrated at all.
The zones themselves have a more photorealistic art style, but there's random grind rails, springs, and rings just floating in the environment looking the same way they have in Sonic games for the past 15 years. The rails aren't even attached to anything, they're just floating in the air. They could have at least put on some kind of "anti-gravity technology" on the bottom of the rails to explain why they're just hanging out there. But even better would be to attach them to the actual environments like they originally were (most of the time) in Sonic Adventure 2, the game that debuted rail grinding.
Overall, the open zones look a bit like someone dumped a bunch of Sonic game assets into Unreal Engine, which is not a good look for a game that retails at $60. Especially for as much as it reminds me of a fan game like "Sonic Omens."
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Cyberspace
Cyberspace stages are more similar to Sonic Unleashed's "daytime stages" or what fans have taken to calling "the boost formula": a linear level in which you can boost (hold a button down to go fast) through most of the level.
Cyberspace in Sonic Frontiers alters the behavior of boosting in some key ways. For one thing, it's now on a stamina wheel a la The Legend of Zelda: Breath of the Wild (and that is the only comparison I will be making to that game) instead of limiting it to how many rings you pick up or random power-up capsules like in previous games.
The most noticeable change, however, is that Sonic is no longer shrouded in a blue aura while boosting; instead, a subtle "sonic boom" effect appears in the air when boosting starts. This removes some of the visual clutter from the gameplay but it unfortunately removes a visual cue that you're still doing it. Sometimes jumping or other actions cancel the boost out, even if you're still holding down the trigger. I lost count of how many times I thought I was boosting only to realize I was running at normal speed.
Boosting in mid-air causes Sonic to arc upward slightly, allowing you to bridge some gaps in mid-air. This used to be accomplished by using the Homing Attack in mid-air, which is more or less useless now. Even if you hold the trigger down to boost in mid-air, it won't allow you to continuously boost. Instead, the mid-air boost is more or less a short mid-air dash. And you can't continue to boost when you hit the ground from a mid-air boost, so you have to consciously release the trigger and then hold it down again to continue boosting.
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A weird decision that caused me endless frustration was to actually alter the jump physics between open zone and cyberspace. There's just as much platforming in each environment– and the same type of platforming at that– but Sonic's handling during a jump is completely different between the two, which caused me to die hundreds of times just from misjudging my ability to move in the air.
A nice quality of life improvement I didn't know I needed is that Frontiers allows you to initiate a homing attack from the ground instead of jumping in the air and then homing in. This is accomplished by moving the homing attack to the X button (on Xbox) like it was in Sonic Unleashed, rather than pressing A twice as it was in every other Sonic game ever. On a practical level this was probably done to separate homing attack from the double jump, which returns from Sonic Forces.
Cyberspace suffers from not having enough level themes, just as the open zones suffer from reusing the theming of Kronos Island. There's dozens of levels, but there are only four level themes: Green Hill, Chemical Plant, Sky Sanctuary and a new Eternal Highway design.
Eternal Highway at first glance is too similar to Speed Highway, in my opinion. It really stands out when one of the levels actually rips the level layout of Speed Highway Act 2 straight from Sonic Generations.
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On that note, some of the levels are original layouts, but most are inspired or directly ripped from past games, albeit with a different level theme. Rooftop Run from Sonic Unleashed is ripped whole cloth but re-skinned to look like Sky Sanctuary. Sky Rail, Metal Harbor and Green Forest from Sonic Adventure 2 are ripped and re-skinned in the Green Hill Zone style. Chemical Plant Act 2 from Sonic Generations appears in zone 1-5, using the Chemical Plant theming so it's perfectly obvious, just as Green Hill Zone Act 2 from Generations is recreated in 1-4 with the same theme.
At first it's kind of charming, but on another level it feels lazy. This really makes it obvious that Sonic Team were rushed to deadline and simply didn't have the time to make new levels, relying on the big hits from their past instead. I'm not mad at it, I love Metal Harbor and Sky Rail and it's actually nice to play them with all the modern advancements in graphics, but it also makes me want to close the game out and boot up Sonic Adventure 2, which is also installed on my Xbox so it's 3 clicks away. I assume that's not what they want me to do.
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Combat
I never thought I'd be talking about combat in a Sonic game. For the uninitiated, "combat" in Sonic's history has consisted of "jumping on an enemy" like Mario or "homing in on an enemy in mid-air" like a missile. With some notable exceptions like Shadow the Hedgehog (2005) or Sonic Boom: Rise of Lyric (2014), Sonic doesn't really do combat.
I think it was a wise decision to keep the combat very simple. There is a skill tree, which unlocks with skill points gained from just passively playing the game and fighting, but it remains a button-masher no matter how much you upgrade. There's even a skill unlock which allows you to auto-combo by mashing the same button so you don't even need to memorize the two-button combinations.
This game also adds in a parry mechanic but it's far from being skill-based. The game doesn't tell you this, but you can just hold the parry position indefinitely and whenever something hits you, it will trigger the parry. You don't need to be timing it out at all.
There are some other RPG elements like upgrading your stats: speed, ring capacity, defense and strength; but you absolutely don't need to. The difficulty curve never necessitates any stat upgrades, and thank God for that because upgrading is a chore. You have to seek out specific NPCs to upgrade each stat one level at a time. To go from level 1 to 99 will take you over an hour (and I'm not exaggerating, someone timed it). This is the very first thing that needs to get patched out.
Titans
Ok, here's the real star of the show: the titan boss fights.
Each island is defended by a titan: a giant robot a la Evangelion which can only be defeated by transforming into Super Sonic. This information is best communicated when Sonic first tries to face the titan Giganto, which promptly picks Sonic up in his giant hand and throws him through several ruins and into a mountain, leaving an impact crater like it's Dragon Ball Z.
When you collect six Chaos Emeralds on each island, the titan fight will become available. You scale the surface of the titan and claim the seventh Chaos Emerald, which is being held in a vault on the titan's head. Sonic transforms into Super Sonic and the music queues up.
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Now the music of Sonic Frontiers, overall, is fine. Actually a lot of the cyberspace levels have great beats with this very funky electronic thing going on, but the titan fights crank that up to 11. The vocal sting of Giganto's theme, "Undefeatable," is a show-stopper.
This, combined with the visual scale of the titans, the fact that the entire island is your arena for this battle, and the visual spectacle of Super Sonic in this game, spells out the most hyped up boss fights of Sonic's 30 year career.
Super Sonic smolders with golden light and when you attack using the same moves you unlocked in the open zones, there are now golden light after-images of Super Sonic, his fists, and his feet/shoes. Think Bayonetta's combos with her partner demon's giant fists flying in for a hit.
You're immune to all damage while in the super state, however you can be knocked back which eats up your time. You gradually deplete your rings (about 1 per second) while in Sonic's super form, and when the rings run out you revert back to normal and automatically lose the fight, making titans more or less a timed fight.
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Giganto makes the best impression, but Wyvern is also a visually stunning fight as it takes Sonic on a flight path around Ares Island, dodging mountains and ruins that reach into the sky, all while the titan shoots laser beams and missiles back at Sonic.
The third titan, Knight, is a bit too gimmicky for my tastes, as you have to parry a shield toss from the titan and then ride the shield in a ricocheting path to hit and stun Knight so you can continue fighting as normal.
The final titan, Supreme, is unfortunately just Giganto again except he has a Gundam-sized rifle to shoot at Sonic. On the bright side, it's the shortest of the titan fights so it doesn't overstay that cold welcome.
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Presentation
Sonic Frontiers makes a great first impression because it's such a bold new direction for Sonic. Once the initial excitement wears off though, the seams start to show.
As mentioned before, the level design elements are not integrated into the environment and it makes the place look unpolished. On top of this issue, there's a lot of pop-in. You will constantly see grind rails pop in, in the distance. It's not exactly distracting but it is noticeable.
In my opinion, the rendering distance is too short for the scale of this game and what results is that navigating the islands by actually looking around for what to do next is impossible. You have to open your map and place a marker on where you want to go next to have any hope of getting there. You can't reliably look around to spot the next platforming challenge, for example, because the rails haven't loaded in yet and they won't until you're within a few meters of them.
There is occasional stuttering and frame rate drops, which for a game like this on modern hardware should not be happening, and that tells me this game was rushed to deadline before it could be fully optimized, which Sonic Team has not been shy about admitting. The visuals are far from cutting-edge, so there should be no issue running it at a good frame rate on an Xbox. I can't comment on the PC or PS5 versions but, from what I've seen elsewhere online, it runs about the same on other platforms. I assume this means the game targets the lowest common denominator: the Nintendo Switch.
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The animations are better in this than they've been in previous titles, though still nowhere near the expressiveness of actual animations like Sonic Boom. Even so, this goes a long way towards making Sonic and co. look more like characters that live in a stylized world rather than people in mascot costumes which can't make expressions with their eyes and can't move their limbs around too much for fear of tripping and falling in the middle of Disney World.
Most of the combat animations have a good sense of power behind them, although if you look closely at them or in slow-motion you'll notice that Sonic isn't actually moving very much, it's mostly visual effects like wind and blue lights. It gets the job done.
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One nitpick I have (or another one, I guess) is that Sonic acts like he's injured, hobbling over for most of the game as a result of being corrupted with cyberspace, but this doesn't get worse as the corruption progresses. It's the same pose no matter how much cyberspace we're talking about.
Art Style
The art style of this game is a mess. The islands look like they're attempting a photo-realistic, Unreal Engine vibe, but Sonic and friends still look like stylized video game characters.
As far as I can tell, these are the same character models used in Sonic Forces, which isn't actually a bad thing, but they've all been re-textured with a "fur texture" that looks more like felt. I gather this was inspired by the success of the Sonic movie by Paramount Studios and its use of a fur-textured C.G.I. Sonic in a live-action world.
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Adding to the movie inspiration is a blue electric aura which surrounds Sonic when boosting at full-power. It's not a bad thing, but I personally prefer the games version of Sonic to use more of a wind elemental effect. I think it's better for movie Sonic to be "electric Sonic" and for games Sonic to be, I don't know, the "Knight of the Wind" (to drag in a reference to past games, kicking and screaming).
The islands' biomes are a mixed bag as well. I think the forest theme of Kronos Island is very appealing. That probably comes down to blue Sonic on green backgrounds doesn't clash and green is relaxing anyway because of color psychology.
Ares Island, on the other hand, I cannot stand. The sprawling sand dunes lose visual interest after about two minutes, and the obsidian terrain of the volcanic Chaos Island isn't much better.
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The Verdict
Ok, you hung on this long. Is Sonic Frontiers good? Yes (for a Sonic game).
This game does a lot to address concerns fans have had for years, and it especially gets credit for trying to take the series in a new direction after over a decade of the same old, same old.
If we grade on the curve of comparing this only to past Sonic games, it's a knockout. If we look at it just as a video game that competes with every other game on the market, it's average.
I love Sonic probably more than any other media franchise, so I have major blinders on. They won me over just by paying lip service to the comics and sprinkling in a couple new ideas.
I will give credit for the responsiveness the game's director has shown online and I'm hopeful based on the promises already made of future updates and DLC. I think this will take the game from average to great, without having to grade on a curve.
This review was written based on the Xbox version played on a Xbox Series S. This was not a review copy.
Sonic Frontiers is available now on PlayStation 5, PlayStation 4, Xbox Series S|X, Xbox One, Nintendo Switch, and PC.
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thankskenpenders · 3 years
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Hi everyone. I'd like to apologize again for spreading that rumor about the fake Scourge licensing deal and its alleged cancelation that I initially thought had something to do with Scourge the Speed Demon. However, the person I'd been in contact with has publicly come forward about everything that happened, so to clear things up I now feel comfortable giving y'all the "short" version of that story, which is much more complicated than just "someone lied about Ken Penders on the internet again"
Yes, this is the ride that never ends
The important part is that the person who contacted me (we'll call them Party B) genuinely did believe that they were working on an "official" Scourge comic. The story starts when their acquaintance (we'll call them Party A) realized that they already had Ken's contact info from doing some sort of interview with him and went "what if I asked him for Scourge," then supposedly got in contact with Penders over Skype and did just that. Party A came back with details about a Scourge deal that did not exist, claiming to not just be the licensee of Scourge (and "connected characters") but the new owner of Scourge
Through a series of faked documents including a completely fabricated contract and eventually a fake receipt for wiring the money to Penders, Party A convinced Party B and a group of other young creatives that they would be working on an official Scourge the Hedgehog comic - or as official as one with permission from Penders but not from Sega can be, at least. A Twitter account was made for the project, plans started to be formulated, and the possibility of licensing out Scourge to Sonic fangame creators was even floated. Again - Party A did not actually have the rights to Scourge, but this group believed that they did due to an elaborate string of lies that Party A kept up for weeks. It seems that they had every intention to release something eventually, and this could have gotten Very Bad if Penders caught wind of it
Party B didn't really know much about the Archie Sonic comics, so to clear some things up regarding the legal battle and who owns what characters they got in touch with me via Twitter DMs. (Party A also claimed they would be able to use Fiona Fox and the Fearsome Foursome, who were created by Mike Gallagher and Scott Fulop respectively, not Penders.) This is where I first learned about this deal that, as I would be informed weeks later, did not actually exist. Party B said that Party A "owned" Scourge now, which should have been a red flag since I knew Penders was only licensing his characters, not selling them, but as Party B didn't even know who Penders was before all this I just assumed they were getting that detail mixed up
I never learned the identity of Party A until later, so when Scourge the Speed Demon was announced, I assumed that this was the thing I'd heard about. It seems that the announcement of Scourge the Speed Demon was the point where things started to fall apart for Party A, however, and they tried to cover their tracks by making up ANOTHER story about Penders suddenly revoking their contract and keeping the money, then giving the rights to this other team. Party B would report this to me at the time, and they also got in touch with members of the Speed Demon team to be like "hey, what the hell happened, I thought we had the license." But a few days later they poked enough holes in Party A's stories to realize that it was all fake, as were the alleged legal documents presented as "proof" of the deal
They decided to cut out the middle man and ask Penders directly if Party A had ever made a deal, and no. Penders had spoken to Party A previously, but they never had a serious discussion about licensing or selling Scourge. The team behind Scourge the Speed Demon was the only group he had ever licensed Scourge to, as he's stated this whole time. (And, in fact, that team probably still has the license for the duration of their contract, even with that comic being canceled due to the backlash, as Penders says he's still honoring the deal.)
And so here we are
I know this doesn't exactly help my case here, but I'm not going to link directly to the receipts Party B has now released, or name any names. And that's because, as I only learned after being told that it was all a lie... Party A is 17 years old. (Trust me when I say I never would have believed any of this had I known this earlier than this week.) And on principle I, an adult, am not going to use my Sonic comic blog to boost a lengthy Google Docs callout post for a 17-year-old
Again. I am so tired
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idw-sonic-fan-blog · 3 years
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The Mandates
Just wanted to share my thoughts on the pro-ported mandates because they cast a shadow on this comic.
“Game characters cannot have relatives unless they were estabilished in the game canon, i.e. Cream and her mother.”
This one is understandable and you can blame Penders for this. Mind you that most licensed comics of gaming franchises don’t actually delve too much in personal family relationships or expand on them. So this is expected and honestly Sega should have put the screws on Archie decades ago about this.
“Game characters can not die. There are workarounds for this, such as being Mistaken for Dying or "Mistaken For Dead”
Again. Yes. Not a big deal.
“Game characters cannot have wardrobe changes unless approved. Chao Races and Badnik Bases has some characters (mainly the female game characters) wear different clothes for extreme conditions. Male characters remain the same.”
This is a useless rule but whatever. I mean Sega, you are the ones putting bad wardrobe choices on the characters so again it’s whatever.
“Sonic can't be shown getting too emotional (i.e;cry)”
This is one that it complained about because it really wouldn’t matter unless it is called attention to. A lot of superheroes don’t cry. But that doesn’t prohibit them from expressing themselves. IDW Sonic has been sad. He has been pissed. He has been furious.
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Is this not too emotional?
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Is he not expressing himself appropriately?
I don’t even know why this is brought up. When in this comic has Sonic not been expressive or displaying the appropriate amount of emotion? When did Sonic needing to cry be necessary?
“Game characters cannot enter in a relationship.”
Oh GOD YES. Don’t threaten me with a good time.
“All major Character Development must be approved by SEGA.”
Yeah, of course. Let me remind you that Penders and Archie ruined any strand of trust Sega could have in comic media. They played loose at first and all of the sudden, they are involved in a lawsuit about characters in a Sonic comic that they didn’t even know about. They probably lost a video game business relationship because of it. If they want to be involved in the comics, fine. That means that they are now forced to World Build. They have to invest in it now and not just be like Lucas Films and let anybody do anything with their flagship title.
“Much like the post-reboot of the Archie comic, the words "Mobius" is banned—the planet is simply called "Sonic's World". Unlike the Post-Boot, which allowed the names "Mobian" and "Mobini", anything related to Mobius is banned in this comic.”
…Of course but how about you throw the writer’s a bone and I don’t know, name the fucking planet. If it is not Earth, give it a name.
“Sonic must always win at the end. Even if he and his friends are at the losing end in an overarching story (the Metal Virus arc, for example), they must come out on top when it concludes.”
I don’t even get this rule and the knee jerk hatred for it. Why even have it? Why even share the existence of this rule? Archie Sonic didn’t really lose too bad. It’s more on how you frame a victory. The fact of the matter is that Eggman is still actively trying to conquer the planet. Sonic stops him but Eggman still has control of land and has military installations all over.
This rule is offset by this. While Sonic can’t lose, Sonic can’t completely win.
“Characters and material from other licensed properties (Sonic the Comic, Sonic the Hedgehog (Archie Comics), Adventures of Sonic the Hedgehog, Sonic the Hedgehog (SatAM)', Sonic Underground, the OVA, Sonic X and the Paramount films cannot be used. This rule extends to characters and redesigns done by the current writers. The only exception is Sticks from Sonic Boom, and that's because she was created by SEGA themselves and showed up in non-Boom media, but any ideas regarding her use still need to be okayed by SEGA.”
First off I am glad that Sticks was spared by this rule and I look forward to her eventual inclusion. Second, again, this is not much of a big deal as it was expected. Sorry Freedom Fighter fans but honestly deal.
“Male characters, sans Eggman, can't wear pants, which was also a thing in the Post-Reboot, albeit never explicitly stated. The inverse is also true; female characters have to have some form of lower clothing.”
Okay this is a pedantic rule. It is so weird with how precise it is. Like…huh?
“Classic characters such as Mighty, Ray, Nack/Fang, Bean, and Bark won't appear in non-Classic issues, as Sega doesn't want Classic and Modern Sonic to mix.”
One of the most bullshit mandates fueled by the nostalgia boner fans created. Like this is stupid because Archie Modern Sonic has added more character and depth to all of these mentioned characters than any of the Sega Sonic games they appeared in which only amounts to 1 or 2 at most. Why neuter your own potential stories with this stupid limitation?
“According to Ian Flynn, a specific incident involving Shadow's characterization when he's exposed to the Zombot infection was written in a specific way because of Sega mandating that he be written as an "overconfident asshole rival" character, similar to Vegeta. He later followed up with an explanation that out of every character, Shadow has the most mandates and notes attached to how he's portrayed. According to the podcast, Sega says that Team Dark is no longer a thing. The three members are not a team and they have never worked for G.U.N.; Shadow also doesn't even consider them friends.”
This is my opinion is the worst rule. First it’s contradictory to the character Sega introduced us to. Stop trying to be like Dragon Ball for once and actually be your own thing. It’s one thing if we are changing it because Shadow was unpopular because of his personality. But no one likes this Shadow. People miss the somber but reserved Hedgehog that continued to fight in spite of the world betraying him. Hothead Shadow is a cheap Knuckles. And I don’t even understand why Shadow even has so many mandates when he wasn’t the most egregious offender. Knuckles was.
Also, Team Dark aren’t a thing and Shadow doesn’t even consider them to be his friends. First off that doesn’t even fly in your own games. Who outside of Sonic does Shadow interact the most? Rouge. They have teamed up and were a packaged duo since their inception. When Shadow appeared, Rouge appeared right next to him. If Rouge was in a game, so was Shadow.
Team Dark or just Rouge has fought alongside Shadow in every game they appeared in. Who else does Shadow talk to if not Rouge?
“Sega has stated to Flynn that only male hedgehogs are allowed to go Super with the Chaos Emeralds.”
Except in Sonic Mania.
“Ian isn't allowed to directly reference a game, since the comic is supposed to be its own thing.”
Okay. Not only is this rule stupid. But it’s untrue.
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This references the end of Sonic Forces.
The first page of comic.
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It has referenced Sonic Adventure, SA2, Sonic Generations , and Sonic Unleashed.
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This referencing Shadow the Hedgehog.
I don’t believe this rule exists and even if it did, it is dumbest rule since the whole point of this comic is to base it off the games more. The dumbest rule.
“Knuckles is not allowed to leave Angel Island unless he has a very good reason to.”
For decades, people have complained that Knuckles routinely leaves the island. For decades. Now does this mean Sega is going to 1. Use Knuckles and 2. Amplify the importance of Angel Island and the Master Emerald? No. Again, this criticism should be levied at Sega because they often conveniently forget Knuckles purpose and just hand wave it instead of giving Knuckles more to do on the island like I don’t know, have other entities invested in attacking him.
In summary, here is what I think is going on. Do I think most of these mandates are real? Yes. Given what happened to Archie, I do think Sega is doing some brand alignment. I think they got the clamps on.
But what I think is going on is a Japanese cultural thing called Power Harassment. It is normalized abuse of power. Sega of Japan is normally laxxed about their brands. They don’t mind blatant rip-offs of their mascot nor do they get stiff about fandom creations or mods. The comic division, however, is getting tough love because not only did it cost them a publishing deal, but ruined a relationship with a high end developer. So the IDW writers and staff are being subjected to intentionally hypocritical rules and strict mandates that they know don’t make sense until they’ve shown to be obedient.
A lot of the mandates aren’t strict. But some are so asinine that I don’t think they aren’t aware with how stupid they sound imposing those rules. Like Shadow is the most narratively complete Sonic character and yet, Sega puts this tight mandate as if Archie Shadow was the most egregious thing. Archie Shadow was overpowered. He wasn’t out of character like Sonic, Knuckles, and Tails were. They can’t be that stupid or be that intentionally dense. So they want to see if the writing crew can follow orders. That’s it.
But that’s just my take.
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neutral-emerald · 4 years
Text
SILVER THE COSMIC TIME-JANITOR (or: dude, what's with all the alternate futures)
silver the hedgehog has a very simple backstory. he's a kindhearted, sorta-naive but altogether very driven psychic hedgehog here to save the world by time-traveling to the past (also known as present-day) to prevent the apocalyptic future he was born into from coming to pass!
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[ID: A screenshot of Silver from Sonic 06. He’s glowing with cyan energy as he flies over a dark, post-apocalyptic city.]
...wait, if he's time traveling 200 years into the past to completely change the shape of the timeline, how do the stars manage to align such that he manages to be born at the exact same point in the new timeline with the exact same genetics? how are his parents born? does silver have parents?? and how does he do this no less than THREE SEPARATE TIMES??!
hey everyone, i'm tumblr user neutral-emerald here to make good on the idea i vaguely gestured at yesterday and point out silver's wildly inconsistent backstory(s) and then explain to you how this isn't just sega playing hopscotch with the concept of time travel, but actually TOTALLY EXPLAINABLE if you don't mind a whole lot of conjecture and "fuck dude i just think it'd be cool."
LET'S GO.
before i get started, a few things to establish.
first, this is about… half serious, tops. it’s less of a theory and more of an observation of something that’s weird and then throwing some possible explanations at it because i am a massive sucker for time-based nonsense. if you wanna take my observations and build your own conclusions, go for it. i’m not your boss.
second, i'm basing my conclusions off of both the games and the idw comics. the conclusions i draw are applicable to either continuity, but the logic does rest a decent amount on the comics, so just a heads-up in case you were expecting pure game canon from this.
and third, i'm working off like half a brain and very intermittent checks of the wiki and cutscene compilations, so there's probably many things i'm missing! if you notice something i said was wildly off-base, go ahead and correct me in the replies and i'll either edit the post or explain to you just how that detail doesn't actually matter, depending on whether it. y'know. matters.
with that out of the way, let's get into the first topic of discussion!
part 1: the future is inconsistent, y'all
now, i'm not sure if you've heard, but in the year 2006 sonic team released this little indie game creatively entitled Sonic the Hedgehog. it was a smash hit, won countless awards, and for some reason went down in history as a messy, incomplete bugfest. but that's not what matters. what matters is that it introduced Silver the Hedgehog.
silver hails from 200 years in the future. the world is a bleak, fiery place, and has been since the monster iblis was unleashed after princess elise's death. silver was born into this world, which we know since it's literally the first thing he says in his story.
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[ID: A cropped line from Silver's story in Sonic 06. "This world was devastated before I was born."]
i'm not going to drag you through a beat-by-beat summary of the entire plot of sonic 06, you should know it already. silver meets mephiles, gets lied to about who caused the apocalypse, mephiles yeets him and blaze into the past, he tries to murder Sonic the Hedgehog™, and so on. eventually he helps kill god, and then sonic and elise travel further back in time to kill god even deader so that none of the game ever happened, and the bad future into which silver was born never happened, thus thoroughly scrubbing silver's existence from the timeline!
...until.
sonic rivals.
i'm not going to speak much on sonic rivals, mostly because i'm not super familiar with it. but what matters is that silver is back! he's still from the future, he's still here to change the past, and most importantly he wasn't deleted from existence by the destruction of solaris, unlike everything else from sonic 06 including everyone's memories of it. and obviously, whatever state his future is in, it's not the same as it was in sonic 06.
now, i don't have a single clue what is going on in rivals 2, so do inform me if there's some big information i'm missing from that one. all i know is he's fixing yet another possible apocalyptic future, like always. correct me if i’m wrong, i don’t have the patience to trawl through it myself.
then we've got sonic colors, in which silver is again from the future. notably, he’s definitely not from an apocalypse!
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[ID: Some screenshots from the DS version of Sonic Colors, again cropped to just the text. Tails and Silver are talking to each other.
Tails: What's the future you came from like, Silver? Silver: A lot brighter than this. Silver: The sky is blue, and everybody's got a smile.]
sonic generations doesn't add much. again, correct me if i'm wrong, but i don't think we learn anything about what kind of future silver is from, and he's definitely not here to fix it this time. that's sonic's job! he's just hanging out like everyone else.
now, up until this point the future has been reasonably consistent, setting aside my somewhat abstract understanding of the rivals games. there's nothing to say that silver's not coming back in time from the same point in a single timeline, which is the one and only version of the future ever since the destruction of sonic 06.
UNTIL.
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[ID: Two panels from the comic Sonic Forces: Stress Test. In the first panel, Silver looks worried as he lands in front of Knuckles, who looks skeptical.
Silver: We've got big trouble! Eggman— Knuckles: How can you be here? I thought you returned to the future?
In the second panel, Knuckles looks away with a self-assured grin, while Silver looks more panicked.
Knuckles: Oh wait— I must be dreaming! Silver: What? No! I've come back with a dire warning from the future!]
i have a lot of issues with sonic forces, especially with how its story is written. something i do NOT take issue with is the supplemental comics, mainly because they are WONDERFUL evidence for my crackpot time travel theory.
like i said, up until this point we don't really know whether silver has been experiencing separate instances of the future, or simply traveling back in time to prevent an also-time-traveling eggman nega from messing things up in the past. but here, we get some very juicy information:
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[ID: Knuckles and Silver again. Knuckles has his arms crossed and is looking at Silver, who has a nervous look on his face as he slams a fist on the palm of his other hand.
Knuckles: Come again? Silver: Something happens that brings the world to ruin! But the historical records are sparse or make no sense. I came back to hopefully head off whatever's about to happen and save the future.]
silver travels back in time to prevent a terrible apocalypse. this is not the beautiful future silver came from in sonic colors— but this is the same silver. everyone recognizes him. he recognizes everyone. and yet, the future he came from is different.
part 2: silver is a walking paradox
allow me to remind you of what i pointed out when i was talking about sonic 06. silver was born into the iblis-apocalypse. considering no elaborate timeline nonsense happened to him before the events of the game (by his reckoning) i think we can safely assume he was born like a regular person with parents.
in the first post-06 timeline, silver was probably also born. let's be charitable, acknowledge that sonic team doesn't overthink the butterfly effect like i do, and say that silver was born to the same parents, because the universe likes to keep things nice and simple and contrive itself to make this particular character exist in this time period.
so, it's entirely fair that silver comes to exist in a post-06 timeline at the equivalent point in time, aka 200 years in the future. it's also fair that he travels back in time to prevent some kind of apocalypse, because that's his narrative role! it's what he does. when it's time for him to exist in the story, that's what he's there to do.
what isn't fair is the fact that it keeps happening.
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[ID: A panel from the IDW comics. Sonic is stretching his legs while looking faintly exasperated at Silver, who is nervously holding his arm.
Silver: Er… No. I came back because defeating Eggman didn't save the future. Sonic: Couldn't even play along. Had to bring the mood down. Sonic: *sigh* Okay, what happened this time?]
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[ID: The following panel, cropped to just Silver's text bubbles narrating over a starry sky.
Silver: When I left, my time had been conquered by the Eggman Empire. Everyone lived in fear, choking on polluted air. Silver: When I went back, the Eggman Empire was gone— but so was everyone else. Silver: There was nothing left. No people, no animals, no machinery. Only water and sparse, metallic plant life.]
allow me to summarize my understanding of all this: silver is from the future. normally, the future is good. sometimes it isn't. when it isn't good, he goes back in time and fixes things, then returns to the future to check if that fixed things.
the least conjecture-y interpretation i can come up with is that sometimes silver will go into the past, then go back to the future but end up in a Bad Timeline and thus go into the past again to fix things. there's no weird warping directly between bad timelines, he only gets there by way of the past.
but that's boring, so here's my PREFERRED interpretation.
silver hails from a good future, but sometimes it just changes. he's unstuck from time— if something weird happens in the past, he's the only one to know that the passage of fate was changed, because he went to bed in one timeline and woke up somewhere categorically worse, and the only way he can fix it is by figuring out just what caused this and going back in time to fix it.
or, to say it in a meme:
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[ID: A picture of someone lying in a hospital bed with a nurse standing next to them, edited so that Silver is in the bed.
nurse: sir… you've been asleep for 2 hours silver: oh boy i can't wait to wake up in the same timeline i went to sleep in]
part 3: how did this happen?
it's one thing to point out that silver doesn't experience time like a normal hedgehog, and another thing to explain how and why this happens.
fyi, this is the part where i go wildly off the rails and start saying whatever i want. there's a ton of explanations one could come up with, most probably stemming back to sonic 06. i'm just going to go with my own, and probably not come up with a whole lot of concrete evidence because i'm just spitballing. this is me having a fun time. going "heeheehoohoo time traveling hedgehog go brrrrrrrrrrrrrrrrrrrrrrrrr"
so. something i haven't touched upon is that in all games after sonic 06, silver can time travel. we never see him do it, it's never explained how he does it. all we know is that he's doing it under his own power.
which is kinda odd, don't you think? should he be able to do that?
in sonic 06, we see three mechanisms for time travel. first is the chaos emeralds. if two people perform Chaos Control with a chaos emerald apiece, they open up a swirling rift in the air which can send them to different points in time and space. silver can't be doing that, for obvious reasons— he's only one hedgehog, and he's not exactly running around with a chaos emerald at all times. that can't be how he does it.
second is a time machine eggman built. that obviously can't be it; the machine doesn't exist at all after the timeline gets wiped, and again, silver is doing this on his own. he's actively antagonistic towards eggman, even. absolutely not this one.
third and finally is mephiles, who can make big purple orbs to take himself and passengers to different points in time. this obviously can't be it either, for similar reasons to number 2, right? after all, mephiles is one half of solaris, who was destroyed before he could be split off. he doesn't exist to be silver's time-traveling uber driver.
...right?
well, obviously. i'm not going to try and tell you that mephiles is secretly alive and shepherding silver back and forth between timelines for no reason. that's ridiculous. no, i'm going to try and tell you that silver is mephiles.
or rather, he's solaris. or RATHER, he's the new solaris, sorta-ascended to the role of Time God after the old one got blown out like a birthday candle.
like i said, i'm going wildly off the rails and as such don't have any concrete evidence to explain why it's this instead of something else, but hear me out. after elise blew out the flame of hope, the universe was left in an interesting situation. someone needs to be in charge of the flow of time, but the previous time-god was just unceremoniously destroyed. but all the power and energy of a time-god has to go somewhere, in some form, in some time.
with nothing else to go off of, the role of time-god starts flipping through every notable being it had interacted with. they're all solidly accounted for in the timeline, except for one. silver the hedgehog was born into a timeline that cannot exist. silver the hedgehog does not, and cannot exist. silver the hedgehog interacted quite a bit with both sides of solaris— he spent a substantial amount of time fighting back iblis, and associated with mephiles, even being one of the few people to directly experience his time travel abilities. silver the hedgehog tried and failed to absorb iblis into himself.
here's my theory: after sonic 06, the universe reasserted itself such that silver was the new Solaris. silver is not consciously aware that this is what he is, but he knows that he can time travel. sometimes the timeline will rearrange itself around silver. he is unaffected by this because he is a higher being unaffected by such petty trifles as "an origin" or "paradoxes".
silver the hedgehog probably doesn't have parents. he sprang into existence one day and everyone just kind of went with it, himself included.
oh also something i thought was neat but couldn't think of where to put:
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[ID: More cropped dialogue, this time from Team Sonic Racing.
Silver: I'm fine. It's just, something bad is gonna happen. I can't explain it. I just feel it. Blaze: Have your travels through time given you precognition? Silver: I don't know. Maybe they have. Or maybe I'm just thinking too much.]
silver might be becoming psychic in a future-vision kinda way. that, or he’s riddled with anxiety. possibly both.
TL;DR
silver hails from no less than three separate timelines, his existence is a tangled web of who-knows-how-many grandfather paradoxes, and i choose to believe that he's god.
if anyone who cares more about evidence wants to gather up like, little one-off clues that support or conflict with my conclusions, go right ahead. or just throw your own arbitrary headcanons for what's going on with this at me. or incorporate these ideas into an au or something! i just want more people thinking about what the Fuck is up with silver post-06, because by god there is a WHOLE lot of potential packed in there
anyway thanks for reading make sure to like comment and subscribe—
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maggyoutthere · 4 years
Text
I can't believe I actually fINISHED THIS HOLY SHIT-
The chapters are more than 4000 words long combined. I literally never wrote something this big damn. As much as this is supposed to be satire of bad creepypastas, this little shit found its way into my heart. I'll treasure it as probably the best thing I've written, like, ever XD
‼Tws for blood and body horror
First part here
Second part here
Sonic: Battle of Metal and Blood (Part 3 - Finale)
Synopsis: Local teen faces off against whatever is haunting this game and dies(?)
The game took a while to load again.
I was already making backup plans in my head in the case this didn't work. I could always ask people online if anyone had ever known about this game, even get my brother to help me record some clips of it to post on forums and sites. If that didn't work, maybe try and dump the file on my PC? That could be dangerous; if it was making the console crash and restart, I didn't want to know what it could do to my computer.
I was thrown in the same level. Well that was weird. It was the exact same jungle, or at least it looked like it at first. I could tell it was now supposed to be night time since everything had almost a dark blue filter over it, even Tails, who I was playing as this time. The night filter made the level a bit harder since I couldn't see some things properly, but it was still playable. It looked just like any Sonic game from that time, but I knew something was definitely up with it. I just flew over some badniks and made my way across the level (I missed smashing stuff with Amy's hammer so I just tried to escape that level as quickly as possible)
I entered the same clearing, fearing what would happen to Tails this time. Guy was 8, and I doubted SEGA would let their employees just kill off a kid on screen; but again, as far as I knew this game wasn't even supposed to be here. It could've been some unhappy worker or employee gone rogue making a statement. It wasn't helping to be honest. As I followed the exact same route as Amy, I found Metal Sonic again, still stepping on... something. It was too dark to see what it was. It just made squishy and disgusting noises as he pressed his foot on top of it. For an old game, the audio design was pretty unsettling and well done.
I didn't want to get closer to the guy, so I tried flying over him and getting to a checkpoint or something, anything besides confronting that thing. As soon as I made Tails take off from the ground, Metal came flying at him. I almost shrieked as I tried getting the little guy away from that thing, immediately making him land and sprint out of there as fast as possible. In all that panic, I didn't even notice when he tripped over whatever Metal was stepping on and fell on his face. No matter how many buttons I pressed or how hard I pressed them, Tails wouldn't get up. Metal catched up with him and the screen went black as soon as the two collided.
Those same red eyes were back on screen, staring straight back at me. I was with my face glued to the television from all the anxiety that little chase scene gave me, so I jumped back when the thing looked back at me. It felt like it was looking directly at me.
"I want ears like yours"
There it was again
"I want arms like yours"
"I want a mind to think and a heart to feel like yours"
I wanted to punch the screen; I had no idea what was going on. This was starting to get unsettling. Then, I was back in the main menu, the game's menu. It didn't crash this time, at least that. Tails was gone, like Amy. Now, Sonic was there, facing his metal faker. The two looked like they were about to punch each other in an epic pose. Visually it looked great, but then it hit me. "Battle of Metal and Blood"; did it mean faker versus organic? So the two were going to fight again? Maybe we could still get a happy ending of some sorts.
I didn't even flinch. I pressed continue.
The jungle was gone. I was in some facility  now, playing as the blue hedgehog himself this time. The level layout was much different this time; there were more loops, enemies, spikes and so on. Maybe it was only because I was playing as Sonic this time, so I could just speed my way through the level without having to worry about smashing enemies or flying away from them. I got through the level and ended up reaching an empty room; Metal Sonic was there.
I had never been much of a player myself; I'd rather stand by the sidelines and watch as more experienced people got through all the hard levels. Sure I played a lot when I was a kid but I hadn't carried that with me to adolescence. Now I had to do it myself. Hours of playing Sonic CD as a 12 year old, don't fail me now.
The boss fight music kicked in and a large door slammed shut, covering the way out. It was actually kinda hard landing a hit on the guy; I was supposed to dodge his attacks until he got tired and stopped, then parry on certain parts of the walls and spin dash at Metal Sonic as many times as I could while he was down. The thing was: I was awful at parrying. I sucked at anything that involved aiming, but I was somehow able to pull it off well enough to send the guy to his knees after around 20 minutes of dodging and parrying things.
When I hit him for the last time, it looked like I'd split his face in half or something. There were some pieces of Metal Sonic's shiny blue cover scattered around the arena. He just stood still for a while covering his face. Did I do it? Was he deactivating or something? My fingers were getting sore from holding the control and mashing buttons so hard. He wouldn't move on his own, so I just made Sonic approach him to maybe give the final blown.
As I got closer to him, Metal immediately lashed at Sonic again, trying to hold him down. You could see his face a bit better and… it was kinda red. What was that? Was he changing to another phase or something? The screen went black again.
Staring back at me were no longer those two red beacons; there was only one this time, as Metal Sonic did have half of his face completely torn apart. The uncovered half of his face was a bloodied, pulsating mess of flesh and wires. Coils, staples and stitches kept the mass of muscle and whatever else he had inside of him crudely stuck together. Two different colored eyes were shoved in one eye socket as the whole thing now oozed with blood and oil.
"I need quills like yours"
"I need a body like yours"
Was that… what Amy and Tails…
"I need an organic body like yours
to become the Real Sonic"
What… the fuck… I was too shocked to even move as it cut back to the game. Metal Sonic had successfully tackled Sonic to the ground and had started clawing at his face as if trying to rip it out of his "loathsome copy". As I saw a pool of blood appearing under them, I told myself that was enough and got up to pull the cartridge right out of the console. This was just sickening. As I got closer to the console to pull the memory card out, I realised something that made me start worrying about this in a different way. As I got a good look at my Playstation 2, I realized it wasn't plugged in. It wasn't receiving any power at all. It was only connected to the TV.
How had it been working then?...
I slowly backed away from the console, and when I looked back at the screen, that darned thing was looking back at me. It was looking at me as I was trying to stop it, peeking at the side of the screen as I went to turn off my Playstation. That thing knew I was there. No no no, this couldn't be happening. I started shaking as I realized there was something looking back at me though the screen. Its red eyes pierced into my soul, and I didn't know how to stop it.
"I WANT A SOUL… LIKE YOURS"
I shrieked as I finally pulled the cartridge out of the console, throwing it against the wall to my side in pure fear. The screen immediately went to static and the Playstation opened by itself, the Sonic Gems Collection DVD taunting me. That was NOT just a game. Whatever it was, whoever it was, I was terrified to even pick up the memory card. I put the DVD back in its box and turned off the console. I tried taking deep breaths and getting some sleep; it was late, I'd drank a lot of coffee. Maybe all the coffee I was having had created this fever dream. I begged for that to be the situation. Still, I got no sleep that night. My eyes were focused on the TV right in front of my bed, its bright red ON/OFF button giving me panic attacks each time I thought I saw it moving. If I didn't know better, I'd have believed the thing had been watching me all night.
Would it come for me next?
I ended up passing out around 5AM; I was constantly checking my phone to see the time and messaging my friends. I tried explaining the situation to them but they thought I was either messing with them or that I had somehow dreamed the whole situation. I was dead-sure I hadn’t though. I woke up around 2PM and, according to my brother, I looked like shit. Not even he would believe me when I told him what had happened last night; I couldn’t have dreamed the whole thing up even if I wanted to. There had to be something to prove it was all real… the memory card. If I played the game in front of him, he’d have to believe me. After getting breakfast, I pulled my bro back to my room to show him the game. I hesitantly went to pick up the memory card I had thrown against the wall yesterday, but it was no longer there.
“What are you looking for?”
“The memory card; it was right here! Help me look for it!”
“You mean this one?” he pointed at the Playstation.
The fucking cartridge had plugged itself back on the console. What was that thing, and how was it doing that?! The TV screen lit up with static as me and my bro jumped back; we looked at each other in panic and confusion as no one had even touched the TV. We could feel the electricity flowing through the air, giving us chills and making our hair stand up. My brother grabbed my hand as we saw the darned thing appear in front of the static, its shiny metallic cover still split in half. I froze in fear with my little brother to protect right there; I should’ve done more, I should’ve gotten rid of that cursed thing as soon as I unplugged it from the console last night. That thing placed its hands against his side of the screen, its fingers twitching as the blood made the metal hinges rust and creak. The edges of the screen leaked with blood as if he was trying to break this barrier that separated him from us. It looked at us the same way it looked at me; ready to take what he believed was his.
“I… WANT… SOULS LIKE YOURS… AND I WILL HAVE THEM…"
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eat-the-richard · 4 years
Text
Sonic’s 30th: What it could be and what it won’t be
Well folks, it's about that time again. Our beloved Sonic thee Hedgehog is turning the big three-oh this year.
I say that time “again” because, y’know, it seems like we just went through this. The last mainline Sonic releases, Sonic Mania and Sonic Forces, were both revealed as part of Sonic’s 25th anniversary. In a sense, that’s all us fans really have to look forward to anymore. Waiting for about five-or-so rotations around the sun to pass until SEGA can slap that big number next to Sonic’s mug to usher out as much celebratory marketing material as they can, all for the chance to get a smidgen of new video games to get our hands on.
This anniversary feels... different, though. Last anniversary SEGA had an absolute winner on their hands in Sonic Mania. There was no way the team behind that one could possibly mess up. And even if Sonic Forces turned out like... that, it at least made sense from SEGA’s perspective to greenlight a game like it during that time. But the five years since those games were announced have done little to assuage my worries about what exactly is planned for this year’s big game.
You see, Sonic has kind of vanished. He’s lost. M.I.A.. Which feels strange. Even during the supposed “dark age” of Sonic, he never really went anywhere. New games were still being produced like clockwork for a whole host of gaming systems. From mainline titles to spinoffs, dedicated Sonic fans had a lot to sink their teeth into back then. Since the release of Forces, all we really have to show for ourselves is a (personally) insignificant expansion to Sonic Mania and a new racing title which, frankly, didn’t set the world on fire when it was released. I suppose there’s a whole host of mobile titles that I didn’t mention but it’s difficult to get excited over yet another Sonic auto-runner. Perhaps most bafflingly, there haven’t even been many ports of older Sonic titles to modern hardware. If the mid-2000s were the dark ages of Sonic, perhaps right now we’re living in the “silent age,” where basically nothing is even happening and the franchise is at an eternal standstill.
The sole exception to this self-titled silent era was the Sonic movie, which I don’t think anyone anticipated being as big of a success as it was. Including the studio behind it. And especially including SEGA. It was utterly baffling to me that, upon the film’s release, there was nothing in the way of a tie-in game. Nothing directly associated with the movie. Nothing separate to release alongside the movie. Nothing. Some have speculated that SEGA was supremely unconfident in the film and it's hard to argue otherwise. It seems that, in a sense, the movie was a success in spite of the company the IP is linked with.
That’s why this anniversary feels more peculiar than the last one. At least Sonic was doing something in the early 2010s. Perhaps nothing groundbreaking, but he was at least around. If it hadn’t been for the movie, how in the world would the series be attracting new fans? This anniversary needs to be big. It needs to be the explosive re-emergence of Sonic to not only please the jaded oldies but the next generation of kids. And… I just don’t anticipate anything of the sort.
To me, Sonic Team has about four directions they could take the 30th anniversary game. Here they are, listed in descending order of likelihood.
4. A new “boost” game. Sonic Team ain’t opening that can of worms again.
3. A new “classic Sonic” game. While Christian Whitehead’s new studio has been deafeningly silent since forming, I believe that we’d have a bit more information about a Sonic Mania sequel by now if that was indeed in development.
2. Something entirely different.
1. Sonic Adventure 3 (or comparable analog).
Now, your reaction to that list may differ depending on your preferences and the year you were born. To me, something evoking nostalgia to the two Sonic Adventures is the safest and most likely choice for SEGA and Sonic Team. Just as classic nostalgia permeated through the 2010s, Adventure nostalgia will trailblaze full force through the 2020s. There are a lot of people whose only exposure to Sonic at all is playing Sonic Adventure 2 Battle on their GameCube. And the only way those people could potentially get funneled back into the series is through a proper Sonic Adventure 3, or at least something like it.
This, of course, says nothing about the overall quality of what this new Adventure title would be. And really, this is my main concern with the 30th anniversary. Can I even trust Sonic Team anymore to put out a good game?
Regardless of style, I’m unconfident to say the least. The staff that worked on the Adventure titles are not at SEGA anymore. The staff that spearheaded the “boost trilogy” of Unleashed, Colors, and Generations are not at SEGA anymore. And modern-day Sonic Team’s idea of something entirely different is, well, unappealing. Sonic Lost World proved that trying to change the core of the series for its own sake leads to a bland and uninspiring experience. And Forces? Oh… Forces.
Really, Forces is the main reason why I’m so disillusioned. Maybe it was that I was excited for the grand return of the boost. Maybe it was that I loved Generations so much that a proper sequel to it couldn’t possibly be bad. Instead of being a sequel to Generations, though, it tries to be everything at once. A game to appeal to the classic fans, the Adventure fans, the boost fans, those whole love complicated narratives, those who love the many characters this series has, and, obviously, the Original Character Artists™. Jack of all trades, master of nothing. A directionless, soulless game that in some instances is seemingly artificially-generated.
If this spectacular 30th anniversary Sonic game is something entirely different, it had to break an astounding amount of new ground. It had to rethink and reshape the series so drastically that, honestly, I don’t think it's very likely. I don’t think Sonic Team has even the slightest clue about what makes their flagship IP so appealing to so many people. If the nostalgia-fueled 2010s are any indication, SEGA only understands what makes Sonic so popular on a superficial level. 
They know we liked the 2D games, so now EVERY game has 2D in it! Oh, they didn’t like that Sonic has green eyes. Well, let’s bring back the CLASSIC version of Sonic. Let’s actually make him his own character who will also appear in every game! 
New zone ideas? LMAO how about we reuse the same set of classic levels over and over! Green Hill? YES! Chemical Plant? Of course! Let’s make an entire game that has both Sonics running around in a bunch of old zones. Wait, didn’t we just do that idea last year for Sonic 4 Episode 1? And aren’t we going to do that idea NEXT year for Sonic 4 Episode 2? WAIT DID SOMEONE SAY CHECKERBOARD PATTERNS IN WINDY HILL ZONE!???!!!! 
Oh wait, Christian Whitehead just pitched to us a brand new 2D Sonic game with classic physics and new levels? We’ll let him do it, but ONLY if it is ANOTHER nostalgia game that reuses old zones! 
Let’s inundate our fans with the same images of their childhood to activate their dopamine receptors! 
I can hardly wait for what this team’s idea of Sonic Adventure nostalgia looks like. Hope you really like City Escape.
Really, while such appeals to nostalgia are welcome the first few times, after a while it starts to get grating. Sonic Team leaning so hard into it during the 2010s reeks to me of desperation. As if the constant callbacks are the only thing the team knows how to do to link new games with the rest of the series. 
In actuality, fans don’t like Sonic because of the classic design or 2D-platforming or Green Hill Zone. They may like those things, but it isn’t why they continue to support the series. Fans love Sonic so fervently because, when he hits on all cylinders, he really hits. His games play in a supremely rewarding way where skill mastery is key. The better you are at Sonic, the better you feel while playing it. The personalities and designs of all of the different characters, from Sonic to Tails to Vector the freakin’ Crocodile, are not only distinct from each other but bleed through into gameplay in the way that they control and in how they are animated. Sonic’s best stories are ones that people can really relate to, dealing with a whole host of themes such as environmentalism, resisting fascism, surpassing expectations, and even the concept of free will among nonhuman entities. Not especially deep, but certainly thought provoking, especially for kids. All tied together with top notch visual and audio design that will stand the test of time. I’d posit that, while people like Sonic for a whole host of reasons, their starting point lies somewhere in the above explanation.
Hopefully, Sonic Team has realized by now that nostalgia will only get them so far. While a Sonic Adventure 3 would turn heads, it wouldn’t push the series forward. While a proper sequel to Sonic Mania would be a critical darling, it would continue to keep Sonic’s feet firmly planted in 1991. Sonic needs to evolve. He needs to change. And it seems like a change is happening. Roger Craig Smith, the voice of Sonic for the last 10 years, is no longer working with the series. The new TV series, Sonic Prime, is set to take place in a “strange new multiverse.” Even the Sonic movie refuses to lean on nostalgia too hard. 
So maybe the future will be set in unfamiliar waters. But if this is the case, I don’t want SEGA to half ass it. I want them to boldly step into that abyss with a vision of Sonic that appeals to the heart of the fandom. Because, even if it's been down recently, that heart is still beating, and after the abuse it's already taken, it’s going to take a hell of a lot to get it to stop. And if SEGA can get this heart pumping to its full extreme as it had in years past, we may have something legendary to look forward to.
They could also just release a bunch of old Sonic games on Switch. I’d like that too.
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coppicefics · 3 years
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Masked Omens: Week Five
[Image Description: Image 1 - A simple rendition of the Masked Singer UK logo, a golden mask with colourful fragments flying off of it. The mask has a golden halo and a golden devil tail protruding from either side. Below, gold text reads ‘Masked Omens’. 
Image 2 - A page from the Entertainment section of the Capital Herald, dated Saturday, 23rd January 2021. Full image description and transcript below cut. End ID.]
Read the fic here!
The Capital Herald - Saturday, 23rd January 2021 Entertainment, page 15
Top section: Stream of Consciousness: Shows To Make You Think A whole host of great documentaries, old and new, have just been added to streaming services Who doesn't love a good documentary? You can learn all sorts of things, and you don't have to do any of the research for yourself. Over the last couple of weeks, loads of people seem to have been tuning into the wealth of documentaries available on various streaming services; here are a few I particularly enjoyed. Green Planet (2020) is not your standard nature documentary; while there are some extremely cute shots of animals (including gorillas, whales, and giant squid) the main focus is on sustainable practices people are experimenting with in all sorts of industries and contexts, and the way they allow local wildlife to flourish. It's thought-provoking stuff. We're As Folk (2019) takes a look at the contemporary folk movement, interviewing figures from the second British revival right through to the present day; contributors include Seth Lakeman, Frank Turner, Anathema and Bellowhead. With folk-festival anecdotes aplenty, the documentary explores the intricacies of the genre and culminates in all the contributors performing a once-in-a-lifetime rendition of 'She Moved Through The Fair'. Gadget If You Can (2015) might be a little outdated now, but that's what makes it such a compelling watch. From watches that tell the time in 21 capital cities concurrently to hoverboards that actually, well, hover, this is a fascinating look at the new devices that seemed to be just on the horizon when it was released more than five years ago. Some have since appeared; some remain pipedreams. All are interesting! Making Fast Friends (2012) is the oldest documentary on this list, and the narrowest in scope. It was released alongside the SEGA charity single 'Fast Friends' and gives us a behind the scenes look at what happened when Sonic the Hedgehog teamed up with a whole bunch of children's TV presenters to make the record. Although largely factual in nature, it does also feature animated 'interviews' with Sonic and Knuckles, so it's entirely suitable for watching with your family. And P-White fans, in particular, will not want to miss this a second time around. A War Without War (2021), by contrast, is both up-to-the-minute and extremely disturbing to watch. It is composed of a mixture of expert analysis of the situation developing on the ground in Celestan and grim footage allegedly smuggled out of the country by fleeing residents. Moreover, with more episodes promised, it forces the viewer to acknowledge what is happening as the country breaks apart, and asks us the difficult question: can you have a war without war? Dinosaurs: The Punchline (2013) is frequently mistaken for a mockumentary thanks to its tongue-in-cheek title. It is, in fact, a thoughtful exploration of how religious groups respond to apparent conflicts between scientific facts and the tenets of their faith. Without shying away from the realities of science as we know it, this film takes a surprisingly sensitive approach to investigating how science and religion intersect in the modern world. By The Numbers (2018) looks back at the history of the televised National Lottery, along with its competitors on other channels and the entertainment chosen to appear directly after it. Featuring clips and interviews with stars from Marjorie Potts aka Telepathic Tracy, whose show aired after the draw for over a decade, to Marvin O. Bagman, whose sports-based quiz show had, at the time of the documentary’s release, the corresponding Channel 4 slot. It’s not groundbreaking, but it is very entertaining. CITRON DEUX-CHEVAL Have I missed any amazing documentaries you think I should be talking about? Drop me an email at [email protected] or leave a comment on our website and I might feature your recommendations in a future issue.
Centre left: Memory Lane: Kilcridhe Now there’s a vicar I’d have loved to meet at the altar Ask any male-attracted person of a certain age – well, my age and up, really – if they remember Kilcridhe, and you'll be met with flushed cheeks and a glassy expression. We remember Kilcridhe, all right – or perhaps it would be fairer to say that we remember Father Jacob MacCleod. It's hard to believe that heartthrob Jacob was Anthony Crowley's first major role on television, and harder still to believe that he was also one of his last. The show ran for only two six-episode series, between 2005 and 2006, but in those twelve hours I think it's fair to say a fair few of us fell irrevocably in love. Kilcridhe was named for the fictitious Scottish village where it was set, and largely revolved around the goings-on of the local church and its new minister. Much of the series' drama centred around Father MacCleod's ongoing attempts to fill the pews, which saw him trying everything from hosting a bake sale – for which he ended up baking everything himself – to arranging a community talent show, with predictably bizarre results. But during the course of these adventures, each episode also introduced us to one or more of Kilcridhe's residents. We got a glimpse into the little struggles and joys of their lives – most of which quickly became Jacob's struggles and joys, too. My main memory of this show is that it was pretty. Not just Jacob, but everything about it, from the location they chose for the exterior shots, to the tone added in post-production; everything was just slightly more saturated and colourful than real life, not enough to be jarring but enough to give the whole thing a strangely dreamlike feel. In fact, as Jacob remarked as he prepared to leave for Edinburgh at the end of series one (not knowing if he would return or if the show would be cancelled), “leaving [Kilcridhe] feels like waking from a dream, like going back to reality somehow”. It was, perhaps, for the best that Kilcridhe was cancelled after only two series. Shows originally envisioned as limited series rarely keep their charm past a second extension, and the central actor was to encounter personal problems not long after the end of the show. That's not to say that a revival couldn't work, perhaps with a completely new protagonist. But Father Jacob MacCleod lives on in the hearts of his many fans, smiling that enigmatic smile of his, and when that's not enough, there's always online fanfiction. So much fanfiction. SARAH JEUNE Memory Lane is our regular feature, looking back at the books, shows and films of yesteryear through a nostalgic lens. Do you miss something you’d like to see featured? Just send the show name (plus channel and airdates if you know them) in an email to: [email protected] - your prayers might just be answered!
Centre right: Correspondent’s Corner Stop talking about it Anathema is making waves again as she does the talk-show circuit to promote her new album, Narrative Devices. It's a very pretty album from a very lovely girl, but she does keep getting hung up on one point. Every time somebody describes her music as country, she interrupts to tell them it's folk. Well, I'm no music expert, but even I know that folk is a very European genre, and the United States' equivalent is country, or country and western music, to give it its full name, and to continue to argue to the contrary is simply courting controversy for controversy's sake. It is unbecoming of a young lady – even, or perhaps especially, a young lady with Anathema's obvious talent – to continue to argue with her elders on the subject, and even to correct the likes of Graham Norton and Giles Brandreth. These sage bastions of broadcasting deserve more respect, and they couldn't be more gracious in accepting their 'mistake'. But surely a young musician in the first flush of success should take the time to learn about what she's actually doing? It doesn't seem very much to ask. It’s not entirely her fault, of course; the youth of today are given far too much freedom by their parents and, on top of that, are often propelled to disproportionate success with no chance to prepare for it. Is it any wonder that it all goes to their heads? But there is no excuse for not making an effort to keep their egos in check and defer to their betters on matters of terminology and best practice. Naturally, we all hope that Anathema will enjoy a long and successful career making the music she enjoys the most and , more importantly, music we can all enjoy too. And I also hope that she will, eventually, acquire the humility so rarely found in young people these days and accept that she does not always know best. If she listens to the counsel of older and wiser heads than hers, she might even learn something. ANDY SANDALPHON What can’t they do? If there's one thing that's becoming apparent with every passing week of The Masked Singer UK, it's that celebrities are no longer to content to stay in their lane. No, these multi-talented marvels seem determined to push themselves to the limit in every possible field. So far, we’ve seen sergeants become singers, rugby players become rockers, doctors become divas and authors become, er, audible. And with weeks still to go in this competition, we still have eight masked celebrities to guess. Eight people whose day jobs probably don’t include getting on stage and belting out pop standards are still waiting to impress us with talents that aren’t even their thing. I mean, if I could sing and dance like the contestants on the show, you can bet your life I’d be making a living from it. It would be my number one talent, and I’d be rubbish at anything else, because most of us only get one main skill. Not these jammy gits, though. For them, this is a sideline. It's not just The Masked Singer, of course – from proving their talent for trivia on Pointless Celebrities and their wordplay wisdom on Celebrity Catchphrase to demonstrating their culinary qualities on Celebrity Masterchef and The Great Celebrity Bake Off, it seems that wherever you look someone is adding a new string to their bow. Being a phenomenally talented actor, singer, or footballer is all well and good, but more and more stars are now keen to show us that they really can do anything and everything. And why shouldn't they? It's phenomenally entertaining television to watch. And for those of us who sometimes feel inadequate compared to our famous idols, it can be very reassuring to watch, for example, a comedian weeping into his cupcake mix on Bake Off or an Oscar nominee fall on her face on Dancing On Ice. When they do well, it's amazing; when they do badly, it's life-affirming. That said, I've been blown away by the talent of the contestants on The Masked Singer this series. It's so inspirational, in fact, that I might take up watercolours. EDWARD BIGGS Bottom right (in blue box): Citron’s Quick Picks Fast favourites from Citron Deux-Cheval Look: Sea Change by Hastur LaVista There's never been a journey to to the top quite like P-White's. This authorised biography charts a course from children's presenter to global superstar through interviews, pictures and anecdotes. While the research sometimes seems a little slapdash, the story at the heart of the book is more than interesting enough to hold it together. And since it's authorised, Maputi themself has contributed plenty of private insights and observations. [Image description: A book, its cover featuring a blue-green gradient with black, dripping lines spilling across it. The title reads ‘Sea Change’. End ID.] Listen: Narrative Devices by Anathema Anathema's first album was well-received both within the folk community and beyond it. Now her second album, backed up by an obvious increase in resources, looks set to enjoy similar mainstream success, and deservedly so. The theme this time seems to be the act of telling stories, but it's also a story in itself. You'll have heard the singles, but it takes on new meaning when you play it in order! [Image description: An album cover featuring hands holding a book. The words “Anathema” and “Narrative Devices” are printed on it. End ID.] Laugh: Newtral Stance by AutoTuna on YouTube It's not the first time beleaguered commentator Newton Pulsifer has had his words edited into a supercut. It's not even the first time his frequent disagreements with the VAR have been autotuned – including by YouTube user AutoTuna. But this new edition adds an extra dimension in the form of a flat, robotic voice duetting – and duelling – with the frustrated human, taking the hilarity to a whole new level! [Image description: A screenshot of a young woman wearing a call centre headset (specifically, the woman who cold-calls Crowley in Good Omens and gets Hastur instead). She looks extremely bored. End ID.]
Advertisement, bottom right: IS THIS YOUR CARD? [Image Description: Two business cards with a white-to-yellow gradient, overlapping so that they are slightly fanned out. Printed on the left-hand side of each is ‘This is to certify The Amazing [blank] as a [blank] training under Mr A.Z. Fell.‘ The one behind is filled in with ‘Your Name-’ and ‘Sorcer-’. The front card is filled in in a more child-friendly font, with ‘Your Name Here’ and ‘Junior Magician’. Below this is space for a start and expiry date, filled in with ‘08/20′ and ‘08/21′ respectively. On the right-hand side of the card, a logo shows a rabbit emerging from an upturned top hat, and below it are the words ‘Harry’s Junior Magic Academy’. The word ‘Junior’ is in the same child-friendly font as before. End ID.] IT COULD BE. Membership is open to under 12s and 13-18 year-olds at www.harrys-magic.com
End of transcript.
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cutegirlmayra · 5 years
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Thank you for answering my question about Amy's crush on Sonic. I agree with your explanation on why her crush is a key part of her character. I noticed that your post mentioned a scene possibly not being delivered well in the English version. Do you think there is some type of values dissonance going on between Japan and the West when it comes to how Amy's crush is written overall? I've heard that Amy's crush and her character in general has a more positive reception in Japan than in the West.
Mmmm… Yeah.
Also, you’re very welcome :) my pleasure!
It all started with Sonic X’s English script.
Honestly, in Japan, Amy is seen as a normal girl common to her anime trope. She’s also widely loved and stated to be ‘Endearing’ in the japan’s culture, especially with her Japanese values such as loyalty.
 Originally, America branded her to be a ‘comedy’ character which has since backfired. (Sadly, a lot of their direction has been to popular tropes of that era, instead of developing characters further beyond.)
SEGA’s standard is to keep moving towards the future, stay with the times, when they should be thinking about timelessness, and staying ahead of the game.
In conclusion, my personal, humble opinion is that they dated themselves to where they’re ‘iconic personalities’ don’t work well in our modern society anymore.
Amy went from this:
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Japan: A devoted lover who is overjoyed to see her hero after so long and being worried sick about him while he was fighting the good fight.
To this:
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America: Overly dramatic, clingy lover who just wants to be noticed by the man she craves, still loyal and true, but with a comedic sense that has been mostly lost to our time and modern era. Now we interpret this as “Stalkerish” or “Codependent”. Which are definitely more negative than “hopelessly in love with the main hero” or “Desperately longing for main hero.” Grease and other classics like It’s A Wonderful Life or Princess Bride. But these movies have an edge in classic timelessness in that they don’t treat their supporting leads as simply ‘Comedic’ and instead, the girls have full arcs that end up ending with getting the guy in the end.
What makes other game companies pretty successful is there sense of having timeless characters that grow as audiences do as well.
Sonic’s primary audience should be the young adults that have grown up with him, and through those young adults then the younger generation will follow in pursuit. (A.k.a How Nintendo now markets is a good example of knowing ones brand, and advertising to your target market well.) However, as I see how Sonic’s marketing team runs things, I’m afraid they continue to try and pull younger audiences, and this could work if the material was taken more seriously with professionalism. But we’re reduced to memes which will date the product even further back then it already was.
Their catering to a particular side of the fandom as well helped somewhat in their small success with Sonic Forces, but it’s the young adults they should really consider and hiring those who understand the modern medium. They were going for, “Yeah! Kids love angst!” but they didn’t seem to grasp what the modern concept of ‘Angst’ was. It was like your grandfather trying to re-envision and explain modern kid culture when he clearly has no idea where the century is. They don’t understand where to go, and I hope they’ve found some solutions with younger blood in the talent pool such as Sonic Mania creators, new Animation team that worked on Sonic Mania Adventures and the Team Sonic Racing shorts. These new talents are not only huge fans, but understand perfectly the Sonic recipe which the corporation has been failing to grasp and been falling on their outdated degrees.
I know this sounds kinda harsh, please don’t see it that way. This is something I have observed and looked into. I’m sure many have different research results and/or perspectives, so please find your own information and decide what you feel has or hasn’t happened.
As for me, the Sonic branch has a good start with Sonic Mania and Sonic Forces. It’s trying to emulate the same tactics as Nintendo but aren’t true rivals anymore (and just aren’t Nintendo either. That brand doesn’t work with their formula), so I would suggest to their stockholders to stop trying to make fast money like Hollywood tends to push but to allow true creative geniuses to approach with on-brand ideas that can help bring a modern format that also respects and keeps the traditional Sonic alive and kicking once more, take the professional advice from the original Sonic Team who are the true masters of this brand and name, and give up pride for reinvention and dedicate their time to fresh ideas that blend the already established Sonic into a beautiful fusion that resonates with Fans faithfully and remains strong to modern audiences as well.
Don’t abandon what you did right, or the lore of the whole of Sonic’s universe, but simply allow real Sonic fans with real talents and creative minds to come in, train them, but let them also go off to give Sonic a real resurrection in the mode and format he was made to be in. Sonic’s a punk of the 1990s, it’s time to make him smooth rebel in defense of the ‘save the planet’ type formula with a rocker’s attitude. And for gameplay? Let those who actually know how to make a Sonic game make them. Sonic Team needs support again.
Anyway, this is long. Yes, Amy is mistranslated to where America has rebranded her. Japan hasn’t really done enough to correct this, but a good example of how lost Japan is to what America has done is when a Fan asked her creator– “Why did you design Classic Amy in the clothes she was wearing? Was it to make her a tomboy and tough?” which is what America tried to re-re-rebrand her as.
Then he famously (to me, anyway) laughed in the microphone and answered in Japanese, “I thought she was cute. Isn’t she cute?” to which the audience seemed confused.
Then he went on to explain Amy’s true character, which was the most honest reaction to not understanding why the audience was so iffy in their reaction.
This scene was honestly heartbreaking to me, seeing her own creator feeling the need to explain his character because of poor translation errors, not just between cultures, but because Writers completely went off the original material.
He went on to say Amy was designed as a love interest for Sonic, but as her mind is always on Sonic, his mind is always on what’s next, the adventure. So he created someone who would work for Sonic’s lifestyle, always happily chasing after him as he happily chases after the next challenge or danger to his world.
He asked, “Now isn’t that more interesting?” to which the audience continued to be confused.
I have the video somewhere in my favorites list, hold on one moment please.
https://www.youtube.com/watch?v=0nzxRoIX4QU&t=1561s - THIS TOOK FOREVER TO FIND. Go to 38:40 or so, and I’d also like to state that Sonic Boom 2013 Q&A is a really good panel to watch overall. There are a lot of good Q&A’s and I like them because the creators answer you directly, you know?
This is also just one of the videos with him being interviewed, there are many others, like the one about the clothes and whatnot. But they’re so old and I had such a hard time finding this one again that I’ll let you do your own digging on those ones XD
It’s sad cause you can hear a fan go, “Why are there so many Amy questions?” And the boy with the camera say, “Oh, cause he’s the guy who created her.” It’s really sad to hear that, you know?
Anyway, enjoy the video ;)b
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sonicringbond · 4 years
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Sonic Ring Bond: The Journey - Scene 17
Greeting everyone, Scene 17 is here and Rosy is finally off looking directly for one of her friends. Obviously being the second episode she won’t be successful yet, but I have brought a character back who has appeared once already. I wonder if anyone will recognize him. I guess the best way to find out is to let everyone read...
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Scene Prompt: Rosy finds a flower-shaped (rose maybe) crystal ball.
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    ~One really weird thing I noticed while searching for my friends was that almost everywhere I went there were plants growing over everything. It was really pretty, but really odd too. Especially when it occurred out in the sandy desert.
    ~I hadn’t gone to the desert though to sightsee, even though that was the type of traveler everyone thought I was. Nope, I had gone actually because of a rumor.
    ~Supposedly out in the desert there was a crystal rose in a ruin. No one had removed it yet for fear that it was cursed or that the ruin was trapped at least. I’m pretty sure I could remove it, but I know Fang could as well and that’s why I went out there.
    ~Though no one who I had shown my picture too recognized anyone, there was still a chance that Fang would go check it out. He’s a treasure hunter after all and a crystal rose is quite the treasure. But that means it could attract bad people too. But that’s alright too.
    ~We were attacked by mean sky pirates before we ever ended up in these lands and they kept attacking us whenever they caught up. But the last time I saw my best friend he was fighting them, so if any of the pirates show up maybe I could find a clue to where he is. But I have to get there first, and since I don’t want to spook anyone with my speed that means joining a bunch of other sightseers on a tour.~
    The canvas covered truck bed was full of people, more so than could have been comfortable due to the stifling heat and still air. Rosy made herself as comfortable as she could, but there was only so much room and the sightseers had begun to grow restless.
    “Maybe we could do something to pass the time,” Rosy suggested cheerfully, far removed from the tailgate and any opportunity to see the passing scenery. If she had been able to though the rocky crags and blowing sand did not provide much of interest to view.
    “There isn’t anything to do but share stories, and it’s already too loud in here,” one woman bemoaned the situation.
    Rosy puffed up her cheeks not to be deterred. “Well, I happen to tell fortunes as a hobby!”
    It was a moment of pride for Rosy, but she had forgotten that the lands she currently traveled were not fond of the idea of people practicing more than one role.
    “That’s foolishness,” one mangy sapient cat spat.
    “Agreed,” another passenger chimed in.
    “If you wanted to tell fortunes you shouldn’t have become a sightseer.”
    “Ooh~! It’s just a hobby! A little bit of harmless fun!”
    “Communion with the powers of the world should not be taken so lightly child.”
    Rosy paused as a voice that sounded almost as though it were spoken from somewhere other than where it came from warned her of her actions. Turning to find the immediate source, Rosy lay her eyes upon a curious traveler. They were garbed in a burlap robe that completely concealed them. It was hard to get a read on their size and build as well, but Rosy could tell they were easily taller than her to the shoulder. More peculiarly was the size and shape of their head. From where their shoulders ended their head rose to a point that nearly doubled their height. It was obvious they were a member of a smaller sapient species, but what was beyond Rosy. She cared little though as she found their warning to her rude.
    “They’re my friends, well at least my tarot cards are,” Rosy defended herself and her relationship with the mystical. “They help me out when I ask, and I help them out when they ask. Though they can be pretty scary when they do…”
    Rosy trailed off with a laugh, but the atmosphere around the robed figure completely changed. Where the other travelers had no desire to involve themselves with someone who dabbled in more than one occupation, Rosy now had the full attention of the robed figure.
    “Curious child, you claim to have communed directly with the powers of the world. Are you perhaps a medium?”
    “Oh! I haven’t been called that since before I came to these lands. Hee-hee. Though it was a friend of mine who did, even if he said I wasn’t very good. He actually said I was a very bad medium. That was so rude of him, and just because I use a cat-a-something.”
    “A catalyst,” the robed figure corrected Rosy. “I am intrigued now. So much so I would like to take you up on your offer.”
    ~I had talked with the weird person because it was the polite thing to do, and I was bored, but something about him made my spines itch. He was so weird and didn’t come out of his robe at all. Even when I presented him my deck of tarot cards to split it after I shuffled so the reading would be more connected and personal. It was really weird and unsettling.
    ~Even weirder though was how calm he was when he got a really bad reading. I felt bad, but…~
    “Then my goals will be challenged by a powerful adversary. Amusing, but perhaps understandable.”
    “You’re not a bad guy are you,” Rosy pried, growing concerned more and more with each passing moment. Her concern gave way to the laughter of the robed figure however and Rosy’s emotion was soon shared by the other travelers.
    “I do not know your definition of “bad guy” child, but my goal at this point is but to find an old friend. It is unlikely that he is not well, but the state of the world leaves me curious to his wellbeing.”
    “Oh~! So, you’re like me then!” Rosy exclaimed finding common ground to fend off her growing feeling of dread. She could feel the questioning gaze on her through the robes and answered the unspoken question before it could be formed. “You see, I’m looking for my friends too. We got separated a while back and I’ve been looking for them while I travel.”
    Reaching into the shoulder puff of her leotard where she returned her deck of tarot cards, Rosy removed a folded-up photograph and presented it to the robed figure.
    “See these are my friends! Maybe you’ve seen one of them. I know the Ring Shifts make it hard, but even just an idea of where one of them could be would really help.”
    The robed figure stayed quiet for a long time, seemingly studying the picture through their robes. Before finally speaking, they ran a burlap hidden finger down the center of the picture. “The one you have embraced. I have seen him.”
    “You have!” Rosy nigh jumped to her feet with excitement, her tail wagging energetically. “Where was it, where!”
    “Not here child,” the robed figure vaguely answered. Rosy’s boring eyes however prompted them to clarify. “Rather it was a passing moment in some long-forgotten ruin. The presence of the Rings was powerful upon them, but then they were gone.”
    “I hope your friend wasn’t victim to the monster attacking people with Rings,” one of the travelers spoke up before Rosy could press the robed figure for more information.
    ~And that was the second rumor I had heard. It wasn’t just out in the desert though. Supposedly someone was going around attacking people with Rings. It’s such a weird thing to hear since Rings can’t hurt people. But I guess if you’re scared of Rings it would make it scary. But I hadn’t considered that it had anything to do with the crystal rose. The two seemed further apart than me and my friends. That wasn’t true for the ruins however that held the crystal rose.
~Before I could ask the weird man any more questions about where he had seen Sonic we had arrived at the ruins. Tour guides ushered us away and I lost sight of him. Even as much as he made my spines itch though I couldn’t help but worry about him. The rumors of the Ring Striker were all anyone could talk about as we were led into the dark ruin to see the crystal rose.~
Scene 17 · CLEARED Desert Rumors, to be continued
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And there is part 1 for our second episode of Rosy the Traveler. I hope the slower pace isn’t putting people off. The next part will have more action for those who need it, though it’ll have more world building as well. World building in general is kind of the heart of traveling stories like this, so I’ll work on better blending in the action as I write more and more. Of course as always I’ll be asking for you help by providing me prompts to keep me coming up with new way’s to build the story so I look forward to the future and hope everyone else does too! Thank you!
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Prompt Submitted by – Skylor-The-Ninja Story Format by Cutegirlmayra Story by @JoshTarwater/SonicFanJ Inspiring Song - Granblue Fantasy — Lumacie Archipelago Mysterious Forest
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*Sonic Ring Bond logo created by DEE Art – twitter.com/daryliscute.
Sonic Ring Bond AU and Sonic Ring Bond: The Journey are the creation of Joshua David Tarwater/ynymbus/sonicfanj/@Joshtarwater and is to be, including all contents herein considered for all legal purposes the property of the Sonic the Hedgehog intellectual property (IP) and copyright owners, SEGA SAMMY HOLDINGS. All story contributors via prompt, suggestion, written scene, art, and all and every other contribution acknowledge that all contributed material is forfeit for legal purposes to SEGA SAMMY HOLDINGS upon official request from SEGA SAMMY HOLDINGS.
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calamity-bean · 5 years
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Reddie Fic Recs: Canon Divergent
Comprising stories that substantially alter the events of canon — typically so that Eddie survives the final showdown with Pennywise, because that’s the kind of content I crave. Includes ones set during the events of the film(s) as well as ones set in the future that use the premise that Eddie didn’t die. For stories in which Eddie dies like in canon but doesn’t necessarily stay dead, check out my Canon Compliant recs.
This is a mixture of complete works and WIPs, of various ratings and lengths, mostly recent (like, posted since the release of Chapter 2). If part of a series, I’ve listed only the first work. More possibly to be added at any time I feel like it!
the anatomy of a joke by crescenteluce
He trails off and Bev raises an eyebrow. ‘So, you being in bed together fits in there how exactly?’
‘No, Jesus, Bev.’ Eddie says and Richie, horrifyingly, feels his cheeks heat under Bev’s suspicious look. Something needs to be done, so he plucks Eddie’s phone from his hands.
‘I am appalled by your implications, Beverly.’ He says sternly, trying to ignore the blood still not quite done rushing to his face. ‘I would have you know that I’d never defile Eddie like that, the poor man’s 40 year old and still a virgin and if I’d have the honor of-’
He’s cut off by Eddie trying to wrestle the phone away from him as Bev cackles delightedly.
and they read off our names by liquidsky
Eddie survives.
Part 1 of that ends well to end up with you
Button Up Your Overcoat by stitchy
“It’s just a gut check, there is no gun to your balls here,” says Richie. "But if you were gonna be a dad... what do you think you’d like about it?”
Eddie glances at the dog, who just looks back at him like, I dunno, man, he didn’t clear this with me. I thought we were just hanging out and watching some Treehouse of Horror tonight.
Call It What You Want by hannahberrie
They’re just staring at each other in the middle of a crowded New York train station, and it’s almost midnight. There’s supposed to be a thunderstorm tonight, according to the forecast, but Eddie can’t really remember that right now.
In which, after separating from Myra, Eddie goes to stay at Richie's place in Manhatten.
Cards on the Table by jendavis
Ben had kissed Bev, and it had brought her back from the deadlights. Eddie tries the same thing with Richie. Richie comes out of it knowing how to kill it, and knowing that he'd just seen Eddie die.
He's kind of a mess. It's kind of Eddie's fault.
Part 1 of Writing on the Wall
Cruel Summer by actuallymaxie
Richie used to call it an itch. Eddie makes him feel like it’s something else. It’s one thing to feel it. It’s something else to be able to say it out loud.
Or: Eddie doesn’t die. That doesn’t mean there’s a happily ever after. Not right away, at least.
for better, for worse by kaspbrak_kid
Eddie's done a fucking lot of brave things in the past year and a half. He did a lot of brave things in Derry, and then left his wife and started therapy and came to Ben and Bev's wedding even though he's been in love with his best friend for somewhere between six months and thirty years. Even though he knew it'd be fucking hard. He's not sure how many brave things he has left in him.
hoping to be found by eddiespaghetti (foxwatson)
When everything in Derry is said and done, Eddie really doesn’t know what the fuck to do. He goes back to New York, alone, because he doesn't have any other immediate options - and he heals.
i am easy to find by zach_stone
Or, 25-year-old Richie Tozier doesn't know why he can't remember his childhood, or why he has nightmares about yellow eyes looming in the dark. Then he finds an old photo of friends he can't remember, and things start to change. A "what if Richie and Eddie found each other again during the 27 years" fic.
If You Believe by websters_lieb
What if Eddie held on just a little bit longer? What if the losers figured out how to kill it just a little bit earlier? What if Eddie made it out of Neibolt, injured and barely holding on, but alive?
When Eddie emerges from the cavern to see Richie floating, he just about shits himself.
Part 1 of The Ever After
In Case Of Emergency Contact E.Kaspbrak by stitchy
It wasn’t immediately obvious to the Losers that something was wrong with Richie after the Deadlights. After all, his eyesight had always been shit.
in the heat of the summer (you're so different from the rest) by kaboomslang
There’s a heatwave in L.A., the first time Richie sees Eddie naked.
or
One very hot year in the life of two idiots in love, working shit out.
In This Cold Heart by pineapplecrushface
The future Richie sees while he's caught in the deadlights gives him a chance to save Eddie. In the year afterward, they both try to follow Stan's advice.
it’s about time that you just unwind by fuckener
“It sucked to tell people,” Richie said suddenly, tapping a finger on his glass. He was avoiding eye contact again. “Like - it just really fucking sucked. I’m old. I’m like middle-aged. You’re this old and you just start telling people you're gay, they think, ‘Jesus! That dude’s got issues.’ Because they’re right, and you do.”
“It must have come as a real shock to our friends,” Eddie said, staring. “That you have issues.”
it’s coming out backwards by banksoflochlomond
The problem is that he’s known it his entire life. Or at least as long as Eddie started sputtering after Richie’s “your mom” jokes. As long as Eddie, with his small delicate fucking body, muscled up to him and told Richie he was gonna get herpes from licking the swingset. As long as Richie’s known his button nose, still nice as shit after twenty-seven fucking years.
But Richie’s never said it out loud. Never let himself feel it, except when he had to. Maybe that’s why Richie was so good at forgetting Derry. He never wanted to remember. Never wanted to deal with the albatross he’d pretty much surgically attached to his back.
He’s got to, though. Say it out loud. Say it to Eddie.
(Or, Eddie survives. The road for Richie isn't any easier, though.)
it’s time the kid got free by zach_stone
But now he remembers his childhood, and the fierceness of all the emotions he felt back then — love most of all. Love was a blood oath, it was Bev handing him the fencepost that could kill monsters, it was what made him throw that fencepost into Its gaping maw to save Richie from the deadlights.
When it comes to what love feels like for Eddie, it’s always been — different, with Richie. He loves all of his friends with all of his heart, but Richie has burrowed in deeper, somehow, and if Eddie were a more dramatic or poetic man he might say he loves Richie in his bones, in his soul. But he isn’t, so he doesn’t say that, even if he maybe thinks it a little bit and feels ridiculous.
just be still with me by eddiespaghetti (foxwatson)
Eddie Kaspbrak is 38, working as a driver in New York. Richie Tozier is a stand up comic who comes to New York on a one way ticket to audition for SNL, and his agent has hired Eddie as his driver. There's something familiar about Richie, though Eddie knows they've never met. While Richie insists on sitting in the front seat and making something more than small talk, Eddie struggles to maintain professional distance.
Basically - what if Eddie and Richie did forget, and didn't see each other for 25 years, but they fell in love anyways.
Part 1 of i can stare for a thousand years (you wouldn't believe what i've been through)
The Kids Table by stitchy
For the most part Richie and his sister have a doctrine of mutually assured destruction. They could obliterate each other with their parents given the slightest provocation. To keep things at an even keel, they steer clear of each other as much as possible every other day of the year, but on Thanksgiving? Kids Table is like their NATO.
A series of Tozier Thanksgivings, from '85 to '19.
last ones out by gayingenue
Richie wonders if it’s always been this hard for him to touch Eddie. It hasn’t; they were incredibly touchy as kids, falling all over each other, gangly limbs intertwined. Even as adults, a few days before, Richie had barely been able to keep his hands off of him. Eddie almost dying did something, though. Chipped away at something deep within Richie. From the bed, Eddie laughs.
Like Pulling Teeth by  stitchy
“Jesus Christ,” Eddie muttered. Maybe there was a curling iron around here somewhere he could electrocute himself with. He scrounged a few safety pins from the counter and passed them to Bev without looking directly at Richie. He knew he was being a little bitch, but he could not let on how jealous he was. Their friendship barely survived the Christmas Richie got a Sega.
- In which Eddie mistakes wanting to be ON Richie for wanting to BE Richie -
Love It If We Made It by areyoureddiekids
Eddie lives. Richie stumbles through being in love with the man who used to be, and could still be, his best friend, and maybe something more. This is how they find each other again as adults, in the aftermath of finally killing It.
men who are afraid of the light by beepbeep (aceface)
Eddie survives.
“Well,” says Richie. “I wanted to fuck Paul Bunyan and nothing turns you off your homosexual urges like a murder clown filling his mouth with dagger teeth. Can you imagine those wrapped around your dick? Worst blowjob ever.”
Missing the Boat by stitchy
About a year after Derry, the Losers plan a cruise to Bev and Ben's destination wedding. Cross country travel being the bitch it is, Richie and Eddie miss the boat and get stranded until they can catch a flight out to Hawaii. It's a blast from the past Good Time TM, but Eddie wants to know- why has Richie been so distant?
Part 1 of Missing the Boat 
My Four Leaf Clover by pineapplecrushface
After Derry, Eddie starts dreaming, gets his shit together, and figures out how to live.
New Page, Same Old Book by Rend_Herring
He thought he’d hidden these feelings from himself, stowed them away in some dark corner and learned not to think about it. But the second Eddie peaked in from around the corner at the Jade and looked at Richie with those big, limpid pools of Christmas Orphan meets Bambi, and started rambling about gluten and cashews, it all came flooding back into focus. Richie has loved Eddie so long that it’s become an ache that goes beyond reason.
no sense of living without aim by Anonymous
Eddie had been on grindr for all of two days and in that time he’d already seen more dicks than he had in the nearly forty years of his life. He’d gone methodically through his messages and blocked all the catfishes, the possible serial killers and the bores, and eventually settled on a promising ‘37. DTF. I'll make u a drink after’ (637 feet away).
Or, sometimes your long-lost childhood crush is the anonymous hook-up you meet along the way.    
not quite young by saintsrow2
Richie was sitting in a chair in front of a dressing table, looking into the lit-up mirror while he sipped a glass of amber bourbon. He looked up when Eddie walked in and then there were no words; neither of them had thought this far ahead. Eddie stood awkwardly in the open door, feeling very much like he was still waiting for the big prank to be revealed, for there to be machinations behind all of this that he couldn’t understand. “Hey, Trashmouth,” he said, eventually. “Hey, Eds,” Richie said. “You know I always hated being called that,” Eddie said. “Not when it’s me.”
An AU in which Richie and Eddie meet before Mike calls them all back to Derry, the affair that follows, and the consequences both of them want to ignore.
Richie and Eddie Outrun the Devil (in Richie’s Rental Car) by sofia_estrella
“If It’s trying to kill us, I don’t want to get on an airplane.”
“Air travel is statistically safer than—”
“Eds, please. I don’t think I can handle a cross-country flight by myself right now. There isn’t enough Ambien in the world.”
Eddie snorts. “What are you gonna do then?”
“Drive, I guess.”
“You’re gonna… drive… to L.A.?”
+ alternate title: An Evil Clown Can’t Kill You If You Drive Fast Enough
(Stand-Up) Routines & (Engagement) Rings by cajungirlkye
2 years after the events of IT: Chapter Two, Richie brings Eddie out on stage during one of his stand-up performances in order to ask a Very. Important. Question.
sweet as cherry wine by pearlshop
“Can I come in?” Eddie asks, teeth chattering. He’s soaked to the bone, a cornflower blue polo clinging to his small shoulders. It’s the only thing he’s wearing besides a pair of khakis that are also soaked through. Richie is suddenly very sober. “Eds?” or: Eddie leaves Myra and shows up at Richie's door.
Things that Happen after Eddie Lives by IfItHollers
In a world where Richie manages to save Eddie from It after the deadlights, they still have problems on their to-do list. Featuring everything from Derry to Los Angeles—Richie Tozier's murder trial, Eddie Kaspbrak's divorce proceedings, bedsharing of the platonic and non-platonic varieties, an investigation of magic, a truly disgusting séance, the quintessential morosexual road trip, and OH MY GOD THEY WERE ROOMMATES.
Part 1 of Things that Happen After
we're f***ing killing it, babe by thenewlondoner (muleumpyo)
Richie has been back in Derry for three days and murdered an Eldritch horror-esque monster from space or possibly from some weird meta-verse, who knows, and faced both of his childhood fears of clowns and his own death, as well as the possibility of losing his first love just as he remembered they fucking existed, he’d like some slack cut for him on the emotional front, thank you!
OR
Eddie is dead, but the Losers carry him out of the house on Neibolt anyway. Which is good, because Eddie is not dead.
we were always here at the right time by fuckener
Eddie’s eyes were getting heavy again. Richie helped him back down to the pillow.
“It’s always kind of like this, isn’t it,” he mumbled.
Richie didn’t move. He was still holding Eddie’s hand, his shoulder.
“Like what?” he asked softly.
“You and me,” Eddie said. What else?
what doesn’t kill me (makes me want you more) by beautifulbane
Eddie survives. He goes back to New York and divorces Myra, but a part of him is still unhappy. It isn’t until he sees Richie a year later at Ben and Bev’s wedding that he realizes why.
you're already gone by ameliepoulain
You can never get enough, Robert Smith cries over the static, and Richie turns around wearing that dumb smile again.
All Eddie can think is: soon, all this will be gone.
You’re So Stupid by StilesBastille24
“Hey,” Richie greets brightly.
Eddie looks over, one hand reaching for the remote to turn off the tv. “They said their letting me out today,” he says, eyes narrowed as he peers over Richie’s shoulder. “You know, Derry’s hospital doesn’t even make the rank of top hospitals in Maine? I’ll be lucky if I’m not back in here from a fucking blood infection in two days.” He braces both of his palms against the mattress and tries to push himself further upright.
Richie swoops in before something horrific like split stitches can occur. “Cool it, Evel Knievel, or your going to be bleeding all over these perfectly white sheets, and then they’ll definitely think twice about letting you out of here.”
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toaarcan · 5 years
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I think you're putting too much on Fiona's "purpose" being in relation to other characters. A big complaint was that she wasn't really ANYTHING. She was resentful about Sonic and Mighty, and then next time we see her she's part of the FFs with no explanation or role. She was sometimes a medic, and then part of the Brain Trust for no reason (never really showing those skills), and then she was suddenly Sonic's gf...while he was still saying he and Sally were meant to be. Villain = direction.
I mean, there was an explanation for her, but it came almost two years after the fact: Her belief that Sonic was a selfish glory-hound was rattled by his selfless sacrifice to save the world, something that she personally witnessed, and therefore, she tried to make amends. Not only that, but it was a quick moment too, with her even attending Sonic’s “funeral” in Issue 125.
The problem with the story is that it was written by Bollers, and unfortunately that means that Penders completely ignored what happened in it no more than two issues later. 
Bollers’ Fiona: Not interested in Sonic, but trusts him and respects him, though she acknowledges that he isn’t perfect and does have a selfish streak. Made aware of Tails’ feelings for her, and chastises “Sonic” for hitting on her despite that knowledge. 
Penders’ Fiona: Very much interested in Sonic, completely unaware of Tails’ feelings, completely uncaring about the whole debacle.
Her position as a medic is likewise something that was there with Bollers, and then absent once Penders took over. Admittedly, a medic is a somewhat difficult character type to use in a book where characters don’t regularly get injured, so I can see why it could fall by the wayside, but one must keep Penders’ inability to keep anyone consistent in mind. When it comes to Fiona, Penders couldn’t even keep consistent with himself. Look at the very-obviously-preteen Fiona from the Knuckles book vs. the sixteen year old he portrays her as in the main title.
Believe me, I’ve done this song and dance many a time. There’s this perception that the villainous version of Fiona is automatically a better character because Ian did something with major with her, but the fact of the matter is that it’s entirely possible to do something major with her without taking a torch to everything except that one single issue of the Knuckles comic where she was kind of a jerk to Mighty for mostly understandable reasons.
It’s been a long while since I’ve reread any of the comic, and I’ve been immersed in the fandom’s perception of things a whole lot more than that, so I legitimately forgot a lot of  what was there, but one thing that sticks out from seeing the old stuff again on Thanks Ken Penders is how compassionate Fiona is, she’s portrayed as very frequently being the one to voice concern for her comrades’ safety (A fitting trait for a medic character), and it jars so heavily with Ian’s decision that she should be a self-centred, “Survival of the best” character who cares about nobody except herself and her abusive boyfriend.
As I said in my post “Fiona Fox: Depth vs. Prominence”, summing up Fiona’s personality before she was sacrificed on the altar of Sleazy the Recolour takes a whole lot more than summing up her personality afterwards, and even then that relates more to her relationship with Scourge than it does to herself.
Now that’s not to say that Fiona as a villain couldn’t work. In my most recent post on this topic, I even said directly that she could’ve been a really darn good villain, if her status as a traitor actually mattered. A traitor should be an intensely personal antagonist, someone who can get inside the heads of the heroes and damage them emotionally just as much as they can physically. The interactions between her and her former friends should be brutal, knife-twisting, and send them reeling. The fact that Fiona’s villainy is arguably something that Sonic created can only add to that, as she is living proof that sometimes the hero can fail.
Buuut she’s none of that. Sonic is more bothered about her harming Tails than anything she does to him directly, and the second (and final) time they interact, Sonic dismantles her arguments without flinching and leaves her to run off crying. 
Tails’ faith isn’t shaken at all by her, he finishes 172 stating unflinchingly that she’s wrong (And her philosophy never made sense anyway, so Tails is correct there), and within six issues he’s physically attacking Sonic primarily out of envy over the Fiona situation, and outright states that he doesn’t care that she went with Scourge. 
Sally... never liked her in the first place, but gets no vindication from it. She neither gets a moment where she feels explicitly proven right, nor is frustrated that the others went to bat for Fiona and had that trust rejected. Like with Sonic, it seems to be way more about how Fiona treated Tails than it is about how Sally herself was affected. 
Amy actually gets the most out of it, with Fiona’s mockery of her at the start of Issue 172 being used as motivation for her to train to be a better fighter... but... it’s all positive. The idea that the other FF don’t take Amy seriously is barely relevant, and it’s used as motivation for her to improve herself, and then that’s it.
None of the other characters get any word on it, save for Antoine using it as a prompt to skip over all that emotional development and reconciliation after a year apart and immediately propose to Bunnie, because Ian’s got to cram something happy into this set of issues before he blows up Knothole, plays the “Villain could win whenever he wants, he just doesn’t want to” stupidity card, and gives Charmy brain damage to make him more like SEGA’s version.
And that’s it. Fiona exists primarily to be Scourge’s girlfriend. In a way, it’s fitting that Amy is the only character that gets an appropriate “Hero vs. traitor” scene, because like the then-current official depiction of Amy, Fiona’s life is defined entirely by her relationship to her respective Sonic.
Ian’s Fiona is, in every sense of the word, a satellite love interest for Scourge. Even the sole arc she has apart from him is spent building a team to get him back. 
She’s just Scourge’s girlfriend, despite him yelling at her, screaming at her, resoundingly failing to live up to his own promises, undermining her, and, if her reaction to his threats in Issue 190 is anything to go by, physically attacking her as well. 
I won’t deny that Fiona, as a character, had become listless, and needed a strong new direction. She had a lot of substance to her, and a surprisingly uplifting story when stripped down to the basic structure, but she was being painfully underutilised. 
I will, however, strongly oppose the idea that Ian’s decision on that front was the correct one. It was a lateral move at best, a step backwards at worst. He didn’t really fix her as much as make her a different brand of underdone, and that uplifting story was gone. Now all it said was “If you did bad in the past, you’ll always lapse back to it and nobody should trust you”, combined with none-too-subtle abuse (In a ship that Ian made popular with thousands of teenagers, very smooth) and a new design that sexed her up for no good reason. 
Good Fiona had all the ingredients and not enough time in the oven, but villain Fiona was missing half the recipe.
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mobius-prime · 5 years
Text
65. Special - Sonic Live!
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The Last Game Cartridge Hero
Writer/Pencils: Ken Penders Colors: Karl Bollers
*deep breath* …oh boy.
So this issue is kind of infamous for being, well, terrible. At least, this first story is. Even I, usually being willing to put up with a lot of crap from Penders, think this story is just a royal mess. You'll see what I mean in a second.
Anyway, the customary intro page of this issue makes some kind of allusion to Sonic being about to enter some strange other zone that's unlike anything he's ever experienced before. Indeed, the beginning shows Sonic rushing to try to rescue Sally, who's been captured by Robotnik, only to be blasted by energy bolts from behind - which, as we all know from when this exact thing happened to Robotnik in StH#21, just means he'll be catapulted into another reality instead of killed. Which reality is that, you ask?
Ha. Haaaaaa.
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Oh yeah. That's right, folks. It's one of these. Kenders actually recruited both his real life son and niece to be photographed and placed into the story of the Sonic comics as actual characters. Luckily this only lasts for this one issue, and they weren't made recurring characters or something, but like, damn. These children are grown-ass adults right now. I wonder what they think of this? What they think of their father/uncle respectively? If they cringe looking back at this, or look back on fondly as a cool thing they got to experience as kids? Side note as well, as I've mentioned before Ken had never played a Sonic game while he worked on the comics, nor did he own a Sega console. That's why, when Steve "dies" in the game the screen simply appears to turn off, and, if you look closely, he's not holding a game controller, but rather holding a regular TV remote sideways. Oh, Ken. Why this? Why?
Well, anyway, Sonic finds himself floating in a strange void seemingly unable to move or see anything, until the faces of these kids start looming in his face and talk about seeing him in the TV as they try to turn on their game. Sonic, worried they're going to try to turn off the TV and I guess strand him in there for longer, somehow reaches out and pulls them in instead.
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Great going, Sonic! Now these two kids who have no superpowers of their own are stuck in a dangerous war zone with you. Indeed, this goes as well as you might expect. He and the two kids are able to breach back into Sonic's home zone, where Robotnik has captured the rest of the Freedom Fighters and is planning to launch missiles into space to create… some kind of doomsday device? It's not really explained well beyond "killer satellites," but either way, Sonic doesn't like the idea of this, and so he starts beating up the swatbots in his way. This stops briefly when Robotnik decides to take his villainy to the next level and threaten to shoot the two random innocent kids just because they happen to be with Sonic.
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Of course, the swatbots aren't as fast as Sonic, which begs the question of how they even managed to blast him at the beginning of this story in the first place, and he beats the rest of them up and escapes with the kids. He takes them to the control center to shut down the missile launch, which has begun its countdown due to Sonic accidentally knocking Robotnik down onto his launch remote. Great job, buddy!
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They manage to shut down the missiles, but just as they do, Robotnik, Snively, Sonic, and the two kids are all pulled into a strange beam of light. Once Sonic and the kids get their bearings, Robotnik begins gloating, since apparently, during the split second between when he entered and when Sonic entered, he contacted a bunch of alternate universe copies of himself and got them to build him a big mech suit shaped like himself. Apparently, they're in yet another strange zone, and Robotnik realizes he can conquer the whole multiverse from here, not just his own version of Mobius. At least… I think that's what he's implying. Honestly, it's so unclear and all the dialogue so scattered, it's hard to even properly tell. Anyway, Robotnik throws Sonic and the kids in a prison cell with several other… humans?
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While Robotnik suddenly finds himself threatened by the other versions of himself, not content to be used for slave labor, Sonic has a chat with these people. Apparently, this isn't just any old zone - it's the kids' home zone, AKA, Earth! Now, this definitely isn't our Earth. These guys claim to be the designers of the Sonic games, but for one, they're decidedly not Japanese, and two, there's no mention of Sega at all. Apparently, the concept art for Sonic the Hedgehog in this world was created when they received strange interdimensional transmissions showing images of him, and they decided to make a game out of it. Not only that, but now these video game designers slash scientists have apparently created a weird prototype device that was responsible for sucking Sonic and co. into this world through a strange dimensional link. Yyyyyeah. Go ahead and try to make any sense out of this crap.
Well, anyway, Sonic and the kids notice Robotnik and Snively about to be vaporized by the angry other-Robotniks, and decide to step in and save them from certain death, or maybe just another instance of zone-hopping. Come on Sonic, this is what, the third or fourth time you had an opportunity to let this guy die and have all your problems be solved? How many other people have died in this war because you refuse to let Robotnik be killed by his own hubris? Of course, the swatbots and other Robotniks don’t like this, and so to save themselves, Sonic and the kids need to shut down the prototype linking them to this world. Turns out the way they do this… is through Sonic game cheat codes!
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The code recited by little Steve here is actually a real code, something I'm mildly surprised about given Ken's weird disdain for the Sonic video games. It's the level select code for the original Sonic the Hedgehog game on Genesis (non-Japanese version). If you've got a Genesis and a copy of the first game, try it yourself and see. In this world, however, it's apparently the shutdown code for the swatbots, and thus everyone is saved. The game designer scientist guys use the prototype's dimensional link to send Sonic, Robotnik and Snively back to their own zone, and Sonic has a happy reunion with his friends, who have been mysteriously freed from captivity in the meantime.
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Oh, boy. Someone needs to tell Kenders that the Sonic games don't actually depict Sonic from the comics. These kids aren't gonna have any idea what the Sonic they were traveling with is up to, because all they'll be doing is playing as a different, more turquoise-colored Sonic, battling some weird dude called "Eggman" and collecting seven multicolored Chaos Emeralds to save a planet that definitely isn't called Mobius. Shame.
The Substitute Freedom Fighters
Writer: Rich Koslowski Pencils: Art Mawhinney Colors: Karl Bollers
So you may be wondering. How exactly did the Freedom Fighters even get captured in the first place, and how did they escape while Sonic and the others were stuck in the "real world"? This story is here to answer our questions! Apparently, while Sonic is just off derping around somewhere else, the others are watching Rotor create a new micro-cam that he can attach to his bandolier, working kind of like a body cam so they can review footage of battles after the fact and learn from them. Fortunately for them, some swatbots immediately show up to let them test out their new invention. Unfortunately for them, they get overwhelmed and dragged back to Robotnik.
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Hey, look who it is! Larry Lynx has made his comeback, and he's noticed everyone's disappearance… as well as the ongoing live feed from Rotor's micro-cam. Realizing everyone is in danger, he rallies the first people he sees training - Cyril Eagle, and Sally's old recruits. They team up and fight their way into Robotropolis, Larry using his famous bad luck to make sure the swatbots lose every time, and they're able to eventually find the captured Freedom Fighters and liberate them. After finding Sonic as well, they head back to Knothole, where Sally forms the six of them into a new team, the Substitute Legion of Freedom Fighters, as a backup squad that can continue the fight against Robotnik if the Freedom Fighters are unable to.
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This is cute, but it does bring up an interesting point. Clearly, the Freedom Fighters are not always able to win their battles, and it's dire enough that Sally's started forming backup teams. It's not said directly that it's in case the main team dies or is roboticized or something, but we know that's a very real possibility in this war. Makes you wonder how this war was even fought when they were all tiny kids, and if something like this has ever happened before…
Knuckles Quest 2
Writer: Kent Taylor Pencils/Colors: Pat Spaziante
Well, no need to worry about that. Knuckles is at it again! This time, he's found his way to a strange cottage in the forest, and is set upon by a bunch of vicious mythical creatures, most of which he names off and mentions hearing in fairy tales. It's interesting, because as far as I'm aware, none of these are real-life mythical creatures, which means we're getting a tiny bit of lore and worldbuilding regarding the kinds of mythical creatures Mobian children are told about in this world.
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Anyway, Knuckles is totally confused about why he's fighting all these creatures that are supposed to not even exist, but eventually reasons that they indeed can't be real, and are magical projections. Once he announces this, they dissipate and he finds himself talking to an old fox wizard, who directs him to continue his search elsewhere. He then reveals that he used to serve the king in his youth, and that his name is…
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…Merlin Prower? Any Sonic fan worth their salt knows that Tails' real name is Miles Prower and that "Tails" is just a nickname, indicating that this strange wizard may be somehow related to Tails. Hmm, wonder if we'll ever hear any more of him…?
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miximax-hell · 5 years
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As always, it’s been a hot minute. But, uh, hey! I hope you’ve all been fine!
Can you believe that this is actually my 20th reference sheet? That’s crazy. I am hecking slow, but I honestly thought I’d have stopped doing this (way) before I reached the double digits. But, hey, I’m still kicking!
And, to honour such a number, it was about time to add another Raimon baby to this blog, so I’ve gone for one of my very favourites. Shishido is very dear to my heart for a variety of reasons (that I will make sure to explain thoroughly when the time for it comes) and I’ve had this miximax in mind for a very long time. In fact, I’ve been ruminating on it since @raynef-art (btw, today’s Raynef’s birthday, so go and wish her a happy birthday if you can!!) and I talked about Shishido on Skype years ago. When was that, even? 2016? 2017, perhaps? In any case, it sure has been extremely long. But, thankfully, all of that ruminating led to one of my favourite pairs in this whole project! Katrielle Layton is a fantastic fit for Shishido, and I will do my very best to explain why this is the case in this post.
So, for more on ShishiKat, please check under the cut!
As always, I like to use this first paragraph to talk a bit about random stuff, so feel free to skip it if you want. Long story short, I’ve spent the last few months (since mid-May or so) job hunting like a beast. Big ol’ companies from all around the world, like Rockstar, Revolution, The Creative Assembly/Sega or Build A Rocket Boy have shown interest in me, but it’s led nowhere so far, which is extremely frustrating. Heck, there’s a company who contacted me first and they still didn’t give me the job in the end. >:| But I did an interview last Thursday and I should get an answer soon, so let’s hope that goes well...! It’s an awesome job, close to where I live (so I wouldn’t have to move), the company is super successful and two friends are already working there. It’d be incredible to join them and keep progressing in my career. And, well, money doesn’t hurt at all either. Gotta get into the wheel of capitalism. Anyway, job matters aside, I’ve recently finished some games that have become personal favourites of mine, like Valkyria Chronicles and Hatoful Boyfriend: Holiday Star (even if the first one was arguably better), but the one that undoubtedly takes the crown is Marvel’s Spider-Man, which shaped up to be a game as brilliant as Insomniac’s previous titles, if not even more so, and has become one of my favourite games of all time. Sadly, Spider-Man isn’t originally a videogame character, so I won’t be including him in this project (as much as that pains me). So we’ll have to take other routes if we want to have a Marvel miximax here... I’m on it, but suggestions are still accepted.
So, Shishido! Who doesn’t love Shishido? He’s just so lovely. Look at him! Look at him right now! How can someone without visible eyes be so PRECIOUS? Don’t you just want to channel the annoying aunt within you and pinch his cheeks and nose? Well, we still can’t do that, but we can try and do him justice by giving him a truly awesome miximax. (The quality of the art that accompanies said miximax may vary in quality, but that’s not Shishido’s nor Katrielle’s fault--it’s entirely mine for not being better.)
So, friends who have been here for a while and have a good memory may be thinking, “Hold on a minute, you! The Professor Layton franchise has already been represented within this blog--you miximaxed Fudou with Hershel Layton himself!” And you’d be right. You might even be thinking I’m betraying my own rules by using two characters from the same franchise. Well, that isn’t the case, as PL is a Level-5 franchise and I may (and tend to) use up to two characters from each franchise made by L5. It’s all here. But, even with all of that, there’s still a question that remains and that I figure many people might have in their heads: if Fudou is already miximaxed with Hershel, isn’t Shishido basically a copy? Does Katrielle really add anything to the table?
I’m glad you asked. Well, I’m glad I asked, because that’s what led to all of this. ww And, thankfully, yes. Yes, she does. But before answering that question, we have a much more important question to ask:
Who is Shishido Sakichi?
Hino, that lovely piece of work, is actually really fricking good (when he actually tries) at something I’m unable to name, hence why I will refer to it as “scattered storytelling.” It’s similar to environmental storytelling in the sense that we’re never directly told many things, but we can still figure them out thanks to the looks of a character, the scenarios we see, audio queues, etc. Video games offer many resources to build up rich environmental storytelling, but what Hino (and probably many others--it’s not like he invented the wheel!) does is give us hints scattered across different pieces of media to try and figure out what some of his undeveloped characters are all about. And let’s be real: original Raimon is a lovely collection of undeveloped characters. So let’s check out a few things about Shishido and see where they take us.
Shishido was one of the first members of Raimon, being one of the 7 players the team had before they were forced to look for more people to have a match against Teikoku. He was, however, replaced by Kidou when he joined the team, and he stayed as a benchwarmer until he got injured by Gemini Storm. Then, as he joined the Dark Emperors, if you talk to him in the game before the match, he mentions how he’s been pushing himself past his limit for a long time, only to keep feeling like he’s mediocre. Finally, during the match between Raimon’s older and newer members, he is shown facing Kidou and getting past him despite how afraid he was of engaging directly with such a big rival.
On top of that, his in-game descriptions go like this: “He is becoming the team’s key-man by developing his own pace,” (IE1) “His laid-back personality can make him the butt of his team-mates' jokes“ (IE2) and “The Aliea crystal has given him an invincible self-belief“ (IE2 DE). Let’s admit that it’s not a lot to go by, but maybe we can get something out of all of this.
As usual, I explain this better in the heat of the moment while talking to someone who’s ready to listen, so Raynef or my girlfriend probably got the better version of what I’ll be trying to explain now. However, those conversations are so old that I'm having trouble retrieving them, so... welp. ww Let me try anyway.
Judging by what we know about Shishido, we can try to figure out what his character development has been like. We get his first in-game description as soon as we can see him in our in-game menu; that is, before the first Teikoku match even takes place. At this point, aka at the very beginning of the game, Shishido is a player that is “becoming the team’s key-man.” Slowly, perhaps, but he is on his way. However, this process is halted abruptly when Kidou joins the team, as he replaces him as a regular first-team player. Now, a valid question would be, “why did Kidou replace Shishido and not any other midfielder?”
It would make no sense to get rid of Someoka or Kurimatsu to let Kidou in the pitch, as he’s not a forward nor a defender. But, among all the midfielders in the team, why Shishido? Why not Handa, Shourin or even Max (who is technically a forward, but has been playing as a midfielder, so it’d make a lot more sense to bench him)? The most obvious answer would be that everyone else has abilities that Kidou can’t properly replace/mimic/make up for; or, in other words, that Kidou is like an upgraded version of Shishido more than he is an upgraded version of any of the other characters. And what is Kidou, exactly? A brilliant midfielder with incredible control over the ball and a great strategist overall. It’s this last part that we’re most interested in: he’s a strategist. A game-maker, that is. What one could easily call a vital part of a team or, even, in more poetic words, a key-man. What Shishido used to be, or was going to become, before Kidou showed up to steal his spotlight. Not to mention the incredible pain one must feel upon being replaced like that... (This was best explained by @mimiflieder on her fic, Change of pace--it’s about Handa and Ichinose, but the same thing applies. I totally recommend checking it out!)
This theory is further supported (in sad ways) by his in-game description in IE2. His personality remains the same (laid-back and doing his at his own pace), but he has gone from being a key-man WIP to the butt of his teammates’ jokes. Sure, the jokes are blamed on this laid-back personality, but something doesn’t quite add up. Check out his quote while he’s a Dark Emperor: he’s been pushing himself too hard to achieve nothing. Is that really what you’d call ‘laid-back’?
In the best case scenario, everyone sees him as being laid-back and chill to the point of being funny: he’s not making a fuss about being replaced in front of his teammates. However, he’s been trying as hard as possible in secret to become the best he can possibly be... only to still be eclipsed by Kidou and the other talented members of the team in every sense.
In the worst case scenario, his attempts to improve are very much obvious to his team, and the lack of results or the gap between the two key-men not becoming any smaller is what makes him the butt of jokes (but I hate this scenario because Raimon babies are all sweet and supportive boys who’d never do this. I DON’T CARE IF TEENAGERS ARE CRUEL AND STUPID BY NATURE. RAIMON BABIES ARE BETTER THAN ACTUAL TEENAGERS, OKAY, AND THEY’D NEVER DO THIS. THEY ARE PRECIOUS LITTLE ANGELS.)
In either case, he was destined to be--heck, he might have already been in non-spoken parts of the game--Raimon’s game-maker, but when Kidou came around with his superior skills, Shishido became, simply put, obsolete. That made his self-esteem sink and eventually threw him in the arms of Aliea in a desperate attempt to finally be better and stand up to Kidou. That’s why his in-game description as a DE talks about his boosted self-esteem, much like Handa’s talks about how that jack-of-all trades is using the meteorite to become master of all.
And, of course, this makes that scene during that final match ALL the more relevant: not only does it signify the triumph of hard work and resolution over sheer talent, fleeting as it might be, but it’s also the end of a long, long journey of self-deprecation, self-improvement, guts and sheer fear. Shishido was literally SHAKING when he saw Kidou running towards him, but he pulled himself together and won. He was no longer the inferior one, the replaceable one, the laughing stock. Little and unexplained as it may be, it’s a truly emotional finale to his personal and unspoken journey.
(Another and more positive way to look at it is that Shishido is meant to become Raimon’s game-maker and key-man AFTER KIDOU LEAVES, so all this time by his side has been a massive training camp of two years to learn his ways and then add his own twist to everything he’s learnt. This leaves some issues hanging, but it will at least let me sleep tonight.)
What we have here is a pretty solid theory pointing at Shishido having what it takes to become a game-maker. But, hey, that’s just a theory! A GAME THEORY! ...And what this means is that there’s evidence supporting it, but we have no way to confirm it unless one of you guys can go and casually interrogateview Hino (and if you do, that’d kind of come in handy, actually). However, the pieces fall together a bit too well to be just a coincidence, right? At least, I think so. And even if they don’t, we don’t have much more to go by, so... it’ll have to do.
Anyway, we’ve (somewhat) answered the question about who Shishido is. It is, therefore, about time to answer the main question this post laid on the table: is Katrielle a good aura to use when her father is already part of this project? And, even if she is, why would Katrielle be the best match for Shishido? Let’s start by explaining what makes Katrielle non-redundant despite bearing her father’s surname and being very similar conceptually.
In essence, Katrielle and Hershel fulfill very similar roles: a smart person who likes puzzles and is hired to solve mysteries no one else can solve. But anyone who knows anything about these characters will know that, really, they are absolutely nothing alike.
Hershel is the perfect gentleman: well-behaved, modest, calm and cold-headed regardless of the situation, polite to a fault, boasts perfect manners, and he manages to get along with even the most unfriendly people in the world thanks to his infinite patience, unwavering kindness and the smile he has on his face whenever he greets someone. Not to mention that his investigation process is long-winded and meticulous, and keeps telling Luke to not make quick assumptions when he jumps into conclusions ahead of time.
Meanwhile, Katrielle is pretty much the polar opposite: proud (heck, the first episode of the anime has her saying her skills are better than her father’s!), funny, dramatic to a fault, jumps to crazy conclusions so fast that everyone around her is always surprised by it and doubts she even put any thought into them, has a quick temper sometimes, she works as a detective just for funsies (and glory, to some extent, as she’s constantly struggling to be taken seriously by people who’d rather talk to her dad), she’s easily swayed by yummy food, instinct and imagination move her much more than hard evidence... This alone is enough to make the personalities of ShishiKat and FudoLay totally different, but, of course, this train doesn’t run on personalities, but on powers and skills. So let’s discuss not what Kat offers, but what Shishido needs.
We’ve established that Shishido was a game-maker in progress. Now, let’s keep in mind that this project includes all of the main characters from IE, IEGO, IECS and IEGalaxy, and they could all potentially be sharing a side of the field with Shishido, so let’s see whom he is competing against.
Of course, we have Kidou, the genius game-maker, the absolute commander of the pitch and, well, a living legend trained by another living legend: Kageyama. He has a miximax too, but you guys have not seen it yet. In due time.
We have Fudou, whose natural intelligence is (arguably) on par with Kidou’s and has received some training by Kageyama as well, even if he didn’t reach the same level of legend nor acted as a game-maker nearly as much as Kidou did. Fudou is, however, enhanced by Hershel Layton, whose influence upon mixitransing helps Fudou stop being such a little shit. That allows him to focus enough on the game and on his teammates to surpass Kidou as a serious and cold-headed strategist who is able to treat every situation as a puzzle and find the precise moves needed to solve it. Not to mention that, of course, Layton boosts Fudou’s intelligence as well.
Shindou has his miximax, which turns him into a "gamemaker of truth who can appraise people and the general situation, while combining both stillness and motion." Pretty self-explanatory.
Taiyou and Hakuryuu, upon mixitransing, become "midfielders of unparalleled accuracy, who can see into the future and attack the enemy's weak spots with their analytical reasoning." These two aren't technically game-makers in Chrono Storm, but Zhuge Liang was a frigging strategist and these two are given analytical reasoning through their miximax. Not to mention they were probably game-makers when they were part of their original teams.
The way the canon tried to keep Shindou and Taiyou/Hakuryuu from overlapping was by casually disregarding Zhuge Liang’s strategist side and focusing on her Keshin and ability to see the future/what no one else can see, so we can scratch Taiyou and Hakuryuu, as they won’t easily be taking the role of game-makers anymore. We can also discard Kidou, as FudoLay completely outclasses him for the time being. (Look at me, I sound like I’m writing an article on Electrode for Smogon--) So, ShishiKat’s only real challengers are FudoLay and, uh... does Shindou’s miximax have any kind of fandom name? I heard people refering to Kirino’s miximax as Kirino d’Arc, but that’s about it. Anyway, to keep it simple, I’ll call it ShinOda until someone brings up something better.
So, yeah, ShishiKat is competing against ShinOda and FudoLay. ShinOda focuses on a complete control over when to move and when not to move, arguably to preserve his teammates’ and his own stamina and maximise what everyone can do with their natural reserves of energy. FudoLay, on the other hand, uses analytical thinking to find the most efficient moves in any given situation. As I mentioned, he treats every situation as a puzzle, and, as Layton would say, “every puzzle has an answer.” One specific and perfect answer that FudoLay excels at finding, using the minimum number of steps necessary and turning the solution into pure art. He is, however, still Fudou, so he’d probably push his teammates to the limit in rough ways in order to achieve that perfection he is aiming for. And it’s still Layton, so we can expect some long-winded thought processes that take long to pay off--but when they finally do, HOO BOY.
It's good being analytical and smart, but perhaps, just perhaps, Shishido could use a little something to make him different and stick out among his peers. Something that is a bit more... proactive. Unpredictable. Slightly impulsive. But still as witty as one can ever be. He needs to combine the brains with the brawn, and blend it all together with much-needed cheerfulness, since all the game-makers we’re dealing with here are cold or outright pricks.
Shishido needs to improvise to the point of making things up for no reason and eventually making them work in almost miraculous ways. Focus less on what’s in front of his eyes and more on what other possibilities could be there. Act more on instinct than on careful observation. Give commands that are a lot more roundabout that those of Shindou, Kidou or Fudou, but end up paying off in ways that not even he could always predict. Jump into the problem head-first and solve it in-situ instead of looking at it from afar and pondering for long periods of time. And, of course, among all of that, he needs an enormous self-confidence to pull it all off, as his premises may seem utterly ridiculous and he must believe in them whole-heartedly to convince everyone else.
Katrielle Layton checks every single one of these boxes. It’s Katrielle, and Katrielle alone, who can turn Shishido not just into a replacement for the times when Kidou and Fudou aren’t around, but into a true force of nature that can assist the team at all times. It makes Shishido useful and non-redundant--which is, of course, much more than the anime did for him. Let alone the manga, where Shishido didn’t even appear. (I mean, the manga gave us Tamano bby, but still--)
And the best part is that they don’t step on each other. ShinOda is fantastic (and I won’t comment on my own ideas), but no one is objectively better at being a game-maker than the rest. Different situations will call for different approaches, so their relevance will shift as the rivals change or as the rivals adapt to one style or the other. Or, heck, they can simply all work together to keep their rivals guessing and come up with even greater strategies that combine everyone’s fortes.
Also, I’m watching Katrielle’s anime with my girlfriend and that is what made me consider her for this project in the first place, so props to her! (But sorry for butchering the design, dear ww)
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scoutception · 5 years
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Ys 1 & 2 review: the 22 year long journey to American computers
Falcom is one of the big underdogs of Japanese game developers, at least outside of Japan, a role pretty unfair for them considering they’re also one of the most important Japanese game developers to exist. Before names like Final Fantasy and even Dragon Quest were around, Falcom was pioneering action RPGs, JRPGs, and even innovating video game music as a whole. Dragon Slayer, the title that set the foundation for action RPGs, would eventually transform into the Legend of Heroes, better known as the Kiseki, or Trails, series, boasting some of the most detailed JRPGs out there, while the other big innovator, Ys, would remain true to its roots, while still taking steps to innovate as much as possible with every new title. Despite their games both being very influential and just plain great in of themselves, Falcom was basically unknown outside of Japan for decades due to very inconsistent localizations, and mostly being released on more niche consoles even when it did happen, like the Sega Master System or the TurboGrafx-16. The only Ys game to make it to American shores on the Genesis or SNES was Ys 3, which was barely recognizable as an Ys game in its original form, gameplay wise, and the first exposure America got to the Legend of Heroes was the Gagharv trilogy on the PSP, which recieved such awful localizations that they were actually released out of order, with the second game actually being released first, instead of the actual first, cause that certainly isn’t capable of causing problems. Thankfully, since 2010, XSEED has delivered fantastic localizations of many, many significant Falcom games released both before and after, giving fantastic games like Trails in the Sky exposure only dreamed of before. They’ve still got a ways to go, though, and so, it’s time for me to show my appreciation for these games by covering Ys 1 & 2, the games that refined the action RPG genre, farther than just starting it. The version I’m covering is Ys 1 & 2 Chronicles Plus on Steam and GOG, one of the most recent, and refined, versions available, and is based off the PSP version, which is based off the PC remakes. It’s a pretty crazy history for these games.
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Ys 1: Ancient Ys Vanished: Omen
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Story:
The story of Ys 1 is about the titular land of Ys (pronounced ees, like ease, or the middle part of geese), a mysterious floating island, which was, in ancient times, part of the island of Esteria. Ys was said to be watched over by twin goddesses and six great priests, named Tovah, Dabbie, Hadal, Mesa, Gemma, and Fact, until a mysterious evil forced them to raise Ys into the sky, with a few descendants of the priests and a gigantic crater being among the only remnants of Ys left in Esteria. 700 years later, odd things are happening in Esteria, with a wall of storms appearing to surround the island, cutting it off from the rest of the world. On the island itself, monsters have suddenly appeared as well, and something is stealing anything made of silver from the inhabitants, even resorting to assault. In the middle of this, the red haired swordsman Adol Christin, fueled partly by intense wanderlust, sets off to Esteria to investigate... only to predictably shipwreck against the Stormwall, washing up on the island and being rescued by the citizens of port Barbado, setting a fantastic standard for himself to repeat several times in future games. After setting out and reaching the town of Minea, Adol allies with the fortuneteller Sara, a descendant of priest Tovah, and sets off to collect the 6 Books of Ys, written by the priests, said to contain the secrets to the rise and fall of Ys, and the power to save Esteria, along the way meeting Feena, an amnesiac girl specifically imprisoned by the monsters, Reah, a troubadour with a silver harmonica, Luta Gemma, another descendant of the priests, and Adol’s future traveling companion Dogi, who has a hilariously small role considering his role in future games.
It’s definitely nothing too deep by today’s standards, not helped by the game’s short length, but having such an old game, we’re talking 1987, have an active focus on the story is pretty impressive, and to its credit, it does manage to make Ys genuinely mysterious, with an interesting explanation behind its fall, namely, the valuable metal of Ys, Cleria, caused the summoning of demons, and its discovery in Esteria, mistaken for silver, led to the island’s current troubles. While the characters as a whole aren’t anything special either, they have a likeable quality to them, and the main villain does have a fairly interesting twist to him; he’s also a descendant of one of the priests, Fact, out to collect the books for his own purposes. That said, the main strength of writing is just the general dialogue itself. For such an old game, the remakes added a lot of detail to the NPCs, giving everyone a name and a personality, and the translation gives a lot of life to them, making them pretty fun to talk to, turning what would otherwise be a lot of empty dialogue into amusing moments. They even gain new dialogue after certain points in the plot, which is another nice touch.
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Overall, though, the biggest strength concerning the plot itself is the actual dedication put into it just relative to the time it was released. Touches like the Books of Ys being in a completely different language than what Adol knows, forcing him to find a way to translate them, and Luta Gemma’s mentions of guiding dreams, something that would become a much more common occurrence in the sequel. Speaking of which, this game was clearly betting on having a sequel with its plot, which is a pretty ballsy move even now. The deeper details to the downfall of Ys, the mysteries behind characters like Feena and Reah, and just what Ys itself is really like are left unanswered, with the game ending on an outright cliffhanger, with the books transporting Adol to Ys after saving Esteria, very likely one of the first video games to do so, at least in regards to following up on it. Overall, the writing side is still entertaining enough, and as long as it manages to be fun, that’s a success in my book.
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Gameplay:
Here’s where stuff gets a bit, let’s say, contentious. Ys is played at a top down angle with you controlling Adol, and only Adol. Combat, compared to almost any other video game, even from the 80's, is rather unusual. You see, instead of using a dedicated attack button, Adol suffices with ramming into his enemies, swinging his sword and damaging them automatically on contact. This system, called the Bump system, may sound, well, dumb and overly simple, but it’s quite a bit more complicated than it may seem. Running directly into an enemy, rather sensibly, kills Adol dead in just a few hits, though he at least trades hits with them as well. In order to attack safely, you need to hit them at a vulnerable angle, such as to the side or behind them. Thankfully, you don’t need to pull hit and runs for every individual attack, as once you hit an enemy at a good angle, you can just keep moving forward and attacking, with them being unable to resist unless you choose to move away, or are knocked back by another enemy. While it can be difficult to put to use at first, it’s actually a fairly well designed system. It gives the game a fast and surprisingly intense pace, with enemies being able to kill you in just a few hits, and having telegraphed attacks of their own in addition to being able to hurt you just through collision. On the opposite side, being able to run into enemies and kill them in a second is pretty satisfying, and makes grinding for EXP and gold a lot less troublesome than usual in RPGs, considering you can just take things down on your way to something else. The game also takes mercy and allows you to automatically regenerate your HP on the overworld and in towns just by standing still for a few seconds, and considering enemies only respawn when you move the screen, it isn’t much of a risk to you either to just stop and take a breather.
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Adol’s equipment consists of swords, shields, armor, and rings. The first three are pretty self explanatory, boosting his attack and defense, and acquired by buying them in shops, finding them in treasure chests, or even received from NPCs for free in a couple of cases, while the rings give effects like boosting attack or defense, slowing down enemies, or boosting health regeneration, either doubling it when Adol is outside, or allowing it in dungeons, where it is normally restricted, though unfortunately the rings do not work in boss battles. Adol also has a regular inventory, mostly containing key items, including a few equip able ones like a mask revealing secret passages, and a few other things like potions to restore health and wings to instantly transport him back to Minea. As this is an RPG, there’s also a leveling system, which gives Adol downright dramatic stat increases each time he gains a level. Problem is, these levels matter way more than equipment, and with the jump between each level, the early game consists of just grinding a few levels until you’re capable of taking on the next set of enemies somewhat safely, with several bosses in particular being outright immune to damage until you reach certain levels. At the least, you don’t have to do this many times, considering the level cap is only 10, which you need to reach to beat the third boss out of seven, after which you’re at the mercy of any equipment the game gives you to get any stronger. Speaking of which, bosses mix up the gameplay a bit by being vulnerable at any angle, meaning you just have to focus on getting to them in between their attacks. Unfortunately, most of the bosses aren’t exactly great, either being really easy, or really, really annoying, with special mentions going to the previously mentioned third boss, which spends most of its time as a swarm of bats capable of covering most of the screen, only being vulnerable when it reforms for the briefest of moments, and we’re talking barely a second. Sometimes it’ll reform almost immediately after transforming, but other times it’ll chase Adol much longer, and it stays as the bat swarm longer if you get hit. It doesn’t take much damage even when you do hit it, as a cherry on top, making for a very drawn out fight.
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The 4 bosses after this one are a lot more fun, at least. From a giant mantis that constantly throws scythes at you, to a giant rock creature constantly firing projectiles at near bullet hell levels, to two giant floating heads bouncing around a room with barriers around them, forcing you to slip in between the barriers to hit while they swap between who is vulnerable, they’re legitimately intense, and a lot of fun, culminating with Dark Fact himself as the insane final boss, ping ponging around a room, firing near impossible to dodge projectiles, turning it into a game of rushing to meet him once you can predict his path and damaging him as much as you can, while he destroys parts of the floor for every hit he takes, killing you if you’re not on a different tile when he destroys it. It’s a nightmare attempting it at first, especially since you can’t even use your best equipment, as he is immune to any sword that isn’t the silver sword, and will kill you near instantly if you don’t use the silver armor and shield, and the instant death floor destruction is a cheap move, especially since you can outright get trapped if the right tiles get broken, nearly always forcing you to reload. Still, it’s actually pretty fun once you get the hang of it, and certainly lets the villain live up to the hype he built up. It should be mentioned there’s also a time attack mode that lets you go through a boss rush. It’s actually pretty fun, if let down by some of the roadblocks a few bosses present.
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While at its core, Ys is an enjoyable time, there is one pretty difficult to ignore aspect to it: it is a very short game. There’s only three towns, a fairly small overworld, and three dungeons to go through. The first two dungeons, an old palace and a mine, are pretty decently lengthy, with quite a bit of stuff to find, but otherwise, it’s just a lot of backtracking and grinding. There’s not much in the way of puzzles, either, mostly only a few in the final dungeon. Once you’re forced into Darm Tower, with a full set of silver equipment and half of the books in your possession, you don’t think this last dungeon will be much. But that’s when the game throws you for a loop. Darm Tower is a behemoth of a dungeon, at a massive 25 floors you have to trudge through, with plenty of detours and backtracking. There’s new enemies every few floors, and 4 whole bosses are contained in this place. In the original versions, it easily took up half the game, and even in the newer versions, it’s a third of the game at minimum, if you spend enough goofing off. I have some mixed feelings towards this place. It’s miserably long and difficult, that mostly just has the same look to it in each floor, and even the music is the same until towards the end, not to mention once you go in, you’re stuck, and forced to keep on marching until you reach the top. On the other hand, I kinda like it just because of how unique it is. Darm Tower is hyped up even during the intro to the game, and plenty of NPCs say it to be an awful, fearsome place. If you’re savvy with RPGs, you might figure it won’t live up to that... but no, it lives up to all the hype it’s given. It’s utterly massive and exhausting, with tons of dangerous enemies that’ll hunt you down relentlessly. They’re even able to stick in plenty of plot and characters within, and seeing the day slowly turning to night as you make progress is quite a sight. In just living up to, and even surpassing, this hype, I kinda have to respect it. Overall, the gameplay of Ys works a lot better than you’d expect, successfully polished through over 20 years of remakes, but the short length alone could make it a difficult recommendation on its own.
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Graphics:
Ys is actually a very pretty game to look at. The characters and regular enemies are in a sort of chibi style, which is pretty adorable, but not too detailed by themselves. The environments, on the other hand, look great, with lots of little details and allowing some fantastic views. While the enemy designs and locations aren’t anything too special, they still look quite good, especially the bosses, which are significantly bigger than normal enemies. Enemies also explode in a cloud of blood, bones, and body parts when defeated, which is both funny and satisfying, while not being anything too gruesome. You may have also noticed the border portrait in these screen shots, which I find quite nice to look at, if a bit restricting. You are allowed to go completely full screen, though, if it’s not to your tastes, but it doesn’t actually cut anything off.
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The best aspect of the visuals, though, is the character artwork used when talking to important characters. It looks absolutely beautiful, and is a good contrast against the otherwise lesser detailed sprites.
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This version also goes above and beyond in this regard by giving you options regarding this character artwork, namely a choice between using the newer artwork made specifically for this version, Ys 1 & 2 Chronicles, and the older artwork originally used in Ys 1 & 2 Complete, the PC remakes that have served as the basis for almost every port of these games since their release. Which you use comes down to a matter of preference, and while I do find the Complete artwork to look a bit odd at times, overall both options are beautiful. (Chronicles artwork is used first in these comparisons, and Complete artwork is used second)
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Sound:
Ys 1 has an absolutely fantastic soundtrack, courtesy of Yuzo Koshiro, also known for the soundtracks for The Revenge of Shinobi, Etrian Odyssey, and, probably most famously, Streets of Rage, setting a standard for Falcom games in general, and providing quite an influence on video game music as a whole. This version again gives options in regards to the soundtrack, giving three different versions to choose: the original soundtrack on the PC-88, which holds up well even today, the Complete soundtrack, which gives a refreshing and different take on several songs, even if it’s very blatant in being in MIDI at times, and a new soundtrack recorded specifically for this version yet again, which is amazingly metal. It, again, comes down to preference, though while I like all of them quite a bit, I easily like the Chronicles soundtrack best, though it’s telling when the original PC-88 version of the title screen theme, Feena, is just as pretty as the other versions. Speaking of which, when it comes to individual pieces, some big standouts to me are Feena, again, for the title screen, Palace of Destruction, the theme of the first dungeon, Fountain of Love, Minea’s theme, Tower of the Shadow of Death, the maddening theme of Darm Tower, and Dreaming, played during a memorable maze section of Darm Tower. It is, overall, among some of the best music I’ve heard in a game, and is worth looking up even if you otherwise have no interest in Ys.
Ys 2: Ancient Ys Vanished: The Final Chapter
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Ys 1 and 2 are so tightly connected to each other that I could not go without giving both games a proper looking through. Most releases of them nowadays can’t either, with almost everything bundling them together, which makes the short length of both a lot more acceptable, especially if you look at them as two split up parts of one game, like the acclaimed TurboGrafx-16 version did.
Story:
Ys 2 picks up right where Ys 1 left off, with Adol being transported to Ys itself. Unfortunately, his journey is not too smooth, resulting in him ending up unconscious and losing everything except for the six Books of Ys, eventually being rescued by a girl named Lilia and taken to her home of Lance Village. At least it wasn’t a shipwreck this time. But yes, as it turns out, people still live on Ys, and lived so in peace, until the same events that caused monsters to appear on Esteria caused the demons that once devastated Ys to reemerge. After being told that returning each tome to the sanctuaries of each great priest would open the way to the Shrine of Solomon, the former temple of the twin goddesses, and the current base of locations of the leaders of the demons, Adol sets off once again, to restore peace to Ys once and for all.
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There unfortunately isn’t that much more for me to say regarding the writing. It’s about the same quality as the original when it comes to plot and characters, but overall, it’s a good conclusion to this tale, and the general dialogue is as entertaining as ever. I will say, though, that the tone works quite well, carrying a somber feeling reflecting the misery of the people of Ys, and their wish to return to happier times. Additionally, using a certain spell in the game, Adol is able to talk to the demons on friendly terms, and every one of them has unique dialogue. Not every type of enemy, every enemy has unique dialogue. Some of it is informative, but others just seem to be Falcom and/or XSEED going out of their way to prove how dedicated they are to detail, and I for one love it. Another notable thing to me is the setting of Ys itself. Esteria was a fairly normal location, but for such a mythical place... Ys itself isn’t too much different. It has some more extreme environments, like an ice wall and lava filled caverns, but it’s remarkably normal otherwise. While this may come off as disappointing, it fits quite well, considering Ys was never meant to be so grand and mysterious, and is a relatively normal place forced into an abnormal situation. Overall, again, it is a solid conclusion and step forward.
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Gameplay:
The gameplay of Ys 2 is more or less the same as Ys 1, for the most part, divisive bump system and all. It does, however, feature several improvements, mostly to the combat. Firstly, the bump system has been changed so that ramming an enemy while moving diagonally will always count as a safe hit for Adol, making combat a lot safer, and enemies generally don’t deal as much damage either. The level system has also been revamped, going from the paltry level cap of 10 to a level cap of 55, meaning you’ll be leveling up and improving till the end of the game. Conversely, individual levels don’t mean nearly as much, but not only are they easier to grind for when necessary, they also make equipment much more important. The biggest gameplay addition, however, is the magic system. Over the course of the game, Adol gains several spells, most notably a spell to shoot fireballs, which can be shot rapidly or charged for a stronger attack, but also includes a spell to temporarily stop time, freezing enemies in place and leaving them defenseless, a passive, yet constantly active spell that reveals secret passages, a spell that allows Adol to appear as a demon, allowing the previously mentioned interactions, and even a spell that can warp him between various towns and other important locations, something that proves extremely helpful. This system alone adds so much to the game, and is a great way of expanding upon the rather limited system of the first game. Accessories have also been overhauled, as rather than just rings with simple effects, they’re various objects with much more unique effects, such as yet another ring that occasionally allows Adol to parry an attack, and an idol that gives homing properties to his fireballs. All bosses except for the last two now require the use of the fireball spell to defeat, making them a lot more reliant on skill than just being at the right level, making them a lot more fun as well, while retaining the frantic feel.
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Another addition is the ability to give items like flowers and apples to NPCs as gifts. A few of them will reward you with valuable information, or even items, but for the majority, all you get is some amusing dialogue, all of which is unique, once again proving how insane these writers and localizers can be. You can also choose to throw fireballs at them, causing them to shout some pretty funny comments, which often include references to other games like River City Ransom and Final Fantasy 6. Still, it’s not very practical considering it lowers their affection, requiring more gifts just to get back to neutral. While it doesn’t affect normal dialogue, this little system is worth messing around with, just to see what laughs you can get from it.
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Otherwise, the game is more fleshed out, with a lot more places to go to. You’ve got a shrine and a mine combined into one general dungeon, a beautiful ice wall, volcanic caverns, and finally, the Shrine of Solomon. Compared to Darm Tower, the Shrine of Solomon isn’t quite as dominating, but it’s still huge, and sadly still requires a lot of backtracking. I’d wager it’s about a fourth of the game in of itself, possibly a third if you’re quick enough with the rest, and can still get pretty draining. Still, it’s a lot more enjoyable than Darm Tower, having more interesting environments, such as plenty of outdoor areas and a subterranean canal, and certainly lives up to the hype itself had built up. There’s no overworld, but considering how you were gated off by anything you weren’t a high enough level to take on in Ys 1, combined with how tiny and featureless said overworld was regardless, this linearity is preferable, giving a nice sense of progression. There’s also 4 towns spread out quite nicely, giving some much needed breathers after some of the more expansive parts of the game. The game is a decent bit longer than Ys 1, especially if you allow yourself to goof off and take in all the detail, like I did. Overall, Ys 2 has some much improved gameplay, and is a lot more fun than the already enjoyable first game.
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Graphics:
The graphics of Ys 2 are about the same level as Ys 1, namely, it looks great, especially the character artwork. One noticeable improvement comes in the area and enemy design, looking a lot more distinct than in the first game, making it all look a lot better. There’s also a dumb, but cute option that lets you hang a “mascot” on the screen, which just amounts to the sprites of various characters and enemies, more characters unlocking at maximum affection. Otherwise, I could just copy and paste I said in this section for the first game. Still, very good.
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Sound:
The music, again, is very similar in quality to the first Ys, and is still amazing. Personally, I find the Complete remixes are a bit weaker compared to the first game, but the Chronicles soundtrack still hold strong. Some stand out pieces to me include Too Full of Love, Lance Village’s theme, Ruins of Moondoria, Ice Ridge of Noltia, Palace of Solomon, Tender People, Ramia Village’s theme, and this game’s remix of Feena, which is even better than the version in Ys 1. Overall, still a fantastic followup.
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Conclusion:
Overall, Ys 1 & 2 Chronicles gets a recommended from me. It’s short length, questionable combat system, and overall signs of age can certainly be enough to make one wary, but getting past that leaves you with two games full of charm and passion. More than anything, they feel rather comfortable and relaxed. The shorter length, the various options for graphics and music, the general charm of it, and even the goofy and often context-less achievements, these two games manage to be memorable experiences.
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This collection is a great introduction to one of the grandfathers of RPGs, a grandfather that’s still going strong after more than 30 years. Till next time, and apologies to anyone who reads this for how horrendously long this ended up.
-Scout
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clickbliss · 5 years
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Getting Drunk and Hustled at Darts in Yakuza
by Don (@opobjectives)
The Yakuza games are well known for being part neighborhood simulator, part highly dramatic hypermasculine gangster fantasy. On occasion, that mix includes an oddly thorough representation of meeting strangers, playing darts, and getting drunk. 
Just about every entry in the series offers a few bars with dart boards, with bar staff offering a small variety of minigames like 501, Cricket, or Count-Up. If you play a few rounds, then side characters start to crawl out of the woodwork to offer some competition. That’s par for the course across the series. 
Only in Yakuza 0, however, does that competition lowball their skills, liquor up protagonist Kazuma Kiryu, and hustle millions of yen out of him.
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Image: Strolling up to Vincent so Kiryu can throw some darts and throw down some shots
I play Yakuza games slowly. I stroll through them, rarely playing them in a dedicated way, but rather throwing them on now and then so I can screw around with substories and side games. My pace slows further once I hit the penultimate story beat, knowing that irretrievably embarking on the end sequence of the narrative is close to hand. At that point, it usually takes me a few months of unfocused, leisurely play to hit the town and tie up loose ends before calling it a wrap.
One of the things I would like to do before finishing Yakuza 0 would be to beat the “Shady Fellow” in Vincent, a bar near the north end of the neighborhood. This isn’t really a matter of making progress in the game, since I’m not sure whether you get anything much from beating him. What I do know is that the “Shady Fellow,” or Ayumu Matoba, as he is listed while playing against him, likes to live dangerously and play Cricket.
The Yakuza games have a long relationship with booze. Parts of that are because bars are appropriate for Kamurocho, the main neighborhood and primary setting of the series. Part of it is probably driven by the series’ affection for product placement. And parts of that relationship manifest through gameplay mechanics.
Throughout the series, consuming alcohol has a few different effects. It sends a low pulse through the player’s controller from time to time. It makes it more likely that people will stop Kiryu to brawl in the street. Depending on how you unlock abilities, being inebriated might also unlock a move or two for use in one of said brawls. In Yakuza 3, Kiryu even has a revelation after watching a staggering drunk obliviously knock out an assailant. 
In the series’ most recent entries (Yakuza 6 and Yakuza Kiwami 2), being maximally intoxicated will even result in the game seizing some control from the player over how well Kiryu can walk, causing him to stagger and lurch through the streets. But as near as I can tell, it’s only in 0 and Kiwami 1 that playing darts after a drink causes the focus of vision, in first person perspective, to blur in and out. It’s the single most direct, disorienting effect on gameplay that getting drunk in the game can have. 
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Gif: Kiryu’s view of the dartboard after one or two drinks.
In 0 that this relatively obscure effect is blended into something wonderfully unusual and immersive: the experience of getting hustled by a stranger in a bar. In other stories, other games, this might be a plot point. In Yakuza, it’s a situation that might happen if you decide to go out of your way and take some time throwing darts.
To get to the experience, Kiryu needs to wander into Vincent and play some darts. After a few games another character appears in the bar who will make bets of a few hundred thousand yen a game to play 301. He’s relatively easily dispatched, especially since 301 games are quick and are more dependent on individual dart throwing than direct competition. However, there’s a hitch: to win, you have to play three consecutive games against him, and in between each he buys Kiryu a drink.
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Image: Kiryu eyeing a free shot
After that introduction to more direct competition, the Shady Fellow shows up.  He takes it from a relatively friendly game to a hustle in just a few rounds, all without any dialogue that explicitly identifies it as such. The experience of being hustled is, as it would have to be in order to succeed, left to the game and the sequence of rounds. 
Cricket, unlike 301, is directly competitive. What one player does on the dart board influences what the other can accomplish in their next turn. There’s strategy to it— players can play more offensively or defensively. You can attempt to rack up points quickly, close off your opponent’s possibilities to score, or even set a trap for your opponent in which they must choose between scoring themselves or leaving you every opportunity to score in the next round. I’m not personally accurate enough at darts in real life to actually make much of that strategy work, but I’m accurate enough when playing Kiryu. Or, at least, accurate enough when I’m not also trying to also negotiate the timing of a second or two of clear vision.
The thing is, none of that strategy is particularly necessary during the first round with the Shady Fellow. He’ll let Kiryu hit a maximum 180 points (three triple-20s, AKA a Ton 80) without closing out the 20 at all, just letting him rack up points. If you also move to close out the smaller point slices of the board, it’s easy to win the first round 200 points to 0. That’s worth a cool million yen. 
But then the Shady Fellow will plead with you. What if you went another round, double or nothing, and drinks were on him?
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Image: The Shady Fellow reacts to Kiryu’s prowess. “Whoa...” indeed.
For the second round, it might seem like it’s just the sauce that raises the difficulty to match the stakes. That’s deceiving, though, as the Shady Fellow also starts playing just a little more accurately, with just a little bit of strategy. Suddenly, about one in three of his shots are in the thin stretches of the board that count as triples. He can close off Kiryu from scoring or open up a possibility for himself with a single dart, even if the other two go wayward, edging over into non-scoring territory. That said, if you open the scoring and follow him around the board, closing off his opportunities, Kiryu can claim another round. And another offer of double or nothing. And another drink.
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Image: Kiryu has another one. That one might have burned a little. 
With your vision blurring for what seems to me like longer or more irregular intervals, the Shady Fellow turns up the heat. He’s now all accuracy and strategy, so if you can’t keep up with at least one triple each turn, you’re sunk. Really, I think that I would need to maintain about two triples a turn, through Kiryu’s intoxication, to do the job. I just haven’t managed to do that, yet. 
Some of my trouble is that it takes a while for Kiryu to sober up. In that while, I might take another few strolls through Kamurocho. I might go and set another high score on an Outrun machine at the closest Sega arcade. Or collect from and expand Kiryu’s real estate empire. Or I could throw ¥100,000 at a taxi driver to take me over to Osaka for better takoyaki.
I’ll be stewing the whole way on the ¥10,000,000 that got hustled out of me by the Shady Fellow. Again. 
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