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#which is funny considering it was the first fully 3d game
weirdmarioenemies · 23 days
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Ah... ze humble pill bug. Shy, innocent, never wished anything against anybody, and never will. You would never hurt Pill Bug, would you? I hope not. That would be horrible. You should pick on someone your own size! An isopod the size of a human! That might hurt if it was brave enough to walk on you with its pointy feet. Actually, Pill Bug is SO sweet, that wouldn't be enough. Anyone who would wrong Pill Bug should pick on someone many times their size...
(Unless you are, for example, a woodlouse spider. In that case, I am sorry for my earlier apprehension. Please continue to hunt and eat pill bugs. It is what you are meant to do, and what you do best.)
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Name: Megonta
Debut: Kid Icarus: Uprising
Imagine a world in which pill bugs are called "enormous sphere bugs". In this world, the following sentence would make perfect sense: Megonta really puts the "enormous sphere" in "enormous sphere bug"! It's probably around 15 feet in height and diameter, far, far larger than the largest isopods we have on Earth (unfortunately).
Megonta is a very neat stylization of a pill bug! Even when its legs are out, its body is already spherical, reflecting the pill bugs' most iconic ability at all times. It's immediately recognizable as a pill bug, and the sphericality also makes it much taller and more imposing. You just know this could roll at you at a moment's notice! And I personally would not survive that.
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Megonta's shell, of course, protects it from all attacks! But it CAN be knocked over, exposing its soft underbelly. Sigh. It's always the soft underbelly. You know how video games work, that is its weak point. But look at its face area! We can see the hole that its face and legs tuck into when it fully conglobates (curls up)! Speaking of its face, I like how weird it is. Those appendages look very leg-like, and arhropod mouthparts (as well as antennae) did indeed evolve from legs! Some legs became better and better at moving food inside. Imagine if your teeth could all wiggle around independently, and had Leg ancestry. That's how bugs feel!
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Back in the day, I felt like Smash Run in Super Smash Bros. for 3DS had too many Kid Icarus: Uprising enemies. Now, though, I realize that asset reuse is a cool and good thing, and also, of course, that Uprising enemies kind of deserve it for being so awesome and epic. Megonta is in Smash! Not playable, but it appears physically, and attacks, and is fought. I am technically not lying when I say "a pill bug is a fighter in Super Smash Bros. for Nintendo 3DS".
Did you know that "pill bug" refers to a specific family of land isopods? It's called Armadillidiidae! Armadillidiidae are the best at conglobating, able to even get their antennae enclosed within the shell. They are not to be confused with another family that is a bit less good at conglobation. This family is called... Armadillidae! So be careful. Don't mix up Armadillidae and Armadillidiidae at the isopod family reunion! That would be embarrassing.
It's so silly that they're named after armadillos. Isopods were here and conglobating first! It should be the other way around, if anything! But here we are, and it is so funny. There's a genus within Armadillidae just called Armadillo. So now actual armadillos can't use their ideal genus name, because a bug got to it first. If you reading this ever get to decide the name of an armadillo genus, please consider Isopod. It would be so funny. Keep this in mind in case that happens.
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thankskenpenders · 1 year
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There have been some interesting bits of Sonic-related news lately! This is the post where I comment on them.
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Sonic Superstars
Finally! A new Sonic sidescroller! It's been too long.
Admittedly, in a perfect world, I would've wanted a Sonic Mania 2, but I'll take a 2.5D game with all new zones for sure, especially when the art direction for it looks this nice. And four-player co-op with Sonic, Tails, Knuckles AND Amy playable? Hell yeah. Also Fang is back, and there's a new funny little guy designed by Naoto Ohshima! Wow!
There's been some concern over how this will play, particularly after it was discovered it's being co-developed by Ohshima's company Arzest. They're perhaps best known for some mediocre Nintendo games like Yoshi's New Island, Hey! Pikmin, and the 3DS version of Mario & Sonic 2016, as well as, of course... co-production on Balan Wonderworld. The thing is, Arzest is very much one of those "silent collaborator" type companies. They're hired gun developers who do the grunt work on projects for other studios without being put in the spotlight. The quality of their games isn't really up to Arzest, who are presumably just doing whatever they're directed to do with whatever resources they're allotted. It's up to their publishers.
Based on the side-by-side physics comparisons that have been going around Twitter, it seems clear that SOMEONE on this project is invested in making Superstars play just like the classic games. I'm admittedly no Sonic physics purist, but the extended gameplay footage (with placeholder music from Sonic 4 Episode 2) looks spot on to me. Christian Whitehead also seems to know things about the game, stating that "the Mania physics were indeed fully translated to modern 3D." It seems that at the very least they consulted his previous work on this, regardless of whether or not he's actually involved.
But even if this ends up not being true, honestly, I'll take a new Sonic sidescroller that's "just okay" if it has all new zones, nice art direction, and good music. If Sonic 4 had checked those three boxes but played exactly the same, I would've been way more into it.
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Really, it's the music that has me most concerned. Obviously we all love Jun Senoue, but hearing he's trying to do "classic-style" music again makes me worry that he's gonna bust out the fake Genesis synths. I'm actually a weirdo who likes the Classic Sonic stage themes in Forces, but those weren't by Senoue, whose otherwise very strong compositions were really hurt by the sound palette chosen for Sonic 4. Like many others, I'd prefer it if Superstars went for the new jack swing sound of Sonic Mania - and considering Tee Lopes is contributing, hopefully he's allowed to tap into that sound a little. But I'd be open to other styles, too. I just really don't think a game with HD visuals should be going for a fake 16-bit sound.
But yeah, overall, I'm looking forward to Superstars. I think we've needed something like this for a long time, and I'm glad they're finally doing it.
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Sega union update
We don't have many details on this, but the newly forming Sega of America union, AEGIS-CWA, is facing resistance from management. Apparently some form of "anti-union campaign" (their wording) is underway, also described more worryingly as "relentless attempts at union busting." We unfortunately don't have more details right now, and it seems like no news outlets are doing anything with this story.
This behavior is unfortunately not surprising, even from a company that purports progressive values like Sega. Remember kids: corporations are not your friends.
In the face of this, the members of AEGIS-CWA are still trying to convince management to stay neutral with the help of their fan petition that raised over 4300 signatures. At the time of writing this, their first union election is also underway. I continue to wish them luck in their efforts. We're currently seeing a wave of unionization attempts the likes of which we've never seen before, and I have to hope that at least some of them stick. We need real change in the game industry, an industry where if you're able to stick around longer than ten years without burning out then you're one of the lucky ones.
Okay now time for the thing y'all really wanted me to comment on
Penders says he's leaving Twitter
Earlier this month, Penders announced: "Since Twitter is promoting anti-trans nonsense, I can’t in good conscience continue to be associated with it much longer."
He's certainly not wrong. Elon's been doubling down on his transphobic fearmongering, and Twitter's already weak moderation of hate speech has only gotten even weaker. (They quietly removed their rule against intentional misgendering in April.) But based on the date he tweeted this, I assume Ken was referring specifically to Elon promoting Matt Walsh's shit ass transphobic documentary, which Elon personally allowed to be hosted on Twitter in its entirety. I'd quit the site myself if it didn't feel necessary to promote my work and stay connected with my peers. (Both the furry community and the gamedev sphere are very much centered on Twitter.) Assuming Ken does actually leave in protest, hey, good on him.
There's been some surprise over the fact that he's apparently a trans ally, but for all his many flaws, Penders has always been your average baby boomer Democrat. Half his tweets are about hoping Trump goes to jail. He has many outdated views that he refuses to unpack (I am not going to devolve this post into a catalog of stupid shit he's tweeted), but he at least understands that "progressive" is a thing you should try to be. He's that uncle who you wouldn't go to for a nuanced view on queer identity, but like, he knows trans people exist and are discriminated against and that that's bad.
Of course, instead of just leaving Twitter, he's announced that he intends to leave by September 30th, after which point people will have to contact him via his website. The idea of someone scheduling a date four months in the future on which they're going to leave a social media platform in protest is very, very funny to me. I wonder if he has something planned for September that needs to happen first - like, you know, maybe finally releasing at least a portion of The Lara-Su Chronicles?
Lord knows when the hell we'll be able to read the first part of the comic, but in the near future you WILL be able to buy THIS on a t-shirt!
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Wait did he change that one character from Anthony Mackie to Ernie Hudson???
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Anyway, my one hope is just that even if he does leave Twitter, he doesn't delete his account. His tweets have long been one of my most important sources for behind the scenes info on Archie Sonic, even if you do have to take some of it with a grain of salt. Gallagher and Bollers are simply not going on Twitter and talking about this stuff on a regular basis like Ken does. With so many old forums and fan sites now gone, only partially preserved by the Wayback Machine, Ken deleting his Twitter would truly be the burning of the library of Alexandria for old Archie Sonic behind the scenes drama.
You know, assuming he actually does leave Twitter.
...
Aaaand that about does it for Sonic-related news lately, I think? Okay, back to my hiatus. I would still like to get back to updating sometime this year, but I'm still in recovery mode following SLARPG's launch, so I can't promise when that'll be. I appreciate everyone's continued patience!
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dexmckinnery · 2 years
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Let's continue the small talk we're having with asks like the old days, haha! I enjoyed asks blogs a lot, it was a blast! Tho at least in the Homestuck fandom things where kinda segregated from fancharacters and canon ones (I come form ages where having OCs interacting with canon was like a sin and let alone self inserts like I do myself, we were seen as lesser creative people...) Giacomo's name in Japanese is literally the word for pineapple in Spanish, Piña (I'm from Mexico, I lost my mind to see some of the characters are named after food in Japan lol). And I see now about the references you took for him, I always wondered how people rip the 3D models, still I like the lil flab on him uwu (I'm a overweight gal and finding characters to relate is hard ;w; )
Haha, sure thing! XD
Yeah, ask blogs were great, it’s a shame people aren’t really doing them any more because something I enjoyed a lot was interacting with other ask blogs... the upside is that I can make Giacomo a side blog and not have to worry about not being able to send out asks as him XD;; It’s a bit easier...
It’s interesting, the OC interacting with canon thing... the only fandom I did that for really was Bokumono (Harvest Moon) and it was generally accepted, so I haven’t experienced people being seriously against OCs as such... but with Bokumono, you’re expected to have OCs I suppose! Especially now the games have character creators...
Yeah, hahaha! XD I love they just went all in on food names this time. Like Rika is Chilli... and is basically an anthro chilli pepper (that hair), I think it’s charming. ¦D I can see they’ve tried to translate the names faithfully... but it’s a shame some has been lost in translation. Giacomo really is a pineapple when you think about it... the yellow stocky body with spiky hair on top... spiky exterior, sweet interior... checks out, huh?
I mean, you CAN see it in the game, you don’t need to have the models XD You can see it in his pose when you battle him and it pauses the cam on him holding out the ball at you.
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You can see it when he first comes in sitting on top of the Starmobile
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And you can see it at least when he talks and gestures
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In any case, that’s the inspiration, regardless. XD Here’s the funny “stumbling on the Starmobile” one people can never see up close as a bonus
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The more you know, hahaha
On how to rip them... I’m not sure how people get the files out of the games, but the raw files were shared on the forum of model resource... I had to convert the model using a script somebody had written so it could be opened in Blender, then use... Switch Toolbox I think... to convert his textures to PNG so Blender could read them... I don’t actually have a Windows OS new enough to be able to import the models fully textured (a Python incompatibility =() and when I do, the model loses it’s rigging... so I had to tell this file where to find what texture, which is why it’s not perfect... I then had to use Switch Toolbox to take the model’s armature and convert all the animations for it into something that Blender could see with a plug in... it’s all very hit and miss thrown together, but it works well enough that I can see the animations on the model and turn them around in 3D, which was good enough as reference for making plush and drawing for the ask blog... I really hope somebody rips him properly soon though. XD
Edit;
Here’s Team Star lined up with each other! Eri is SERIOUSLY tall... she’s taller than Larry and Larry is TALL so... If you consider Mela and Penny to be 5′02″, it makes Giacomo 6′00″, Larry something like 6′03″ by that scale, standing up straight instead of slouched, if I remember right... Ortega 4′07″ and Eri a whopping 6′06″! I’m not sure they considered what their heights would be when scaling them in game, hahaha XD
(Fair note, these numbers are speculation and worked out by laying a height chart over them and trying to be reasonable to Ortega, they’re in no way canon since I’m pretty sure we don’t have a reference point number to base it on!)
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ravenwolfie97 · 2 years
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2022 Art Summary
it is that time of the year again, folks. this year has felt like forever and so short simultaneously. it’s felt like nothing and everything was happening. it was a weird year for me, probably because for the most part it was rather monotonous. but there were some good things to look back on, and as per usual i’m here to round it up here for you all to look at and enjoy :3
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i’ll be honest. i was really worried about the art summary this year at first because these first few months were so sparse. i even considered just condensing the whole thing into quarters since this one was so lacking. but as the year went on, the more things i had to share, so for sake of brevity i will be putting the first three months up all at once
included in this quarter are assorted Cosmic Legacy character sketches, a Genshin Impact sona to continue the trend i had wanted to set at the end of 2021 (which i did not continue afterward), a lil valentine’s day present to my girlfriend, and a shiny form for my sona that was just part of a inside bandwagon. not much to say otherwise :/
the one major thing that happened in the first few months of 2022 was that i FINALLY. GOT MY HANDS. ON A NINTENDO SWITCH. I CAN NO LONGER MEME ABOUT BEING SWITCHLESS
so that was pretty exciting :>
the release of Pokemon Legends: Arceus is what broke me, but before i played that i started off with a blind nuzlocke of Pokemon Shield, which is what the lil digital doodle in March is about; i had just caught a Stunky i named Wasabi and i was indifferent to Stunky up until catching him where i just fell in love with it
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so, AI art, huh? this was when it was burgeoning, and still fun and popular to make. so when i saw some people using a 3d pokemon generator i made a whole bunch and gave it a go. i generated about 30 of them and hadn’t quite gotten to around a third of that, but the few i did were really fun to draw!
(the lil gremlin one at the top corner is uncolored here bc when i did try to color it my brain fully glitched and screwed up royally so i opted out of showing my failure here lol)
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so my friend Cake started streaming a game called Your Turn to Die with me and our partner Stacey during the spring starting in late March, and it was such an incredible time that i miss being a part of (if you wanna watch our full playthrough, the vods are saved on her channel here)
so towards the end of our playthrough i decided to try my hand at drawing some stuff because my brain could not simply hold all of my feelings for them
i am definitely not biased because i played both Keiji and Rio Ranger in the stream, but i sure did like them a lot, and it was really fun to draw them :>
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had a lot of cosmic drawings this month, most likely due to celebrating the One Year Anniversary of the concept at the beginning of the month! we celebrated with a cute little collab. i happened to continue the cosmic train on my end by coming up with a funny meme video idea (that we will get back to multiple times later on) and i also worked on a couple pieces in preparation for an upcoming event in the next month...
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I FINALLY REMEMBERED TO SIGN UP AND PARTICIPATE IN ARTFIGHT FOR THE FIRST TIME
it was a really fun event but i did not anticipate how late i would start my entries and how much time it would take to do them well, so i only got a few out, but i’m really proud of them! it was awesome to see all these brain children of random people from all around, and to get a couple responses back of my own as well! i’m excited to give it another go next year :3
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i did not get a whole lot of art things done this month because MY GIRLFRIEND (and her roommate) CAME FROM OVERSEAS TO VISIT!!
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it was such a great time being with them, and we had so much going on i didn’t get much opportunity to do much, but that was fine. one thing, related to my partner actually, is my pokemon gym trainer sona here! Stacey had been thinking about a fakemon region and wanted her friends as gym leaders, so i offered myself as a ground-type trainer, since it’s one of my favorite types and is rather underrated
a little more work got done on the cosmic meme video, and a couple other lil doodles. not much else artwise, but an awesome month regardless :3
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idk why this month was so lacking, cuz this is pretty much all i had lol
the one decent sketch of my sona being angy was inspired by a post i found on here that was like... if you were a villain in a movie, what song would be playing at the point you would snap
and the choice i made was Faint by Linkin Park cuz it seemed applicable. and then my brain decided to listen to it on repeat and i ended up drawing that sketch. so that was cool :0
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as per usual i do at least attempt to do an october art challenge, and this time i wanted to try this year’s annual list from Thomas Sanders, and it was pretty fun! i was really into it the first week, but then i got behind and after that point many of the prompts didn’t hold my attention, so... i trailed off. again
but! i do really like these ones in particular. didn’t really have much else after that so i’m glad i had fun with those
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again this is p much all i had - november was a pretty nice time actually, with lots of gaming stuff going on with me n friends, but not so much art stuff was going on then
after having completed playing pkmn shield back in june, i tried my hand at pkmn legends pretty much right after that... and it didn’t quite click with me, though i did really like it. and then over the next few months i got back into pkmn go and that’s when i realized That’s more like what legends is about - it just screwed me up coming from a regular pkmn game. so, this month, i picked it up again and i’ve gotten much farther and much more attached!
in addition, later in the month my friends and i got back into playing stardew valley after nearly a year’s hiatus, and we made our characters based on the main trio in Cosmic Legacy, and so i drew Lalun with a parsnip. it was funny
and speaking of cosmic and video game things, Sonic Frontiers came out and i... did not get that one (though i will one day cuz it looks rad) BUT one of my friends got super into it and got me hooked on one of the songs, and then the part of my brain that associates fandom stuff with songs (a rarely triggered part of my brain) started to tie that to [REDACTED] here, as inspiration for their character. maybe. idk but the song gave me vibes that they could definitely have and i thought it was cool and i made a cool art with it too so yay
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and here we are, at the end of the year! the sonic hype train was still rolling so i thought about giving them another go and they turned out pretty good! and i pumped out some more pokemon content at the very end to inflate this month’s art stuff a lil bit more
OH YEAH and that cosmic meme got finished just in time for crimmis! here is the link to that since i would not post it here
all in all it’s been. a year, to say the least. i am definitely looking forward to new things in the new year, but this one had been pretty alright. lots of fun and memorable things that hopefully i can continue doing similarly in the future :3
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jimin-bangtan · 6 months
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💜My Bangtan Love 💜
Some of my favorite things about each member
JK - l love JKs little quick giggle gesture. When he finds something funny, he lets out a quick giggle with the lift & drop of his shoulders. If you blink, you almost miss it, but he does it often. If you know what I’m talking about, you know it’s cute. I love JKs natural body movement when he dances. His style developed as an untrained, but learned, dancer. It is a mixture of strong, fluid, street dancing techniques. The impact is maximized when the choreography matches his style (*cough*3D choreo*cough*). I also love JKs playful expression when he pretends to be seriously considering something that he thinks is somewhat foolish. Either the exaggerated, over-the-top version or the more subtle, understated version of this expression works for me.
JH - I love JHope’s hysterical-sounding, full out laughter. I also love his caring aura toward the group and each member.  I love his ability to freestyle dance with ease, yet he is such a good dance leader to the group, mixing expectation with understanding. I love that JHope remained roommates with Jimin for so many years, even after everyone was able to have their own rooms, especially knowing Jimin really didn’t like rooming alone.
V - I love that V is spontaneous and will go along with anything quickly. He is willing to jump in and do an on the spot cameo anywhere. He doesn’t mind not being fully sure what he’s getting into before trying it, and he usually catches on quickly and does a good job with the task at hand. I also love Vs baritone voice, whether he is speaking or singing. His voice sounds like a mixture of tones all at once (The Truth Untold adlib. Yes.). I love Vs dry, witty, straight-faced jokes too.
Jin - I love Jin’s lightness and wit. I love that he intentionally laughs at his own jokes - which is part of the joke. I appreciate how grounded Jin is and the way he managed the hyung position he held within the group. I also love that Jin embraces his introversion and still develops skills such as fishing, piano & guitar playing, gaming, cooking, and eating - activities that introverts can enjoy in their own version of solitude.
Suga - I love Suga’s straightforwardness and his deep talking voice.  I love his willingness to do different things: radio hosting, guitar & piano playing, singing, rapping, acting, interviewing, and performing a worldwide solo tour seamlessly - as the first of any member - without ever having seen it done before. Suga’s love language appears to be service. I love that he has given personalized gifts to fans, started Suchwita for the members’ solo projects, and did a world tour to help hold over fans until BTS's return.
RM - I love RMs introspective reflection.  I love his willingness to consider different viewpoints, which means he is willing to learn and grow.  I love that he taught himself English by structuring his learning around an American TV show in stages in order to learn and improve his English.  I love how attentive RM has been to knowing each of the members he leads in such a way that allows him to advocate for and encourage them specifically. It also allows him to write songs for or assist them in writing songs that suit who they are.
JM - I have an entire personal slideshow devoted to what I love about Jimin but for a few items: I love Jimin’s laughter, whether it is a chuckle or a full body laugh that he is known for, where he falls off a chair, disappears from view, or falls to the ground. I even love when he just smiles with a big, sincere smile. I love Jimin's expressive singing and his expressive, graceful dancing (fast or slow). I also love his generous, caring nature toward humans and animals. Like his laughter, his love is passionate, sincere, and active.
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poptod · 4 years
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hello! can i get a ahk x reader where the museum has a new exhibit with an ancient king from what ever culture, just around ahk’s age, and when he comes to life he hits on the reader, who is very flustered and ahk gets jealous and he and the other guy end up duking it out for y/n’s affection? school’s been super frustrating and i really need something fun and playful rn. thanks!
notes: hi! totally get the whole stressed thing with school. it aint fun but hopefully this helps you a little :)
He'd known you for much longer. Far longer than that ratted King had – but still, you spoke happily with him, smiling and giggling as though it was all a little game, and it was. Just not to Ahk. You were far too important to him to have the whole situation be considered nothing more than a game.
Standing in the corner, he watched the new exhibit speak, his words soft as he looked up to you with a reverence Ahk had shown many times before. The King, who went by the name of Otanes, had recently arrived from a museum in Europe, where they held an exhibit for old Persian kings. Otanes fit the description for any rich-kingdomed ruler; tall and handsome, with enough charisma to overthrow a government should he wish. Ahk was not like that. Perhaps that was what irked him most – he wasn't like Otanes at all, and you seemed to like the King quite a bit. After all, Otanes actually had a decent sized rule, while Ahk was King for only a day and a half.
It didn't help that you couldn't move, either. What with the whole actually being a painting made by Maoli people many, many years ago, no one had bothered to try and enter the stone you came from. You were startlingly clear next to the images of birds and trees – startlingly beautiful in the red stone.
Despite his feelings towards you, a bitter taste fell on his tongue when you smiled, the softest of blushes coating your cheeks as Otanes complimented the flowers in your hair. Ahk had been meaning to do that; he hadn't yet built up the courage to compliment you so directly, and the thought of Otanes stealing that opportunity from him had anger welling up deep in his chest.
"Ahk!" You called for him, your voice soft and his name welcome on your tongue.
He perked up, finding you waving him over, and Otanes looking rather sour. The tiniest of smirks came to him at that. He joined the two of you, standing side by side with Otanes.
"Why were you off sulking in the corner?" You asked with a small smile, your attention now fully on him. He knew it didn't mean anything, but a happiness began to sprout in him – you had a habit of doing that to him.
"Just.. enjoying the view," he answered cryptically.
"Well, Otanes is very handsome," you said, and every ounce of happiness you gave him curdled, his left eye twitching in irritation.
"Thank you," said Otanes with a small bow to you. "I'd say you're far easier on the eyes than I."
Stupid Otanes with his stupid words.
You flushed red, attempting to stutter out a reply. When you couldn't manage one you looked to the floor, the ghost of your laugh still on your lips, and your blush still prominent even on the stone.
"Actually, I had a question for you," Ahk interrupted, coming up with his sentences on the fly. "Do you remember any of your time in Hawai'i?"
"Not really," you answered seriously, "but I do remember the prayers people gave me. I still get them sometimes... I'm always listening for them."
"That's fascinating," Ahk said before Otanes could say anything.
Throughout the entirety of the conversation Otanes kept circling back to your beauty, complimenting and flirting with you till you could barely speak over your bashfulness. At least Ahk was trying to hold a regular conversation – this Otanes didn't care at all for things like that. He could tell that; he just wished you could, too.
He held himself together for a good long while, but all that buildup of irritation and anger burst when Otanes decided to remark on your legs of all things. Even if he had a good point, it was a weird thing to comment on, and you were clearly getting more and more uncomfortable. Ahk hadn't quite planned on punching anyone in the fact that day, but since the situation called for it he took great amusement in watching Otanes get a nosebleed from his fist.
"I don't think I've met anybody as bad at taking a hint as you are," Ahk said when Otanes sat up, looking up at him with an angered eye.
"Funny. I was about to say the same thing about you," Otanes spat back.
That was the general situation as you watched with wide, frantic eyes as Ahk attempted to punch the living shit out of Otanes. You knew a lot about Ahk – he spoke to you often, and you knew he was trained in hand-to-hand combat, but it didn't stop you from worrying about the both of them. It seemed a foolish thing to argue over to you. After all, they were both only making conversation, right?
"Would you two stop it?!" You yelled when Otanes rolled the both of them over, now pinning Ahk down with his fist raised to land a direct punch at his head.
"(Y/N) –"
"No, I'm mad at both of you," you said when Ahk tried to say something. "What are you even fighting about?!"
They both paused, looking at each other before looking back to you, confusion lacing their gaze.
"You don't know?" Otanes asked, his grip on Ahk's collar still tight in his fist.
"Oh my Gods," Ahk muttered beneath his breath, relaxing his head backwards, astounded by your lack of clarity. A small, amazed smile came to him. Gods, you were endearing.
"It's – we're fighting for you," Otanes tried to explain, but the confusion on your face only grew worse.
"I don't want you fighting though?"
"We're fighting for your hand," Ahk finally said, loud enough to echo in the mostly-empty room of your exhibit.
Silence.
"What's wrong with my hand?" You asked, looking to him then back at your hands.
"Listen, there's a very simple solution to this, I think. Just go along with me (Y/N)," Otanes said, watching for your approving nod which came a few seconds later. With you on board, he asked, "which one of us do you like more?"
"Like... who do I enjoy talking to more?" You asked for clarification.
"Sure," he said.
"I like you both plenty," you said, beginning to fidget. "I.. I've known Ahk longer, but that doesn't really mean anything... um.."
"Doesn't Otanes make you pretty uncomfortable?" Ahk asked, sprouting another blush on your cheeks. "He says some pretty demeaning things."
"I do not!"
"Well... a little," you mumbled before the two of them could return to fighting.
"See?" Ahk said with a winning smirk. With your permission granted he fought back, forcing Otanes off his body and shoving him out of the room.
Once assured he wouldn't return, Ahk resumed his position in front of you, a sweet smile replacing the resentment so obvious just a couple minutes ago.
"Sorry about that whole thing," he said, watching your expression carefully.
"It's alright. Thank you for noticing, though. I didn't want to say anything," you said in a soft mumble, tracing your fingertip over your thigh.
"Of course," he murmured, reaching his hand to place it on the stone where your own hand lay.
To his surprise he found no purchase – rather, his eyes widened, watching his hand fade into the dark stone of the large tablet, the outline of his skin nothing more than charcoal. You gasped in surprise, backing up with eyes just as wide as his. Slowly he continued, letting himself enter the stone, where he turned into a painting like yourself, this time able to see you in 3D. He knew you were beautiful, but now that he was able to touch you your beauty seemed insurmountable. His mouth hung parted slightly as he reached for you, touching your skin for the first time. In silence he entwined his fingers with yours, staring at where you ended and he began, oblivious to the people watching the painting outside, oblivious to the other drawings. All that he saw was you – your hand in his, the flowers in your hair.
Tugging slightly, he pulled you to your feet, thoughtlessly leading you out of the black and white and into the real world, where he still had yet to notice the several people watching the two of you. The corners of your lips perked up, widening into a brilliant grin as your fingertips began to turn to color.
"Ahk," you murmured, your voice nothing more than a breath, captivated by the dark skin covering your once-stone form.
The moment you took your last step you fumbled, tripping and landing with your face pressed up against Ahk's chest, your hands on his shoulders to stabilize yourself. You went into another fluster, apologizing profusely and trying to back up. He didn't mind, though – he never would, and he held his hands in yours, trying to keep you calm even though his own mind was hectic with thoughts. He hadn't ever expected to genuinely touch you in any point in his life, or death, if he wanted to be realistic.
"What a happy couple," came the sarcastic voice of Larry, his hands on his hips as he watched the display. Instantly your cheeks turned a blazing red once more, and you looked away, adamant to not meet Larry's eye.
"Larry," Ahk greeted him, "we found out something new about the paintings."
"Obviously. Can you help me with the Huns now?"
"Do I have to?" Ahk grumbled, still eager to keep you close to him as possible.
"They're trying to rip Otanes' legs off again, I think that's a little more important than your love-fest," Larry said with a dry laugh.
Ahk looked at you, then back at Larry.
"I don't think I'll be of much help tonight."
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hollowisthyname · 3 years
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Hello, Icarus! Please infodump to me about Danganronpa?
okay so! I had written out a whole thing but then tumblr deleted it! so that was fun! /s but now that I know what I'm going to write it's much easier, so that's good 😌
n e ways, I'm gonna do like a basic timeline w explanations and some other stuff that hopefully I'll remember once I start writing!! so let's go :D
a list of everything danganronpa in chronological order (not the order that you should play/watch the stuff in, I'll put that in the explanations)
Danganronpa 3: The End of Hope's Peak High School - Despair Arc (DR3) - second anime, watch along with the Future and Hope arcs after playing the first two games (and UDG if you want to). backstory for the cast of the second game.
Danganronpa: Trigger Happy Havoc (THH) - first main game, play first. also has an anime that's basically the same as the game, but since there's not enough time to put everything from the game into the anime I definitely recommend playing the game. high school students from a prestigious school trapped in said school are forced to play a killing game, hijinks ensue.
Danganronpa Another Episode: Ultra Despair Girls (UDG) - third game, not main. play after playing the first two games. very different game mechanics from the main three, and widely considered not cannon by the fandom. I like it though, and it introduces a lot of really interesting characters along with giving a v underdeveloped character from the first game a lot more character development. it's not necessary to play it (though one of the characters plays a pretty big part in the third anime, so that would make more sense if you already knew her), but I think it's interesting and fun. there are also robot fights.
Danganronpa 2: Goodbye Despair (DR2 or SDR2) - second main game, play after playing the first game. same basic premise as the first game, except it's a different class (same school though) and this time they're on an island. even more hijinks and plot twists than the first game.
Super Danganronpa 2.5: Komaeda Nagito to Sekai no Hakaimono - (I could only find the Japanese title for this one, sorry 😔) kinda also part of the second anime? watch after playing the first two games (and UDG if you want) and watching DR3. character is woken up from a coma via overdramatic and overpowered other character.
Danganronpa 3: The End of Hope's Peak High School - Future and Hope Arcs (DR3) - second anime, watch along with the Despair arc after playing the first two games (and UDG if you want to). aftermath of the first two games.
Danganronpa V3: Killing Harmony (DRV3) - third main game, fourth game in total. I don't actually know when it happens bc they're v secretive about everything, so I'm just putting it last. play last. same premise as the first two, the class is trapped in a school with a courtyard and a huge sort of dome around everything. peak hijinks, too many plot twists to count.
woo!! that's the timeline as I know it, hopefully I didn't miss anything. and I have managed to remember what else I was going to say, so let's move on to section two:
the mechanics of the games
danganronpa is, at its core, a glorified visual novel. every character has a certain amount of sprites for when they talk, as well as voice lines that aren't usually the exact text on the screen but fit the vibe of whatever they're saying. and as I've said before, there's quite a lot of talking. these games have more plot than should really be possible and most or all of it is done through dialogue. cutscenes and class trials are the only parts that are reliably fully voice acted, but there are a lot of those.
as for the parts that are less visual novel-y: you can walk around, and the settings are pretty much as 3d as the 2d-ish style of the game allows. you can also click on things, and sometimes clicking on stuff will get you monocoins, the currency of the game, which means you'll be able to buy presents for the characters!!
"now why do I need presents for the characters?" you ask. well, that's because you're given a certain amount of free time each game to hang out with characters you want to get to know better! the game's ending is fixed, so you won't change the course of the game by who you do or don't hang out with, but you can learn more about characters and become closer to them! giving them presents they like makes them like you more :D
and the most exciting part of danganronpa, what a lot of people play the games for, the true lure of the game.... the class trials!!
so these characters are in a killing game, right? basically, they're faced with a sort of lose-lose predicament: stay trapped in the school forever, or kill one of your classmates to "graduate". but it's not as simple as that, because in order to graduate, you can't be caught. and how do you determine whether or not a criminal has been found out? well, a trial of course!
enter the class trials. every student (barring dead or severely wounded ones) is required to participate in a kind of mock trial- except someone's really dead, and they need to find the murderer or they'll all die too.
(right, did I forget to mention that? only one person can graduate. getting out alive insures that none of your classmates get the luxury of doing the same.)
so, yeah. the class trials are a true fight for life on both sides, because who ever loses will be executed.
and they're really, really fun.
entirely voice acted! enough minigames that the list of them is probably longer than this entire post! the joy of solving the mystery! the... execution, right in front of everyone.
hey, it's a dark game. not like they're trying to hide that. and the executions aren't actually all that gory most of the time, but they're still very much there and onscreen. also as close to fully animated as the games ever get, which is pretty cool.
so how the class trials work is this:
there's a murder. dun dun duuuun. you investigate everywhere related to the murder to get "truth bullets", which are the reason you don't immediately fail at the trials. you don't have to remember all of them, they're all written down in your e-handbook. plus, the protagonists all seem to have really good memories.
time for the actual class trial!! Monokuma (asshole bear running the killing game) introduces everything, explains the rules. and everyone starts talking.
there are a lot of different parts to the class trial, but most of it is "nonstop debates". everyone talks one after the other, and you have to find inconsistencies and shoot the right "weak spot" with the right truth bullet. you refute the lie or mistake and everyone goes back to arguing normally.
there's also hangman's gambit (weird hangman to find a key word), multiple choice things (self-explanatory), and plenty of others.
near the end of the trial (or sometimes only a little over halfway in, it varies), the killer will.... kind of become obvious. there's a specific kind of change in behavior that's the mark of the murderer in these games, but I'm not sure how to describe it exactly. a lot of times there's an accent change, and in general they start acting much more erratic. since it's a trial, though, even after this presents itself you still have to prove your case beyond reasonable doubt.
and once it's become clear to the killer that they're backed into a corner, you have to do the "bullet time battle". it goes by different names in different games, but the basic mechanics are the same: you battle against a student (usually the killer, but not always) in a rhythm-based battle where you have to click to the rhythm to refute your opponent's statements. once you've dealt enough damage, you shoot the final piece of evidence, and that's the end of it.
the murderers react differently different times. sometimes they break down and confess. sometimes they keep denying it. sometimes, they're just calm. however they act, though, the end is the same. they are caught and punished accordingly.
but before that, there's one more thing to do. the closing argument.
your final task is to explain how the murder was committed, from idea to execution (look, a pun! see I can be funny too 😌). and you have to do it... as a manga.
you don't have to draw the whole thing yourself ofc- you just have to fill in the missing panels and then watch as the protagonist narrates it to the rest of the class.
and that's all for the class trial, not counting the long talks after every execution while still in the courtroom.
wow, this is getting...... really, really long. there's only one more thing I'm gonna add, and I promise it will be much shorter than the other two bc it is late and I am officially Incredibly Fucking Tired.
with no further ado, a very short part three:
my general impression of the game. its vibes or smth, I dunno this is just what i think about it
when I first heard of danganronpa, I thought it was a horror game. I can now assure you that it is not. thriller? maybe. debatable. but definitely not horror.
and despite its extremely dark premise, this game is not all doom and gloom. there's so much stuff about hope, and overcoming despair even when it seems impossible... it's not exactly a happy game, but there's a lot more of that in there than you'd probably expect.
all in all, I love this game. so much. it means a lot to me, and I think it's a really good game. thanks for letting me talk about it so much asdhfd :D
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zerochanges · 4 years
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2020 Favorite Video Games
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I don’t know if I am an outlier or if this is the same for everyone else but I really did not play a lot of games this year. 2020 was a very harsh year for all of us, especially for me for some personal reasons. So to get to the chase, I am just gonna say it left me not doing much in what little free time I did have, and I didn’t play much either. Usually I try to keep my lists for ‘favorite of the year’ to only titles released that year but since I played so little this year, screw it. I am gonna include any game I played this year regardless of release date.
Collection of SaGa
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By far a flawed rerelease. It’s bare bones: there are no advance features you would usually expect out of these kinds of emulated rereleases like save states, fast forward, or rewind, and there was no real effort made to touch up almost 30 year old localizations that had to meet Nintendo of America’s then harsh standards. This really is just 3 roms slapped into a nice looking interface with an option to increase the game speed (which by the way you better use, the characters walk very slow in these old games). 
I am bit harsh here, but only because I thought the Romancing SaGa remasters and the upcoming SaGa Frontier remaster all looked like they got a great budget and a lot of love while this is just another Collection of Mana situation (moreso specifically talking about Seiken Densetsu 1/Final Fantasy Adventure/Adventures of Mana part of that collection). I would have loved to see Square Enix do a bit more for these older games. Or at least include the remakes. Seiken Densetsu 1 had two great remakes, both unused in Collection of Mana, and all three of these original SaGa titles have remakes that have never seen the light of day outside of Japan. How great would it have been to get the Wonderswan remake of SaGa 1, as well as the Nintendo DS remakes of Saga 2 and SaGa 3? 
But my gripes aside, these games are still fun as they ever were. Replaying SaGa 1 specifically during the holiday season really helped calm me down and made me feel at ease. It’s easy to forget but even in their Gameboy roots there are a lot of funky and weird experimental choices being made in these games. They aren’t your run-of-the-mil dragon quest (or considering the gameboy, maybe pokemon would be more apt) clones. 
Raging Loop
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Perhaps my favorite game of the year, Raging Loop is one of the best visual novels I have ever played hands down. The level of creativity and splitting story paths that went into it is simply mind blowing. The basic premise is both a wonderful throwback to the old days of Chunsoft sound novels while still modern and somewhat reminiscent of both Higurashi and Danganronpa. Essentially you play as Haruaki, a poor slub that got lost in the mountains with no clue where to go until you stumble upon an old rural village with a strange history and even stranger superstitions. Before you know it there has been a murder and the Feast is now afoot.
The less said about Raging Loop the better, although I do want to say a lot about it one day if I ever can write a proper review of it. This is a gripping game that will take hold of you once you get into it though and never let go. I actually 100%-ed this and I very rarely do that. I got every ending, every bonus hidden ending, played the entire game twice to hear all the hidden details it purposely hides on your first play through, played all the bonus epilogue chapters, unlocked all the hidden voice actor interviews, collected all the art work, etc, etc. I was just obsessed with this game, it’s that damn good! And the main character is maybe the best troll in all of video games, god bless Haruaki. 
Root Double
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From Takumi Nakazawa, long time contributor to Kotaro Uchikoshi’s work comes a game any fan of Zero Escape or Uchikoshi in general will probably enjoy. Root Double, like its name suggests is a visual novel with two different routes, hence Root Double. The first route stars Watase Kasasagi, the leader of an elite rescue team in the midst of their greatest crisis yet that could lead to nuclear devastation as they try to evacuate a nuclear research facility that has gone awry. 
The other route stars Natsuhiko Tenkawa, an everyday high schooler whose peaceful life is thrown into turmoil when he stumbles upon a terrorist plot to destroy the nuclear facility in the city and his attempts to stop them. Together the two separate plots weave into one and creates a really crazy ride. Part Chernobyl, part science fiction, any fan of the genre will easily enjoy it. And hey it’s kind of relevant to include on this list too since it just got a Switch port this year (I played it on steam though).  
Snack World
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I was shocked upon starting Snack World as it is instantly incredibly charming, witty, and downright hilarious at times yet I heard almost zero people talk about it. EVER. This game is Dragon Quest levels of quirky though, and the localization is incredible. The game has such an oddball sense of humor that works really well with its presentation right down to the anime opening video that sings about the most bizarre things. Instead of the usual pump up song about the cool adventure ahead we get stuff like wanting to go out to a restaurant and eat pork chops. 
The self aware/fourth wall breaking humor is just enough to be really funny, but doesn't overstay its welcome and always makes it work right in the context of the dialogue. And finally, just everything; with the menus, the name of side quests and missions, and the character dialogue -- are all just so witty and full of quirky humor. This is one hell of a charming and funny game and addictive to boot.
Trials of Mana
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Trials of Mana has gone from one of those legendary unlocalized games, to one of the first major breakthroughs in fan translation, to finally getting an official English release complete with a fully 3D remake. In a lot of ways from a western perspective this game has had an incredible journey. As for this remake itself, I really found myself having tons of fun with it. I loved the graphics, and the voice acting while a bit on the cheaper side almost kind of adds to the charm since both the graphics and acting really give it an old PS2 vibe. I know that is probably just more me being weird but yeah, I had to say it. 
I really hope Square Enix sticks to this style of remake more often, instead of just doing Final Fantasy VII Remakes that break the bank and involve extensive tweaking to both plot and game play. I’ll take smaller budget projects that play more like the original game any day personally. I wouldn’t mind if they also deliver a brand new Mana game all together in this engine either. 
Utawarerumono Trilogy
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This year saw the release of the first entry in the series, Utawarerumono: Prelude to the Fallen--and thus finally after three years since the sequels Utawarerumono: Mask of Deception and Utawarerumono: Mask of Truth came out in 2017 the trilogy is now complete in English. I ended up binging through Prelude to the Fallen very fast shortly after it came out and immediately jumped on to the sequels. Perhaps the best part of 2020 was that I finally played all three of these fantastic games, and did so back-to-back-to-back. Playing the first Utawarerumono was an experience I will never forget, it was like visiting old friends again that I haven’t seen in ages, by and large thanks to the fact that I saw the anime adaption of the game when I was much younger, nearly a decade ago. Back then I would have never of dreamed that I would get to play the actual game and get the real experience. 
And it only got better from here, as all three games are such wonderful experiences from start to finish. The stories are all so deep, and by the time you get to the third entry, Mask of Truth, it’s crazy to see how they all connected over so many years and weaved together into a plot much bigger than they ever were. What carries it beyond all that though has to be the fun and addicting strategy role playing game aspect, which while a bit on the easy side, is still so much fun and helps make the game feel better paced since you get to play the conquests your characters go on and not just read about all the battles they fight. Beyond that the games are packed full of awesome characters, and I know I’ll never forget the amazing leads in all of them. Hakuowlo, Haku, and Oshtor will all go down as some of the greats to me. 
Ys: Memories of Celceta
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Ys: Memories of Celceta is a full 3D remake of Ys IV, a rather infamous game in Falcom’s Ys series. Not to get bogged down too much into the history of Falcom but by this point they were facing a lot of hardship and had to outsource this entry to other developers, and thus passed it on to two particular developers they had a business relationship with, creating two unique versions of Ys IV. Tonkin House who had worked on Super Famicom port of Ys III with Falcom ended up creating their own YS IV entry, Mask of the Sun for the very same system, where Hudson soft who had produced the much beloved Ys Books I & II remakes for the Turbografix (PC Engine) CD add-on created their own Ys IV entry Dawn of Ys for that console. Both games followed guidelines and ideas outlined from Falcom themselves but both radically diverged from each other and turned into completely different games. 
Falcom finally putting an end to this debate on which version of Ys IV you should play have gone and created their own definitive Ys IV in 2012 for the Playstation Vita. I played the 2020 remastered version of this remake on my PS4. I even bought this on the Vita when it first came out but I am horrible and only horde games, never play them. So it was a lot of fun to finally play this. 
Memories of Celceta is probably one of the best starting points for anyone looking to get into Ys, especially if you only want to stay with the 3D titles as out of all the 3D entries this explains the most about the world and series protagonist Adol Christian. Beyond that it’s just another fantastic entry in a wonderful series that has a few good twists hidden behind it, especially for long time fans of the series. 
Random Video Game Console Stuff
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Xbox Has Blue Dragon: I actually got an Xbox One this year for free from my brother. Because of that I started to play Blue Dragon again and there’s a lot I would love to say about this game. I don’t know if I am fully committed to replaying it all the way through however but I find myself putting in a couple hours every few days and enjoying myself again. Does anyone else remember Blue Dragon? I feel like it really missed its audience and had it come out nowadays and probably for the Switch it would have really resonated with the Dragon Quest fandom a lot more instead of being thrown out to die on Xbox and constantly compared to Final Fantasy VII and the like which it had nothing at all similar with. 
The Turbografx 16 Mini: This was probably one of the best mini consoles that have come out and I feel like thanks to the whole 2020 pandemic thing it was largely forgotten about. That’s a shame, it has a wonderful variety of great games, especially if you count the Japanese ones (god I wish I could play the Japanese version of Snatcher included), and a wonderful interface with fantastic music. One of these days I would really like to be able to play around with the console more seriously than I have already. 
Fire Emblem Shadow Dragon Never Existed: So Nintendo localized the first ever Fire Emblem game on Nintendo Switch which is awesome to see them touching Famicom games again--I haven’t seen Nintendo of America rerelease old Famicom titles since Mysterious Murasame Castle on the 3DS, but their trailer hilariously made it seem like this is the first time ever they released Fire Emblem when in fact they had already localized the remake Shadow Dragon on the Nintendo DS nearly 10 or 11 years ago. I and many other fans I talked to all found this really hilarious, probably solely because of how much they kept repeating the fact that this is the first time you will ever be able to experience Marth’s story.
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All that aside though I have to say the collector edition for this newly localized Famicom game is probably the most gorgeous retro reproduction I have seen in a long time, and I really spent many many hours just staring at the all clear glass mock cartridge. I have found myself really obsessing over retro reproductions during 2020, and obtained quite a few this year. I really hope this trend continues to go on in 2021 as recreating classic console packaging and cartridges is a lot of fun. 
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patchun · 3 years
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So, Metroid Dread.
I bought the game. This is the first Metroid game that I've finished, so I'll be reviewing this purely as an average video game enjoyer. I absolutely love Cave Story and Hollow Knight, and those are two of my favorites of all time. That said, I didn't go into this expecting another Cave Story or Hollow Knight - I went in expecting a unique experience! And I did get that, but was it worth the 60 dollars out of my tight budget at the moment?! No spoilers.
The Good:
From the very start, the game *feels* good to play. Samus controls really well, the animations are really nice and the movements are fluid. Not only that, but Samus is established from the getgo as a badass, and I like that. Not quite Kingdom Hearts 2 level cutscenes, but not that far off, either.
I was actually worried about the graphics going in, the 2d 3d mix was odd to me in the trailers. But when playing the game myself, everything was good. The graphics are really good.
The growth in the game is pretty noticeable. When you are fully upgraded Samus, you can definitely feel it, and it's a nice feeling, for sure.
The atmosphere is very tense, through and through. I generally left the game with this really intense expression on my face, which was pretty funny.
(the bad below)
The Bad:
So, the game is STRIKINGLY linear. I really wasn't expecting that, and maybe that's how all Metroid games are, so maybe I should have been? But it's like... when I get a new power up, I like going back to areas I've been recently and using it. But the map doesn't actually open up in this game until about 50% through the game, and it hardly opens up then. It only really opens up right after you've gotten Screw Attack at about 80% completion. What I mean is that, in a lot of places, in order to proceed, you have to move something that then ends up blocking your way back. So, while the game may not feel linear to a casual player, I was very annoyed by the fact that the game was constantly forcing me down routes. There isn't much choice insofar as boss order, or really anything order. So yeah, throughout the entire journey I was really annoyed that I couldn't go back and get stuff I wanted to.
Like I said, I'm new to Metroid, but wow, the story development in this one.. I can tell it's a real doozy. So, extremely light spoilers, but let's just say I'm not a fan of the trope where the main character who everyone thought was just a normal person was actually like... directly related to how everything started. Or rather, I like it when it's executed properly, and there's a reason for it... but I don't like it when it's just a sudden "plot twist" that really doesn't seem to mean anything.
The atmosphere is tense through and through. Here, I will be comparing it to CS and HK. See, to me, what helps make exploring a game like this work is the variety. And Metroid Dread certainly has a lot of diverse environments and enemies! But uhh... every level... is just tense. There's no Moonsong. There's no City of Tears. It's just. Alien wilderness after alien wilderness. There's never really any emotion while exploring. And on that note...
Your only reason to explore, the entire game, is to survive. To get back to your ship. To me, that just isn't an incredibly compelling motivation. It's like... I generally like to power up in games like these to some end. But there isn't really an end in Metroid Dread... more like, you power up so you can go power up again. This isn't necessarily a negative of the game, but more of a difference that my expectations weren't prepared for.
The Verdict:
Overall, I enjoyed my experience... but at the same time, I don't think that was worth 60 dollars for anyone except a dedicated Metroid fan. And even for dedicated Metroid fans, I think you might want to consider Dread not canon, because that story development was kind of... well, I didn't like it. I would not buy the experience I just went through for 60 dollars unless I truly had a lot of money to spend, and had already exhausted my options for Metroidvania type games.
My score: 7/10.
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steve0discusses · 4 years
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The Full Metal Alchemist Live Action Movie Part 8: Watch This Episode Covered in Butts be the Only One Not Flagged by Tumblr
Gonna be risky business and not only upload all of these caps the way I screenshot them--which has just SO MANY poorly CGI’d butts but also gonna do it on the Tumblr Drafts folder, which I have been assured works now.
I’m so worried about so many things, but considering all the fears I have about like...everything else in the world right now...I guess I’ll take a risk on tumblr.
Edit: I cannot believe that I had 8ish episodes of Kaiba’s tall dueling tower get flagged but not this movie. I just....wow I cannot.
So anyway, last we left off, General Hakuro stepped in and was like “Hi guys, you like my wily plans that no one in their right mind would have ever guessed???”
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Yo remember this part of the anime? Where the bodies drop from the ceiling and it’s a hunk out of the final arc--it’s here. In this movie. This movie that can’t possibly afford to do that. Lets get some CGI animated bodies in here ASAP.
(see some texture regrets under the cut)
It’s like a Monet, as the Mean Girls say, because far away and shrinked to 500 pixels this looks kinda neat. They sort of look more like those slime ball that grow in the back of your throat rather than human bodies, but they still look pretty gross hanging up there.
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But then.....we zoom in. Remember again that this was full screen on my computer, and at one point was on a freakin movie screen. This level of 3d...was on a movie theater screen.
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The mind boggles. The mind boggles!
Like as you know, I am an artist, and I’ve dabbled in...basically everything in my pursuit to make a dollar...and I have taken about 2 years of classes in 3D art with Maya and all those. I’m not thaaat great at it--I’m much more an illustrator/painter--but I feel like I have that reference point. Can I just say--the model is...fine...you can do a lot with layers of bump maps so you don’t need a truly detailed model (not like they did that, because they didn’t do that, but I can figure that maybe they had an intention to do that and forgot?)
But, there’s no connection of the wires to bodies. They just kinda float? The bodies are also all the same shiny-ness? To the point that it looks like a copy paste? (I don’t think it is, the wires are slightly different on a few of them) There’s just not much in the way of a texture map or a bump map. It just...there’s also something missing from the skin.
Skin is actually kind of rough to render, so when I did it back in the day, I followed like a checklist to make sure I had all the layers and steps to make someone look...clammy. Some things are kinda translucent, they reflect light a different way...especially white skin like this wouldn’t be just...white like putty. Dunno if you ever saw a white person, but we got so many veins...there was so much potential to make something really gross and fleshy.
Instead we got silly putty. It’s fine. I’m fine.
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So General Hakuro decides to just...kill everyone right now.
This makes no sense to me.
That means that the whole thing of Lust killing Hughes was completely unrelated to General Hakuro. All Hakuro needed was Shou Tucker, who has been in prison for...I assume months since Ed shipped him off. And Shou was only released today? Just now? Just now when Hughes was shot?
So this all just happened at the same time by accident?
I mean the General sent us to the wrong lab initially, so he didn’t actually want us to be here, and now that we are here, he’s going to set off an entire army as a reaction to three people walking in and going “oops”?
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So, lets get a look at our army.
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Oh it was so disappointing, this reveal. Not just the eyeball that has a bounce light coming from below the top lip there (how did that even happen???) but also when it opened it’s mouth, it had a flat animation of skin breaking--it wasn’t actually rendered 3d skin, it was like a jpg wrapped around it or something (or at least that was the illusion I got. That is fine for a video game or a TV show, but this is a movie. This is shot so that it can be displayed in a size bigger than your own house.
What happened to the animation team on this one? Not saying I can do better, cuz no, I can’t, that 3d chapter in my life was a while back, but I’m just one guy. This was an entire animation studio and they just...didn’t render 3d face ripping (which is their entire job, to work in 3d) and then they kinda just turned on the stock physics dynamics and dropped em instead of animating them.
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The way they fell was like fish from a bucket--the same amount of speed, too. they all ragdolled like a 3D shooter, their rigs just hanging on for dear life (and yes, you could see the deforming happen on the joints of these models.) I’m fine with having a computer program render something out with a physics engine...but there is a balance.
You do have to still go in there and finangle it back because...real life is hella stupid. Real physics? So stupid. It was hilarious how nonthreatening it was, too because they’re like...the size of shrimps in that zoom out image. The scale is just so wild!
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It was like one bored guy in a sound booth and they multiplied his voice three times. Golden. Absolutely golden.
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So these guys stride over, all of them with the same amount of speed (leading me to think it was probably a recorded walk cycle they all share with slight alterations between all of em) and they kinda just...pile on eachother in a weird way.
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I will give them this: I was happy to see something that wasn’t physics or procedural. They mo-capped and animated that part for sure. It had the touch of an artist’s hand. It was also a very funny way for Hakuro to die because this guy was on screen for like 5 minutes, and maybe 7 minutes of this whole movie.
Youknow...I think it really says a lot about your nude 3d models if they’re not disturbingly human enough to trigger the tumblr filter, youknow?
Anyway, Envy looks on.
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And then Gluttony saves the city.
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Meanwhile, they decide to bust out the fire effects and Mustang becomes the most useful person in this entire movie. Like honestly this movie was poorly named, because it should have just been “Mustang saves the FullMetal Alchemist’s Entire Ass.”
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The next part seems like I forgot a cap, or maybe missed something. I swear to you, I did not.
First off, Al becomes fullmetal and makes this happen without an alchemy circle. The show doesn’t really care to talk about that though, it’s just a thing he can do now, and you’d only notice it if you were writing a Tumblr post about it.
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I swear to you, Winry is just inside of Al and there is no explanation.
There is no explanation for this.
She was on the couch...why is she not on the couch? What?
And then when you think they might have a moment, Ed’s like.
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Damn.
For reals what the hell was that entire scene except for a way for Ed to get his arm stitched back on in like 2 minutes?
Outside, Envy and Lust are just strolling around the back-alley of this red brick building we have seen used for this entire movie.
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And like...it’s so funny to me because they weren’t trying to run or hide. It makes complete sense why they got shot. This is what happens when you just...walk away when the whole military guard wants to kill you.
Now lets go see how Hawkeye is faring.
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Luckily, all of the ambling bodies have decided to walk slowly through this one weird grass section between extremely long buildings.
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And Hawkeye tells everyone “You have to shoot their heads off” and I want you to look at that scene and tell me how many of those bodies still have heads.
Oh, all of them. Don’t worry about it.
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Kinda hard to see, but Ed shows up to give Mustang a hand, which was fully unnecessary but we’ll get to that in a bit.
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This movie is such a gem.
Ed goes big brain and realizes that Envy is still burned up, and thus is about to pass on.
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And whatever, I’ll take it. It’s not like the movie has told us that they are made out of 1000000 lives, for all we know, in the movie universe, they really are only 4 lives. Like half a cat. Maybe Father only killed half a cat instead of an entire city.
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Yugi Muto would be so freakin proud of Envy for how often this guy gets hit square in the chest with fire balls. It’s basically every scene where Envy and Mustang share screen time.
And don’t worry, I don’t think Envy died? But they sure made it look like he did, which I’m sure everyone everywhere was really happy to see, since Envy’s death was one of the climaxes of the whole series. Like people used to make these lists of “top 10 saddest anime deaths” and how many people had Envy on there? Like everyone? People freakin love Envy and they did him so much dirty in this movie.
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Again I have no explanation for Winry.
So Mustang is like, Ed, you make sure Winry doesn’t biff it in that corner, and I’ll do my actual job over here on this side. And yo, he did.
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And so then that’s it, Lust is dead, and now we have a Sorcerer’s stone.
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Man it looks delicious, right?
I’d eat the hell out of that.
Anyway, we only have one more update and we’re done with this movie!
I know!
I know! They only have 10-15 minutes to resolve pretty much everything, and that’s assuming that the credits don’t take up a heap of that. Hell, I might only have 3 caps next episode if that’s all credits. I honestly don’t remember.
Anyway, hope y’all take it easy this February, here is a link for people who just got here to read these FMA recaps in Chrono order.
https://steve0discusses.tumblr.com/tagged/fma/chrono
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eternityservedcold · 5 years
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My Three Page Pseudo-Essay on How the Kirby Anime Would/Should Be Made Today
This was written due to @hedeservesbetter tagging my post with “i woukd [sic] love to read this[, Akira]”.
Let me start off by saying there is a little more to this essay than what the original post says. We’re going to touch a number of topics not listed in it, but those are my biggest ideas. Let’s all also note the I don’t hate the Kirby anime. People accused me of hating the anime or trying to make it edgy the last time I made a post like this, and I still don’t understand why. It’s my favorite anime, probably. If it isn’t, it’s up there with Paranoia Agent and Perfect Blue as one of my favorites. Also note that the two “main” versions of the anime (Japanese and English) blend together in my head, and I’ll talk about both of them as though they are the same (because, honestly, you’re kidding yourself if you think they aren’t), but if I need to specify the version, I’ll use their full titles (Kirby of the Stars and Kirby: Right Back at Ya, respectively).
To say that nearly any animation that was made before the late 2000’s wouldn’t be better if it were made today is lying to yourself. There is so much technology we have today that we didn’t have before then. There’s a very big chance that if the Kirby anime was made today, it could be 100% 2D animation instead of half-3D like it was. That’s only possible because of programs like Flash or Toon Boom, which allow 2D animations to be made easier and faster. Most of the reason that characters like Kirby or King Dedede were animated in 3D half the time was to cut costs and development time. It’s hard to draw so many perfect circles and curved lines almost the exact same on every consecutive frame, but this downside is entirely negated by the use of digital animation tools, which allow you to copy shapes from one frame to the next. My sentiments seem to be echoed exactly by the development staff on the anime. Here’s a quote from Yoshikawa Souji (director and a writer on the anime), translated by Ivyna J. Spyder:
“3D is a way to increase the number of frames. If you make a 3D model once, then you are able to make efficient use of that. [...] [I]f it’s 3D, because you make a model, you can make movement from just clicking it.
“Therefore, the animator doesn’t have [a] hard time with drawing and can instead devote their time to movement, and it’s easy to get information of production and camera. [...] Already, it has 3-5 times the movement of normal TV anime.”
There’s also the option of it being a 100% 3D anime, like its 3DS-exclusive short, Kirby 3D. Being made only in 2012, the 3D already looks so much more competent. Of course, I can also point to the many fully-3D cutscenes that have been in Kirby games since then, the best-looking being the ones in Kirby: Star Allies. It’s very obvious that Nintendo has been becoming more competent with its 3D animations and models very quickly, considering their almost company-wide switch to 3D games, as opposed to 2D. Even with a television budget, ignoring the fact that Nintendo and HAL have infinite money to throw at anything they wish, this could still happen. A lot more fully-3D cartoons and anime have been popping up lately, including the visually gorgeous Land of the Lustrous and Miraculous Ladybug.
God, that’s a lot of words to just be talking about animation. And I haven’t even gotten to the part I started this essay to write! Let’s get on with that, shall we?
Escargoon is my favorite character in the Kirby anime, and right now, is my favorite character of all time. While that’s always subject to change, I suspect he’ll always be in the top ten. Anyone who knows anything about me knows I love this guy. I’ve even gotten others who don’t even know of the Kirby anime to love him.
Which makes me infuriated that he’s treated so badly.
You may have noticed I didn’t mention a certain penguin king in that sentence, even though he’s the one most associated with torturing Escargoon. But the truth is everyone, even the anime itself, seems to love to torture him. I don’t get it! I like the gay snail! I think he’s neat! And I’m sure at least a few of the writers and animators do too! So why does he get deprived of sleep and basic self care because “Haha, it’s funny to see him obsess over a robot”? Why does he get possessed by Erasem, causing him to go nearly insane from being forgotten by everybody? Why does he get abused by his boss so much it actually unsettles him when he treats him nicely? I don’t get it! I want good things to happen to him. I don’t want to watch him go insane from something out of his control every thirty episodes. Dedede isn’t treated like this, and he’s worse than Escargoon, objectively.
The anime starting with Dedede being nicer to Escargoon is a really, really good way for this issue to be remedied. Not only is the trope of a villain power couple way more interesting than “man in power beats his assistant who is clearly in love with him in Kirby of the Stars and has a choice to leave at any time in both versions, but doesn’t for some reason”, the latter is just unnecessarily cruel. Even if they don’t date or whatever, Dedede and Escargoon working together to formulate plans would actually be a force to be reckoned with, instead of making everyone that watches the show think “If Dedede is such an idiot, and Escargoon hates him, why haven’t the Cappies just killed him or something?”
Of course, you can have this and have the Escargoon torture porn episodes. Or! Just… don’t. Or make Dedede have an equal amount. Or is Dedede is still “more evil” in this scenario, make him have more. Listen, if Escargoon is still half-good like he is in the anime we got, he doesn’t deserve torture. I never understood this trope. Why do awful things happen to characters that aren’t actually terrible people? Especially for entire episodes?
I digress.
Let’s talk about Sirica. The fan favorite who was in... two episodes (or three in Kirby of the Stars)?
HELLO?
Are you insane, Kirby anime? Why is this character shelved for most of the series? She’s so goddamned cool! Are you OUT OF YOUR MIND? You packed this much character into one episode and not only is she shelved afterward, she doesn’t even get a satisfying ending so GODDAMNED KIRBY CAN BE COOL? This is not even addressing the fact that her mother died to make Meta Knight look cooler! You can read an excellent post about everything I’ve said here, said in a more compact way, but...
I feel like I’m going to scream at the top of my lungs!
I’m so sorry, Sirica. Let’s talk about how we can fix this.
First. Just put her in more episodes! It’s absolutely not fair that I can glean more character from her one episode than I can for Knuckle Joe, and he’s got THREE, but she still isn’t used! I can even think of an episode description right now, in like, two minutes. Here I go: The monster of the week needs to face an opponent who can change tactics quickly. We think Kirby can do it, but it’s still too strong. But wait! There’s a character with a SHAPESHIFTING GUN who can help Kirby defeat the monster! And the day is saved because Sirica is a relevant character in this scenario. It even draws a parallel to the Masher episode. This could also be fun to explore because Sirica is really stubborn and she might just straight-up refuse.
Also what’s up with Galaxia refusing her, by the way? What the hell, Galaxia? I just never understood that. I have no idea how to fix it, so I ended up having to write around it in my own writing, which was really annoying. I don’t see why she and Kirby can’t just fight together after that, even. She sits out for the rest of the fight after getting rejected by the sword. Like you still have a gun, Sirica, you don’t need to move around to use it. OH WAIT, NO YOU DON’T, META KNIGHT TOOK IT. THE ABSOLUTE MADMAN. IT’S BAD, MISOGYNISTIC WRITING!
Oh, I made myself upset. This was supposed to be a positive essay.
Some other miscellaneous ideas I have, that don’t need to be their own paragraphs: What’s with all the one-off characters that seem like they’re going to be important? If the anime was made today, the GSA would probably have a way larger role. If the anime was made today, it probably wouldn’t be episodic (See this video).
I don’t know how to write a conclusion, so here’s a little MS Paint drawing of Sirica instead:
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Thanks for reading, and sorry mobile users, if that glitch still exists.
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schalaasha · 5 years
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Top 20 Games of the Decade
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Hi, I felt like writing about my top 20 games of the decade because I kept thinking about it. This is a semi-ranked list, but I decided not to throw numbers into the mix since, really, outside of the top 2, I can’t think of how to rank the games prior to them. I also commissioned hyiroaerak (@/HRAK__S2 on twitter, https://hyiroaerak.weebly.com/work.html) for art to commemorate this occasion.  Our characters are cosplaying as characters from our games of the decade!
Mega Man 10
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I actually like Mega Man 10 more than Mega Man 9 out of the two platformer revival games in this series. Though a bit of background on this: Mega Man 4 is my favourite, and I prefer the games that are not 2, 6, 7, or 11, so I suppose that contextualises this for others.         Either way, despite it not having weapons that were as useful as Mega Man 9’s, I felt like 10’s level design and pacing worked more for me in my favour. Though I’m saying that as someone who liked the double fortress design in earlier games so that might invalidate how I feel.
 Time Attack mode from Mega Man 9 returns as well as Proto Man (but he’s unlockable right off the bat). It also has a proper Challenge Mode compared to Mega Man 9’s challenges, whereby challenges for certain levels or bosses are unlocked when you actually do it in the main game. Being able to play as Proto Man off the bat allows for the fluidity Mega Man had in 3 and beyond by letting you slide and use charged shots. I personally liked being able to play as Proto Man off the bat as while he has the 3 and beyond advantages for his moveset, he is a glass cannon and you still have to watch where you’re going.
 I feel like the levels were a little better designed and if I needed more of a challenge, Hard Mode was still there to cut my teeth on. I liked the colour schemes throughout the level maps a lot more than 9’s as well. The bosses felt particularly gripping and trading blows with them fit into a nice rhythm.
 It has more content than Mega Man 9 and I had a lot more fun with 10 than I did with either 9 or 11. The formula itself is pretty static compared to other Mega Man games, but I like simple things. Why fix what isn’t broken? It’s just a nice piece of cake at the end of the day and that’s all I really want.
  Trauma Team / HOSPITAL: 6人の医師
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When I started university for the first time in 2006, I was pre-med.  I eventually got sick and tired of the politics and people in the program (ie: folks saying they only wanted to go to med school so they can get rich or make friends with pharma reps who might give them perks), and I left the program to pursue program majors and a minor to prepare me for speech-language pathology instead.
 We had a Wii in our student lounge. My main university campus wasn’t exactly big and a lot of the people who hung out in the student center were kind of cliquey. I think I had the benefit of being really good friends with one of the guys who was the biggest social butterflies at the school so I got to meet a lot of people or get involved with stuff if I felt like it. So that meant I got to play with other students in games or wi-fi sessions during classes or after classes if I didn’t have to commute home right away.
 Because almost everyone I knew at my school wanted to go into medicine, everyone played the Trauma series. Some kids played Under the Knife during class. Some kids played Second Opinion on the Wii in the student lounge. Some kids played New Blood. This was before like… Farmville took over everyone’s computers at the time.
 Trauma Team came out way after that, and some of us were either graduating or staying in school an extra year because we didn’t know what to do after the recession or knew what to do but needed extra courses for graduate school.  So the Wii was free to use.  I don’t think people hooked it up as often anymore anyway. By 2010, a lot of us who had met each other in first year decided to go our separate ways, not even in the same majors or programs anymore. A lot of us either branched out into research, psychology, neurology (like me), kinesiology, epidemiology, forensics, genetics, etc. So Trauma Team for the rest of us who were still there was a good fit.
 Trauma Team took some influences from the 2009 Swine Flu pandemic considering that was when the development phase occurred. Now, I live in Canada, and Canada was one of the focal points for the 2003 SARS outbreak. This was when health bodies in the country decided to make some changes to how they respond to potential pandemics. A lot of things they tell medical students or any students studying health policy (like I was at the time) emphasized how different parts of the hospital or medical or health care staff need to work together in order to care for a patient. I actually find the different professions involved in Trauma Team useful and a reflection of what my class of 2010/2011 became later on (a lot of us graduated in 2011 and took an extra year).
 Diagnostics and Forensics were what I was really interested in since they don’t play the same as surgery/emergency medicine since they played out like a point-and-click. Later on in life, I had to look at so many medical reports and radiology reports and file them but by then I realised what my patients had but I can’t tell them myself since I’m not a doctor. But Trauma Team gave me a chance to do so and practice my terminology as a student. A friend of mine, who ended up becoming a doctor at a hospital in Toronto, really enjoyed endoscopy since it merely involved using the Wiimote as an endoscope and the nunchuk to steer. A lot of us played co-op too.
 The difficulty in Trauma Team, I felt, was decreased from previous games. But that doesn’t really spoil it. It was a varied game and it looks fantastic. It’s a shame that the game style hasn’t been replicated or given a sequel in later years, because while I’m older and my classmates are doing completely different things and I haven’t seen some of them in years, I’d love to take a stab at these types of games with a well-practiced laboratory technologist’s hand.
  Sonic Colours
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I think it goes without saying. My first community when I joined the old forum was the Sonic community. Just a bunch of people who were interested in talking about Sonic so much in almost every thread that we ended up making a community thread together. I don’t post in the new forum everyone is at but I still talk to mostly everyone via different social mediums.
 I wasn’t around when Sonic Colours came out but I think I remember reading the joy everyone felt when nearly universally everyone in that thread seemed to really like Sonic Colours. I remember the thread title still. I preordered Sonic Colours because apparently previews were saying it was… good? I didn’t bother playing Sonic Unleashed until after I’d joined the forum, but hearing Sonic Colours would be a return to form since I was one of those people who didn’t adjust well to the 3D games made me interested.
 Sonic Colours is everything I wanted from a 3D Sonic game. Or rather, a 3D version of a platformer. I didn’t really like where 3D platformers were going because they were hard to look at, hard for me to pay attention to, and to be honest I got dizzy while playing a lot of them since you’re expected to work in a 3D space as opposed to a 2D space so it was really hard for me to process. I really like the hybrid nature of the level designs that’s where Sonic Colours got me.
 Sonic Colours isn’t without its hangups: some of the levels are really short; existing mostly for ranking/getting red rings. Sonic’s jump is pretty floaty. The script is fairly short even if the jokes can be funny. Bosses are reused. Sonic Colours is not a perfect game, but the attempts it made were fantastic enough in its own right.
 The music continues to be great, but the areas are visual spectacles. Whatever you think of the series, it’s fairly undeniable that the games try to have style. From the lighting, to posing, to setpieces, to colours used in assets in the level design – Sonic has always had really great ideas.  Sonic Colours is no exception – areas like Aquarium Park, Planet Wisp, and Sweet Mountain have a variety of neat level ideas and they look good trying to execute it. From popcorn on the floor to one of the best darned water levels in all of video games due to the drill wisp, to a fresh take on a grassy knoll with beautiful music, Sonic Colours can bring tears to your eyes because of what it attempts. Terminal Velocity Act 2 is also one of my favourite parts of the Uncolourations games partially because it’s a well-executed setpiece, but it also showed me that maybe those 3D racing bits aren’t that bad.
 The bosses may be really easy, and the final boss ends far sooner than it should before it could perfectly execute its Kamen Rider reference, but I think the point was to fully enjoy the theme park that Sonic Team threw at you this time.
 In 2020 I like to say that out of all of the Uncolourations games, Sonic Unleashed is my favourite due to the balance it struck and its presentation/artstyle, and basically having one of the best soundtracks of the previous decade. But I recognise everything that Sonic Colours brought to the table. If it wasn’t for Sonic Colours, I wouldn’t be friends or acquaintances with so many people that I am with now.
  Kirby’s Epic Yarn
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Have you ever played a game that made you feel warm and toasty? Canadian winters can be really cold, you know.
 When I lived at my old run-down house, my old room didn’t have good insulation. Whenever it got cold, my room got really cold. I had my own personal heater because we didn’t really have a good heating system in my room either. So I only wore flannel pyjamas, wrapped myself in faux-wool blankets all the time, and went to sleep covered in at least four quilts or comforters (which is something I still do out of habit sorry). I used to make hot choco every day because it was just so cold in my room.
 I love Kirby’s Epic Yarn. Kirby’s Epic Yarn makes me feel warm and toasty inside because I think of being wrapped up in yarn and sheets and scarves and I just feel so happy. There are so many pastels used in KEY’s earlier stages that I can’t help but to feel toasty and happy when I’m playing it. It’s not the most challenging game. The game is really easy and all you mostly do is collect furniture, music, beads, and parts of the results wheel in every level, but I don’t think that’s the point of it. The point is just to have fun. Watching Kirby turn into a car to sprint, watching him turn into a little parachute or transform during those vehicle bits, you just can’t help but to feel so enveloped by the cute.
 Being able to interact with cloth by pulling a loose button and releasing something, taking off tags, pulling on stray thread, spin balls of yarn… it feels so fulfilling because it’s a clever use of the medium. It’s exactly what you’d do if you’re stitching or knitting. Placing furniture around Kirby’s little apartment makes the Animal Crossing fan in me so happy.
 I appreciate the lengths Good-Feel went to producing the level designs. They took photos of the fabric they bought and created the graphics that way. The music is calm and relaxing, with lots of woodwind and piano and lighter sounding instruments. The entire game feels so soft and sweet. It’s a visually-impressive game since everything animates incredibly fluidly.
  Cuphead
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Like anyone my age or older, I grew up watching a lot of older cartoons by Max Fleischer with watercolour backgrounds, hand-drawn characters with a lot of focus on expressions, rotoscoping, etc Lots of slapstick and musical scores out of that decade.  I would have never believed I’d play a video game that looks like that but here we are playing Cuphead this decade.
 Cuphead is a blend of that artstyle with older run and gun style games. It combines a gunning experience with puzzles, reflexive actions, and dying… and dying a lot. And learning. Underneath it’s cartoony and child-friendly veneer lies a game that is unrelentingly difficult. There aren’t really any checkpoints in the game save for one. You can’t regain lost health. It’s just you versus the game. You may spend hours on one single level learning everything about it. And you can’t beat the game until you finish off every other level on regular difficulty.
 Different levels have different forms: they can be run and guns á la Contra, which are actually, oddly enough, breathing room levels. They’re probably the “easiest” levels in the game. Other types of levels can be straight up shmup-like boss fights where you’re flying in a plane. They can be hard as a regular shmup.
 The best crafted types of levels are the ones that include platforming as part of their boss battles because they use the artstyle and ideas involved in the art piece as interesting platforming mechanics. You have a more limited control scheme but the scenario you’re involved in is really interesting and unique. You fight a woman in a play and the setpieces in the play change according to how far you are in the boss fight, for example. The game also has a parry mechanic whereby you can double-jump off of anything that’s coloured pink and fill your super meter in order to kill bosses faster. The parry cues change per boss so it’s really cool to see what they look like every time you encounter something new.
 I think while Cuphead can be utterly unforgiving, I think it should be experienced at least once for how much work was put into making things look so fluid and how creative every boss and level can be. It’s what I wanted the UBIart framework to eventually evolve into. I think the game’s aesthetics and sound are its own reward in addition to that feeling when you finally conquer That One Boss.
  Asura’s Wrath
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Asura’s Wrath was a game I was incredibly iffy on even buying at all. I heard about how the ending was part of paid DLC, that the game didn’t have a lot of gameplay, and that it was incredibly unremarkable. I don’t think I had a remarkably low bar or anything for this, but I decided to purchase it on the cheap.
 Asura’s Wrath definitely isn’t a game for everyone, and I feel as though it’s an acquired taste. The main character’s art might not jive well with everyone, the lack of ‘play’ will probably deter some folks, and its episodic nature/final chapter unlock sequence would probably get on people’s nerves. With that said, at first, it seems to be an action-cinematic game without necessarily expanding on the “action” part. A lot of it at first seems to be a bunch of QTEs to move the narrative along, with the narrative not necessarily being that strong in the first place. I think that’s due in part to the game’s structure initially. The first few chapters and the first act truly don’t seem very remarkable. The Buddhist and Hindu aspects of the game are very obvious and very central to the game’s plot, but at the same time, they don’t seem to be specifically mentioned whenever someone talks about the game to me. The Asuras were not one singular character or a god, but a race of warlike beings exhibiting wrath and pride. They were incorporated into Hinduism and Buddhism through their mention in The Rigveda. With that said, I was continually impressed by how many references—whether it was mere mention of regular terms/concepts/people, the artstyle and inclusions of things like lacquer skin, mandorlas, Vajras and Pretas, and also Siddham script—was included in this game. Asura’s Wrath ended up feeling incredibly natural and a nice way of shedding some light on non-Judeo-Christian religions.
 Anyway, I genuinely liked that the game felt like a playable anime. I don’t feel like the game would be as effective if it were put into another genre, or were less cinematic. It ends up getting its message across with its carefully-researched artstyle, great scene direction, well-composed music, and penchant for feeling like it was a fantastic shounen anime. I also feel like the game has more combo-based gameplay than people give it credit for. A lot of the complexities come to the forefront on Hard mode, and going for S-ranks and finding ways to do that quickly and effectively on higher difficulty modes is always an interesting affair.
  Ghost Trick: Phantom Detective
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I finished marathoning all of the Ace Attorney games in 2010. I don’t recall if I was doing it before Ghost Trick but I think what enticed me to get the game was its amazing animation. I hadn’t seen 2D sprites move that fluidly in a very long time. Characters have exaggerated movements, exaggerated dances (ie: the panic dance), and they have big flashy gestures to show off the game’s animation engine.
 You’re introduced to all sorts of eccentric characters, many of whom don’t overstay their welcome (Circus case from AA2, I’m looking at you). You have a desk lamp, a doggo, a dancing detective, a little girl who’s the focal point for one episode, etc. Everyone’s dialogue is relatively snappy, their expressions and animations make them stand out from others, and due to how everything is presented right down to the character art portraits, everything just jumps off the screen.
 Because you’re a spirit with amnesia, you’re given the ability to go through time, and also the ability to through environments by hopping from object to object and possessing them in order to influence what happens in the past to save people in the present.  This is just a path to trying to figure out who you really are or to find who or what killed you. A lot of the gameplay revolves around trying to figure out which objects to manipulate and when in order to influence an outcome. It makes the game partially point and click, but also partially a physics puzzler. I don’t think I remember a single object in the puzzle segments that was wasted. In other circumstances, you must manipulate time in order to save someone in their last four minutes.
 If anything, I feel like Ghost Trick is a necessary inclusion simply because of its style and attention to detail, as well as its sort but sweet story where nothing overstays its welcome. Its soundtrack also feels similar. The game is fairly consistent and nothing really changes in terms of progression over most of the game. But I see that as a plus as opposed to a minus for the most part. It helps to bring the game to a compelling and surprising conclusion.
  Assassin’s Creed: Brotherhood
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I marathoned all of the Assassin’s Creed games in one year prior to Assassin’s Creed III since I wanted to see what the deal was with the series because the first game wasn’t that great from a play perspective for me. The thing that resonates the most with respect to Assassin’s Creed for me is marshmallow-flavoured birthday cake and a bag of regular Bugles. I started this marathon on one of my birthdays that decade.
 Assassin’s Creed II is one of my favourite games out there, but Brotherhood adds so much to the formula despite its middling storyline compared to its predecessor. But that’s because most of Ezio’s growth happened in the previous game. He is a middle-aged man searching for the Apple of Eden, and while the story does not carry as much emotional impact, that isn’t exactly what I’m looking for with respect to the earlier AC games.
 One of the things I absolutely love about the earlier AC games is its attention to detail even if it isn’t necessarily completely accurate. At first I missed the fact that I could explore many different towns like I could in AC2. But then I realised how big Rome and its surrounding area is. Rome is gigantic, and it has so much attention to detail with historical buildings everywhere (which you need to pay to rebuild), old tapestries from the era, citizens dancing in the streets, lovers flirting with each other behind pillars, etc. There are more roofs and buildings to parkour over and between. The game adds towards that require you to take over them before you can use them to gain access to vendors and things to renovate. You can also find the glyphs (much like the ones from the previous game) to solve puzzles in order to gain access to more lore.
 I genuinely love the renovation aspect of this game. It’s more involved and a lot better than what the previous game tried to do with its economy. You renovate in order to gain access to shops, which in-turn generates income for you, and then you can renovate other stuff based on the income that you generate. It’s something that I’ve come to miss in later AC games. It felt a lot like a Suikoden game in some aspects.
 Platforming missions return in the form of finding parts of a cult and cutting the beginnings of a conspiracy off by its limbs. They’re faster paced than AC2’s tombs and there is more variety in terms of what you platform through. I like both types equally since one allows you to marvel at the beauty of a cathedral, while the other allows you to clock a few folks while making your way through a lair.
 In addition to the lairs, there are different types of missions for each faction that you forge alliances with, there are Da Vinci missions that involve new war toys and blowing things up in a scripted way. Assassin missions can vary in terms of how you carry out the assassins (albeit still scripted; improvisation was not a thing until ACUnity).
 The crux of AC: Brotherhood is being able to recruit assassins to your cause. Random citizens throughout Rome may be under attack by Borgia soldiers, and once you save them, they are recruited to join your cause. You level them up, send them out on missions, improve their gear, and ask for their help when you can and when they’re available. This feature gets expanded upon in later AC games but it gets a very good start here.
 Brotherhood is so full of content and a lot of little things that playing it for me makes it feel like comfort food for me. It may not have the best story and it certainly isn’t as memorable in that sense as its predecessor. But it’s so fun that I can’t help but to feel satisfied every time I turn it on.
  Pac-Man Championship Edition DX
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I played the original Pac-Man CE on 360 years ago at my cousin’s house, where they added a timer and a morphing maze to the base original game. I thought it was a neat novel thing at the time but didn’t think further.
 Pac-Man CE DX adds more mazes and more mechanics and more modes to the championship edition base. It added sleeping ghosts where, if Pac-Man moves near them, they wake up and they chase him around the maze in a line until you can finally eat them all and rack up a huge score. You can also elect to use a bomb at a small expense in order to save yourself and send ghosts to the middle of the maze again. These changes assist in maintaining the game’s flow and it never makes a score attack daunting or boring.
 Devouring big long conga lines of ghosts following you is so satisfying while you’re listening to a bumpin’ soundtrack and chilling out looking at the cool lights on the maze. Really and truly, while at its core, PMCEDX is a score attack game, it makes for a beautiful loving chill sensory experience and I couldn’t ask anything more from it.
  Deadly Premonition / レッドシーズプロファイル
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I think I, like a lot of people, was introduced to this game via the GB series. I didn’t have an Xbox 360 so I eventually imported the Japanese version for the PS3. The game’s dub was already in English; the text was in Japanese and it was pretty easy and reasonable to get through. Deadly Premonition actually the Guinness World Record winner for most critically polarizing horror video game since the reviews at the time were so all over the place. And yes, I will contend that Deadly Premonition is definitely not for everyone.
 I am not the type of person to play shooters. I actually hate them a lot. I don’t like gushing blood in video games, and I don’t really like the act of murdering someone in a game. I used to play a lot of survival horror games when I was younger on the PS1 and PS2, but a lot of the time you’re dealing with the undead or oddball things going on around you so it’s not nearly as bad I think. It’s funny; I deal with people’s bodily fluids and body parts all the time in real life as part of my job (ie: I’ve had to help dissect someone’s stomach before fresh out of the operating room), and it doesn’t bother me. But the mere act of seeing it done or doing it, makes me feel squeamish. I don’t like it. I don’t even like watching blood being drawn from me or needles being stuck into me, even though I’ve done it to other people as part of my work.
 For the most part, inexplicably, in Deadly Premonition, you’re dealing with the undead anyhow. I’m not the best person at shooters, but I certainly know what’s a good one and what isn’t.  Deadly Premonition is not a very good shooter. It’s really janky. Some of the weapons don’t make sense in terms of how balanced they are. The controls are also really janky. This is not really a surprise considering the game’s strength wasn’t supposed to be its shooter aspects. In fact, those parts weren’t even supposed to be there.
 Deadly Premonition is often cited as an artistic piece or a good game simply because of its story and character writing.  It has an excellent main character who was cast almost perfectly. It has a lot of eccentric characters filling the town of Greenvale to help you solve the murder mystery or help obstruct it. The end result of having an unreliable narrator works out in the game’s favour. It helped sprout pop culture references, weird humour, quirky dialogue and more. I have certainly never watched Twin Peaks but I got the allusions either way since the show was so big. Slowly uncovering how every cast member lives their lives throughout the town and every day makes you more emotionally connected with them.
 Greenvale is more of a sandbox than just a place where a crime is committed. You can play darts. You can race cars. You can do a ton of sidequests somewhere that will reward you elsewhere. You can collect trading cards??? You can carry some lady holding a pot everywhere? You can taste-test for one of your coworkers? You can do a lot of stuff that makes zero sense but I still end up enjoying it all anyway.
 It looks like a PS2 or Dreamcast game or something and I almost found that utterly endearing in the era in which it was released. The soundtrack itself is so dissonant and doesn’t always fit the situation. Sometimes the sound mixing is so all over the place that it often results in making a scene more hilarious than it should be. There’s a song that’s just… American Idiot… on the soundtrack for some reason. Along the way, you start wondering “is this game real? Am I real? Is this really happening right now?” and yes, yes it is.
 In the end, because of its cult success and getting people talking, it allowed Swery 65 to make more games. Deadly Premonition was lightning in a bottle for him. He followed up with D4: Dark Dreams Don’t Die (unfortunately in limbo). He cowrote Lord of Arcana and Lord of Apocalypse. He recently released The Missing. If anything, I’m more interested in what he makes. I’m eagerly looking forward to The Good Life.
  999: Nine Hours, Nine Persons, Nine Doors
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Text/Puzzle-adventures, rather than pure visual novels, became a staple of some players’ libraries due in part of the popular Ace Attorney series, Professor Layton series, and whatever Mystery Case File games that were published by Nintendo. 999 is not a pure visual novel. It’s a puzzle adventure game with visual novel elements. With art by Kinu Nishimura and a story written by Kotaro Uchikoshi (who had a few visual novels under his belt), it was difficult for me to ignore this game. I was also at a point where I really wanted to get into a lot of the games that Aksys published so it was a natural choice to buy.
 A lot of the localization and language in this game was edited so that while it stays true to the spirit of the original language, a lot of care was put into making the dialogue and writing sound natural in the English language versus going line by line exactly. It worked out in the game’s favour because the script was fairly large. Based on Uchikoshi’s past games, he likes to ask a question and generally incorporate some pseudoscience in his narratives. 999’s version of pseudoscience ended up being morphogenetic fields (see: Rupert Sheldrake). This theory ended up the basis for a few characters and it is the way the story unravels. He also took inspiration from another older game of Chunsoft’s: Banshee’s Last Cry where the player is put into an unsettling position right off the bat. Indeed, 999 starts the player in media res, but the player is already in trouble when you begin to control the main character.
 The puzzles were added to the game so that it would be received well by a wider audience than just visual novel readers. They were naturally and seamlessly integrated into the experience that the game became almost wholly about the puzzle rooms and whatever flavour dialogue occurred during the puzzle rooms. A lot of inspiration seems to have been taken from browser-based escape games like the Crimson Room from 2004. Escape the Room games were a subgenre of point and click adventure games and it was nice seeing the concept integrated in a narrative experience that wasn’t Myst (see: http://www.fasco-cs.net/ for more information). Due to the puzzles being a fundamental part of the game’s story, with them getting more and more difficult, the final puzzle for the entire game at the end of the true route is both a relief and also incredibly impactful due to using both of the DS screens and also revealing a lot to the player about the narrative.
 If I had criticism for the game, I feel like it would be having to play the game repeatedly, doing the same puzzles repeatedly in order to unlock another prerequisite ending for the true ending. I did not play the later port which rectifies this but I’m not entirely sure that being able to see the branches would be great for the game either. I also feel like, just like a lot of Uchikoshi’s writing and previous games, that when the characters start cracking jokes when they have to urgently do things to not die, the tone feels a little off.
 With that said, 999 is one of the more compelling text/puzzle-adventures from last decade, and it uses its native platform to its advantage. There weren’t a lot of games that used the DS screens to convey a narrative properly but when you are faced with the revelation that the game was using the two screens for a remarkable reason, you feel like the game is a natural and powerful addition to any DS library and gives significance for the dual screens.
  Metal Gear Rising: Revengeance
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The funniest thing about Metal Gear Rising was that I actually disliked it at the beginning when I first started playing it. I didn’t know what I was doing half the time, and I didn’t ‘get’ the parry mechanic. At first, I guess I was playing it for the sake of playing it? It definitely took me a while to even warm up to it. The camera was obnoxious (and still gets to be obnoxious in some places), and I felt incredibly nauseous while playing it sometimes.
 It wasn’t until I got to the Mistral boss that I finally … found what I was looking for… I’m sorry. I’m serious, though. Metal Gear Rising truly shines during the boss battles. When I finished that particular boss battle, I’d reflected that I was smiling like an idiot the entire way through. I don’t think I’d fought satisfying boss battles in years prior to that. Returning to previous chapters told me that Platinum really likes to frame and teach players via trial by fire. Learn to parry yourself, here’s a test to see if you can parry well and you can get a trophy for it, here’s the final test to see if you can even parry (Monsoon). I loved that Metal Gear Rising threw a lot of what we knew about Metal Gear Solid out of the window, with a significantly interesting score, boss battles that centre around the climax of a battle (expertly done via excellent sound design as I noted in my SotY writeup this year), and a more interesting and personable version of Raiden. It relies far more on offense than defense and stealth, and that’s okay to me. It ends up separating Raiden even more from Snake.
 The final boss is a love-it-or-hate-it sort of affair, and I ended up loving every single part of it. I felt like it was one of the best final bosses in years. Don’t know how to parry? You’re fucked. Don’t know how to use the game’s other offensive rush tactics like Defensive Offense and running? Good luck. The game makes sure you try to know how to do these things before even bothering to attempt the boss, with the major roadblock being Monsoon. And if you can’t parry by then, the game brutally tells you that you aren’t doing it right by making the boss battles ramp up to significantly require you to use one of the game’s core mechanics for elegant combat. This isn’t the most elegantly-designed game whatsoever. In fact, it can be really sloppy. With that said, it’s one of the better action games I played all decade.
  Papers, Please!
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Papers, Please is work. It feels like work because it is work. You can grant freedom and admittance to people, or you can just take their freedom away or not permit them to cross the border. Everything you do is controlled by the government, or by rules and regulations. If you do something wrong, you’re written up. Do enough wrong, and your pay is cut. Do enough wrong and your pay is cut multiple times, and you can’t provide enough for your family. Everything about the game just feels like work. Even right down to the end of the day when the whole thing feels like a budget calculation and spreadsheets. Everything about the game’s UI feels a lot like work. Where do you allocate space to do your job? How much money do you allocate to heat/food/medicine? It ends up feeling very tedious, but somehow fulfilling.
 You are an immigration officer in a fictional Soviet state. The interesting part of the game is that it doesn’t only feel like a job, but it also feels like government and self-evaluation. You end up studying why the government keeps regulating the border the way they do, and thinking about how mundane the job can be. You know that people’s livelihood and family lives hinge on whether or not they cross the border, and sometimes your penchant for following the rules and disallowing people across the border may be called into question when people plead with you to go through. Do you accept docked pay so you can reunite people or save people from slavery, or do you do as you’re told and live with the consequences of your actions. In a small way, your ethics are called into question. It’s a nice reminder that a lot of things, despite people being people and having their own stories, generally seem to come down to bureaucracy and pieces of paper as opposed to a full understanding of humanity or extenuating circumstances.
 I’d also like to add that Jorji is one of the best characters of 2013 to me. I think his glass half-full philosophy / if at first you don’t succeed, try, try again philosophy is something to look forward to whenever I encounter him in-game.
 In many ways, Papers, Please feels a lot like the Milgram experiment. Are you going to make cruel judgement calls to separate a family, or keep people in slavery because the authorities and higher-ups essentially tell you to do your job so you can keep your family healthy? Papers, Please in many ways is written incredibly well. It doesn’t use reams of text to make you understand the overall premise of the game but through your actions, you’re also helping to tell the story. That’s the sort of weird and wonky player “agency” that I find interesting.
  World of Final Fantasy
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The Final Fantasy series had a better decade than the last decade, I feel, considering the quantity of releases increase from the previous decade.  However, it had a lot of growing pains to deal with at the beginning of the decade. Final Fantasy games sell well all the time, and more people playing games than ever, it makes sense that sales numbers continuously increase. Attach rates aren’t as large.  Final Fantasy XIV came out in 2010 and it was not a good game at all to the point of having to be structured for its 2013 re-release. Final Fantasy XIII had mixed reviews, as well as its subsequent direct sequels.  Final Fantasy All the Bravest wasn’t exactly the best mobile debut for the series. The brand also suffered from dilution – the Final Fantasy name was attached to almost anything and everything for the sake of sales, and numerous spinoffs were released and the quality varied.
 Final Fantasy Versus XIII and Final Fantasy Agito XIII, originally planned to be part of the Fabula Nova Crystallis setting with Final Fantasy XIII were renamed and rebranded/redesigned to be their own titles: Final Fantasy XV and Final Fantasy Type-0. Both games also had mixed reviews and multiple delays. If anything, I can probably say that this decade was the most divisive for Final Fantasy fans.
 World of Final Fantasy came out during the same year Final Fantasy XV. I think I’ve made my feelings about Final Fantasy XV fairly well-known.  Perhaps my feelings about that game influenced how I felt about World of Final Fantasy but as someone who has played this series for decades (for reference: the first game is one year older than I am, and my first Final Fantasy was the first game), I felt like World of Final Fantasy was a love letter written to fans like me. I am a long-standing fan of the series over the course of decades and have been through its up and downs, and while I don’t like every game in the series (we all know how I feel about half of the games in the series, after all), I can still look at them for their influence on the rest of the series.  I also like the newer games equally as the older games and dislike and like games from all of the eras, so I don’t really have issues with how the series is represented in general unless the games are really bad.
 World of Final Fantasy feels like a Kingdom Hearts-esque exploration of the Final Fantasy games while throwing Pokemon into the mix. It involves a lot of older references as well as bringing new references in and throwing it into a presentation mode that fans of all ages can enjoy. The main characters are chibi which fits right into how the older games represented characters, but they can also grow taller to represent how the newer games are represented. You can create stacks of party members according to their height and balance well accordingly out of classic Final Fantasy enemies and characters in order to battle against other classic Final Fantasy characters, villains, and monsters.
 The game is exactly what I wanted a mainline Final Fantasy to look. It retains a cartoony look, embracing stylization while adding so much detail to the areas’ setpieces so that they also stand out while the characters move around on the map. I also felt like the score was also a brilliant blend of old and new: with Masashi Hamauzu composing the score but also remixing older Uematsu themes to fit within the context of the score. The score was loftier compared to Hamauzu’s older works and the strings, synth, and piano works incredibly well to bring the game’s world to life.
 The idea for WoFF was to try to bring younger fans into the fold, hence the Pokemon-like influence for using and rearing many classic FF enemies so that children could start to recognise them. The loftier script was also written in-mind taking into account both lighter storytelling from older FF titles and some darker bits taking into account newer Final Fantasy games. I’m not too sure that SE was very successful with bringing younger fans into the fold, but the way the game was written fit well with what I remember liking about FF for the first few games I had played. I also enjoyed that characters were chosen for their involvement to the plot versus them simply picking the most popular ones. This is why we got characters like Eiko and Shelke as well as regular FF mainstays. All of the characters were woven into the story well, as citizens of Grymoire as opposed to characters who just have their regular identities transported into Grymoire instead.
 I felt like the Pokemon mechanic was handled well. I even loved it enough to have the idea commissioned in combination with our FFXIV characters.  I liked that it changed up whatever skills you had access to, it influenced your stats, and it looked adorable to boot.
 I would absolutely love to see a mainline game made by this team because I felt like the loose style of storytelling and worldbuilding made for a very good Final Fantasy game, and in essence, WoFF was the real Final Fantasy XV to me. It felt more “Final Fantasy” than a lot of the games released in the same decade, or even compared to ones released in the previous decade. It was a nice step and touch to demonstrating that there were staff members who remembered what Final Fantasy is to older fans.
  Va-11 Hall-A
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I’m too young to have a big attachment to older PC games like the ones on the MSX or the PC-88/98. But I’ve always had a fondness for their graphics and their music, like sometimes I feel like I was born in the wrong time or something. It’s one of the reasons why I gravitated hard to the PC Engine—I felt like it was a way for me to finally experience stuff like that.
 Valhalla is supposed to be a bartending simulator but in reality, mixing drinks is a bit of a break and distraction between the visual novel bits. Usually if you’re stuck in a futuristic landscape akin to Bubblegum Crisis or Blade Runner, you’re asked to investigate a mystery or explore it. But nope, you’re a bartender making drinks and making enough to scrape by and pay your rent. You hear a lot about the world from various clientele while you serve them drinks but you don’t necessarily have to do anything with the information they give you.
 I worked as a medical administrator for a few years and over that time, I got to hear a lot of stories, meet some famous people (like been on TV people or youtubers or people who got paid to do things for celebrities), and just meet a lot of neat and interesting regular people. I got to hear stories about people’s health or their personal lives or witness people falling in or out of love. You don’t necessarily have to do anything with that information (in fact you can’t due to patient confidentiality), but the stories become sealed in your head. I can’t help but to think of some of these people I met for those few years or where they are now. I actually run into some of them at my current lab so I keep getting to see some of their stories. You eventually learn how quickly icebreak in situations like these to make people feel at ease or find a topic of conversation while they’re waiting. I even used my phone to gauge news because a lot of the time when I got home, I was too tired to do anything or getting news in the palm of my hand was incredibly easy to do.
 In this sense, I understood Valhalla. It may look dull and it doesn’t look special but you’re the one who makes it so that it doesn’t have a dull moment in the bar. You’re the one who has to make it enjoyable even if your pay sucks. Because you don’t want to be miserable either. It’s through the conversations with others that you learn about Jill because she has to add commentary too. Everyone has a different way of requesting something and it’s up to you to figure out how to decipher it. It’s a lot of like practice in being in the service industry.  You need to consistently gauge a conversation in order to actually give the client what they want to unlock more conversation.
 The pacing in this game may be a little slow, but it doesn’t feel like a hindrance because the writing is really good. Something always happens to keep you interested or you have to mix drinks to keep yourself on your toes. The humour comes across well, and nothing really falls flat. Part of the reason why I feel like the writing is genuine is because the game’s developers wanted to write something that reflected how they live in Venezuela, akin to laughter in the middle of despair according to the developers. The writing is balanced well with the music and the visuals which makes the whole package a wonderful experience.
 This game also has Rad Shiba so it belongs on the list by default.  
  El Shaddai: Ascension of the Metatron
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I had gone to Catholic Schools all my life. I was even in a nursery school operated by nuns when I was a toddler, and they always tried to get me to write with my right hand instead of my left (which left me ambidextrous for some things lol).  Because of my experiences with religion growing up, I absolutely had questions and doubts and concerns with metaphysics, theology, and epistemology. Every Catholic, I think, as they grow up and have to take religion classes, and having to take what the province mandates as metaphysics are somehow inserted into math and biology syllabi without even being mentioned in the coursework at all, questions it. And that’s okay. You should. The best religion and philosophy teacher I ever had growing up always said we should question everything we learn including what he taught us.
 Going through school, though, and reading the Bible and having Bible study, my friends and I always sorta wondered what it’d be like if a game was made about this stuff?  I know it may be a little sacrilegious but there are so many stories in there that would fit a game. Throughout my life, as I became acquainted with others from different branches of Christianity or other western religions, I talked with others who played games who… surprisingly had the same ideas and desires?  It probably won’t ever be done. El Shaddai is inspired by the Book of Enoch and while it is considered as non-canon in most Christian and Jewish sects, I guess it might come close to what some of us wanted.
 El Shaddai was a game that I picked up mostly because I bought almost every niche game back then. I just looked at some of the trailers, thought it looked just okay, and picked it up because I felt like Ignition was going out of business and it would be a novelty item. Ignition did not have the best reputation among the people I talked to back then. I played Lux-Pain whose localization left a lot to be desired. Nostalgia was a middling RPG. Arc Rise Fantasia’s localization left a lot to be desired despite being a good game. Deadly Premonition had an English dub already but the text localization wasn’t that great. I felt like El Shaddai was the most polished game that Ignition released. They got incredibly great voice actors, including Jason Isaacs. They developed a score attack combo ranking system for replayability. They had a fantastic art director and background art. They made two bishounen that screamed for female audiences to pay attention.
 All of it didn’t exactly work out for the time the game came out, and I always contended that the game was released before its time. Unfortunately, all the effort put into El Shaddai didn’t exactly save Ignition. I feel like if El Shaddai were released in the later half of the decade, it would have been accepted. However, I also feel like its marketing was mishandled. It doesn’t feel like a Devil May Cry successor. It shifts between genres continuously. It is very much like Nier in this regard: it is not for everyone and it has its own unique feel that sets it apart from other games.  It is also a score attack action game, not a hard character action game.
 One thing I really enjoyed about El Shaddai was that all of the setpieces aren’t exactly the same. It ranges from a watercolour painting to abstraction to 2D children art to more abstraction to Final Fantasy VII and keep going like that. It references rhythm games, 2D Platformers, racing games, action games, Devil May Cry (with its own brand of Devil Trigger to boot), and other genres to create something that syncs up very well with the rest of the game due to lore reasons: different enemies prefer different things so that’s why each environment looks different or the gameplay styles may be a little different. I’m okay with this because it shakes things up per chapter and the game doesn’t feel stale at all. You’re expected to adjust to new mechanics per area.
 The combat is a lot like Rock-Paper-Scissors, where certain weapons beat other weapons, or some bosses change which weapons they’re weak against (and the game gives you other weapons so you can adjust accordingly during fights). The weapon you wield also modify your platforming abilities (ex: one allows Enoch to dash, one weighs him down, etc), and they also vary in terms of character strength. In order to obtain G-rankings for each stage, the player needs to analyse which weapon would be the most useful for certain enemies and combo while guarding, guard-breaking, and stealing enemies’ weapons.
 I am putting El Shaddai on this list because I really enjoyed it for what it was. It’s a brilliant score attack action game with a fantastic soundtrack and fantastic art design. It made for a pleasant sensory experience and made some religious figures fairly compelling with good character designs. It’s definitely one of the most rewarding and prettiest score attack games I’ve played this decade.
  To the Moon
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Everyone goes through life with regrets. I’m in my thirties now and I think I’ve done things I’ve regretted, or I didn’t other to do something and I’ve regretted that. Kan Gao was inspired by his grandfather’s illness when he was writing and making To the Moon, he’s noted that when he gets old and when his time would come, he might end up regretting some decision he’d made throughout his entire life.  Everyone goes through that when faced with introspection. You can have the courage to love, you can feel pain, you can live your life fully, or not live it enough. To the Moon explores this, and while the writing isn’t the best and can be a little messy (this gets improved on in Gao’s later sequels to this game: A Bird Story and Finding Paradise), I understand what To the Moon was trying to accomplish. To the Moon is an exploration of everything that life throws at us, and the results of the decisions made throughout our lives that touches everyone and everything around us until our time passes.
 Eventually you build up so many wishes and have a big bucket list but eventually there will come a time where you won’t remember why half of those things are on those lists.  To the Moon relates the story of Johnny Wyles, an elderly man on his deathbed with one wish: to go to the moon. The problem is that he could not remember why. The general flow of Gao’s games have involved two scientists from Sigmund Corp, specialising in wish fulfillment at the end of someone’s life, creating memories for people in their final moments to generate comfort for the patient. How ever you may feel about the moral implications of generating false memories for someone prior to their end of life, this is merely a set up for traveling through time to understand what the patient had wanted and what they’d accomplished.  
 Johnny’s character revolves around another character with an ASD. I will also note that my brother has autism (compounded with a multisystem syndrome). While the central focus was on Asperger’s Syndrome (Tony Attwood books being mentioned in the game), I’m a little happy that ASDs are being brought up in games and the game truly hit home for me. The writing may not be stellar, but I felt that the theme of the impact of medical disorders was communicated well. Particularly the theme of why communication and connections with others is so difficult for those with ASDs and those who take care of those who have ASDs. It’s easy to sympathize with the characters trying to express what they mean to each other.
 The game itself is relatively short. Regardless of its length, players must confront some uncomfortable situations and emotions that people struggle with daily or even at different points in our lives. I’m older now and I appreciate this game a little more since I’ve come to experience more of what the game had been trying to tell me a decade ago. The writing may not be the best, and it can be a little messy at times with respect to how it’s presented and written, but a lot of its messages come across as utterly genuine. Slowly unraveling the reasoning behind Johnny’s desire to go to the moon is beautiful. This game is quite human and I appreciate all three games that are a part of this subseries that came out this decade.  I am looking forward to more.
  Nier Gestalt
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If you’ve played a Drakengard game or the first Nier game at all, you kind of know what you’re getting into.  Not the best graphics of the decade, plays pretty janky, having bosses that can be difficult to manage, etc.  So going into Nier Gestalt in 2010, I knew what I was getting into. Not a lot of people bothered playing this game since I don’t think it got as much promotion considering it came out during the same year a mainline Final Fantasy game got localized.  Nier also got a little scrutiny since the west got a different protagonist from the Japanese version.  I will say that this worked out in its favour, since the protagonist being one of the central character’s father versus her brother makes for a better, more interesting story than having yet another shounen protagonist.
 I will support the case that, like the Drakengard games before it, Nier Gestalt was difficult to get into. The gameplay is jank.  Easy is too easy.  Normal doesn’t drop enough stuff to warrant playing on the mode. Hard can be a little hard but eventually it evens out. I generally used spears for the charge portion of the combo but in the end it doesn’t necessarily matter what weapon type you use. It doesn’t even matter if you use magic or not unless the game prompts you to do so. It’s either broken or not and the game doesn’t have a set balance for anything. Combos are boring and you’re essentially mashing a button. Even playing through the Nightmare DLC for extra drops, it continues being like this. I was used to playing shmups so it wasn’t necessarily revolutionary that AoE attacks looked as though they were spat out from a shmup either.
 I wasn’t quite understanding why game started acquiring a cult following, because what I’d played of it was pretty boring and standard. “It’s just a regular ARPG starring an older character versus a young protagonist,” I said to myself. I guess that was the reason.  I didn’t quite understand why, even past acquiring Kaine, because I guess I accepted that there weren’t a lot of NPCs and certain towns were the way they were due to, what I surmised were, RPG conventions. It wasn’t until I finished the questline for the brothers, where their mother tried to run away with a man and abandon her children, that I finally started to understand.
 Within every substory, there was something that resonated with someone.  I couldn’t fathom why someone would want to abandon their responsibilities, and at the same time I understood. Sometimes you just want to take care of yourself. With the way the older brother sort of understood why even through his anger and disappointment, it resonated with me. I finally ‘got’ the story, so I wanted to play more. This became one of those rare games where I played only for the story and lore and abandoned any hopes of the gameplay getting better.  I fished, I upgraded weapons, I did enough sidequests for the trophies. I almost platinumed this game, but since the drop rates are so terrible for this game, I didn’t.
 I started enjoying the game for what it was. It was genuinely a fun romp where it feels like everyone taking part in the game’s design contributed something unique and something they were fond of.  If you read any interview from Emi Evans from this time period, you’d realise language is something she’s particularly fond of, so much of the composition and lyrical content of every song was a phoneme from any language that would make it sound like an evolved or a sort of Esperanto version of a current language. This came into play with the game’s lore, and many of the interviews were interesting to read from back then.
 Many of the game’s stages borrowed from different genres of video games. There were the obvious shmup references, the rail shooter reference, the visual novel reference, the Resident Evil/fixed angle horror game reference, the Shadow of the Colossus references, the 2D platformer references, the Zelda references, the top-down puzzle game references, etc. For what the game lacked with respect to its combat, the game excelled at reliving genres and putting maps together in such a way that it felt like an ode to other games and genres that inspired it. The City of Façade’s language being a loose phoneme reconstruction of Japanese felt right at home with the dungeon’s Zelda references complete with Zelda fanfare for me. The Forest of Myth being one long visual novel was so hilarious and unique at the same time.  
 Playing more of the game and opening up the lore with every playthrough was neat. I don’t particularly like when games waste my time, but Nier made each new playthrough worth it. Killing bosses quickly for a trophy, redoing dungeons to see the enemies’ perspectives, and unlocking more of the story and learning more about the world that came from a Drakengard ending felt satisfying. As someone who was studying linguistics at the time, constructing nonsense words from drops out of different morphemes to act as accessories or armour was really amazing for me.
 Much of Nier felt organically put together, from characters’ writing and what they wanted from each other, to the dungeon design, to maybe even the combat design… it felt like a truly special game made from the heart with as much lore as it could possibly include. I had purchased the Nightmare DLC primarily to get weapon drops and while it isn’t nearly as interesting as the rest of the game, it has some implications for the lore. The music and resulting soundscape lends so much to the worldbuilding and includes many peoples’ languages from the area with French, Japanese, English, German, etc phonemes thrown around to sound utterly organic and special.
 At the end of this, I have come to realise that despite saying to myself that I never played this game for the game… I’ve been lying to myself this entire time. I actually did play the game for its game parts. Those are the bits I remember the most about it, and they’re the reasons why I genuinely loved the game. It’s unforgettable for me and it’s why it’s one of my favourites in general.
  Final Fantasy XIV: Heavensward
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I did not care about MMOs in my late 20s because I was far more focused on finishing school and actually working hard in my field. I think by the end of university, I barely played games because I literally didn’t have time for them. I probably stressed myself out a lot. I threw myself into a semester where I had what felt like 500 evaluations, had to study a lot, had to write papers, and I ended up breaking up with my ex-boyfriend amicably. I was on my own a lot and to be honest, I think I felt okay that way. I think maybe others thought I was unapproachable.
 My best friend now turned fiancé had been begging me to start playing Final Fantasy XIV for a really long time, since he was in the beta prior to its 2.0 release. I made excuses and said I won’t play until a speedster class was implemented since nothing really stuck out at me. In reality, I was mostly busy. Well, Ninja got implemented late 2014, so I ran out of excuses. I got a copy of ARR but to be honest, I didn’t have time for it and I didn’t play it much so I didn’t bother to try harder since my focus was elsewhere.
 Luckily, I got into a semester where I didn’t have that much coursework to think about so I ended up playing XIV more. I caught up during ARR and really my intention was to only play through ARR and finish the story and quit. But my fiancé’s friends were so nice and welcoming to me. When the servers shut down for Heavensward maintainance and I’d finished the ARR storyline literally that night, I made the conscious decision to buy Heavensward. By that time, I was falling a little too hard for my best friend and I really liked my newfound friends. I wasn’t ready to leave Eorzea yet.
 Of course, I had some quests to finish up during Early Access so I didn’t get the opportunity to play with anyone I knew during the main storyline for Heavensward. Heavensward was leaps and bounds above anything I experienced in ARR. The story was well-written, the English voices were recast and given better direction, character deaths were meaningful, a smaller cast made for good character building, the environments were large and you could only assume things happened in each area eventually (they didn’t in the long run), each area was different, it reminded me of Canada… Heavensward made me feel at home.
 Almost every job felt built on, since nothing was really truly culled. A lot of what you got felt like an extension of what you already did. The three new jobs didn’t start out too well or too balanced. Machinist was a mess. Astrologian felt weird. Dark Knight had some growing pains but probably performed the best out of the three once the Alexander raid was implemented given that its specialty at the time centered on magic defense. I was one of the five people who really liked bowmage since it required you to think before you cast but you still did a lot of damage if you thought before firing. I swapped to an omnihealer main officially halfway through the patches because my fiancé requested it.
 Heavensward had a lot of growing pains. For all the team did for the base game, they took a six-month vacation to recharge. 3.1 wasn’t really worth the wait and a lot of people quit the game or stopped playing because nothing really meaningful was added to the game other than a faceroll raid, poorly-tuned exploration missions, and two dungeons. Gordias earlier in the expansion nearly killed the raiding community as a whole.  3.2 didn’t fare too much better, though it did add the best raid tier that has yet to be topped. 3.3 was when FFXIV solidified itself as an MMO with a grand story to tell, with one of the best conclusions a Final Fantasy game had seen in almost a decade. The sound design was near-perfect for this patch, and it was when a lot of us genuinely felt comfortable with the game and its future. Heavensward wasn’t perfect; it still had its missteps and balancing issues, but it was the most comfortable and profoundly skilled I’d ever felt with the game.
 Final Fantasy XIV may not be what it used to be.  I feel old and I feel like I’ve played the game for a really long time.  Now while it’s riding the wave of success, currently having the best story Final Fantasy has seen in a very long time, I can’t help but to remember Heavensward when we finally felt assured about the game and it felt like a cohesive gift to players who were active at that time.  I got to know so many people during Heavensward, and now I’m engaged to my best friend partially due to our experiences together playing at that time.
  Undertale
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The late half of 2015 was a really bad year for me. The first half was really great. I started playing FFXIV often, I finished the hardest year I’ve ever had of my 9 years of university so far with high grades and was going full-on hard into my residency year, I fell in love with my best friend.  I was pretty happy since I finally felt very successful.
 If anyone can recall (or this may be new to the person who is reading this), towards the end of 2015 my dad was falsely accused by our neighbour of possession of a weapon (it was a gardening tool), and he had a restraining order put against him so he couldn’t live with us anymore.  My little brother is severely disabled so that’s why I still lived at home so I could help out.  Without my dad around, it was so much harder.  I came home from my days at the hospital every day after a 12-hour day, had to babysit my brother since my mom still cooked food to carry for my dad who had to live at my aunt’s, somehow had to find time to study for my licensing exam and do some work for school and my thesis, had to find time to socialise a tiny bit otherwise I’d go crazy, maybe had to take my brother to his appointments by coming home a little early, and then had to find whatever time I had left to sleep.  I stopped posting on message boards because I literally had no time to do so and I wouldn’t have anything of value to contribute to discussions either.  
 I detached myself from a lot of people. It was actually kind of lonely. It was really hard. I lashed out at people when I shouldn’t have. I don’t look back on those days other than the bright spots with fondness at all.
 Before that, everyone was telling me to play Undertale but I sort of didn’t want to? I felt like the fanbase was sort of making the game unapproachable around the time it came out. By the end of the year, I was so out of the loop about games that I didn’t give a hoot.  A friend of mine, Shadow Hog, bought the game for me on Steam. I still have the e-mail message for it.
 My now-fiancé got his own copy so we could play it together because at that point I didn’t want to do much of anything alone. I was actually sinking deeper into depression and verging on a mental breakdown. I was not mentally sound and every single week it felt like someone had to save me from doing something stupid.
 I started Undertale and I didn’t really think much of it at the start.  I can’t remember when it started clicking with me but maybe it was around the time I got into a battle with Tsunderplane and Vulkin and got to Hotland that I gave up and started having fun with it because it was just… silly. It was time to let down your hair and have some fun for once and not feel completely guilty about it.
 The idea of having to win and achieving a certain ending by sparing your enemy isn’t necessarily new – SMT’s demon negotiation, Silent Hill 2’s morality system, and MGS3’s fight with the Sorrow have some sort of sparing mechanic. The hybrid of a turn-based battle system with enemy negotiation, as well as dodge system inspired by a shmup makes every encounter both strategic (ie: having to avoid bullets while also sparing enemies in a set order per battle) and consistently active.  Unless you are going for a certain other ending, you cannot just sit there and hold down the attack button and expect to win.  That said, this makes a lot of encounters a little longer than a standard RPG battle, but the flavour text for each uniquely-designed enemy makes many of the battle worth it. Undertale isn’t a hard game unless you’re playing on a certain route. But I don’t necessarily think the gameplay part of Undertale speaks properly for it. The dungeon maps are relatively simple. They all have their little gimmicks. The battle system is relatively easy to understand.
 The reason why Undertale has such a prolific fanbase is primarily because of its character writing and ability to make and use memes properly enough that they catch on. Many of the characters are easily encountered early, are easy to draw (propels a lot of fanart), and understand due to the character writing. What also helps is that the game is 4-6 hours long, and it came out at the right time with the right kind of word of mouth.  Undertale could have easily fallen into the sea like so many other RPGs before it but it didn’t.  My fiancé and I were shopping for work clothes one day at a store that sells business clothing, construction clothing, and scrubs. He was wearing a shirt with the Delta Rune on it since he loves game shirts that are relatively subtle. Even then, one of the sales clerks pointed it out and was pretty excited to see it.  It was pretty crazy to both of us how popular Undertale had gotten.  I don’t think the popularity was unwarranted. I think it’s a fantastic game, helped by a considerably lengthy varied and catchy soundtrack. Granted, I was not as exposed to how explosive its popularity was when it came out. But I understood why so many people liked it. It wasn’t for its gameplay.
 As I progressed through Undertale, instead of thinking of the lore (which was well-written), I was thinking of how the monsters treated your character with respect and love because you treated them that way.  They didn’t go out of their way to fear you, and welcomed you as one of their own.  In the end, they were hesitant to even kill you, and you were hesitant to kill them.  Even then you still had the spare/save commands.
 At the very end, you only had the Save command.
 And that’s how I felt. When Hopes and Dreams started playing, I couldn’t help but to cry. When I was repeatedly nudged to press the Save command, I didn’t actually feel like the game nudged me to do so. That was something I wanted to do. Just remembering how depressed I was when I started playing this game and then progressing to its true end with Hopes and Dreams and SAVE the World playing, I couldn’t help but to feel like my hopes and dreams were still alive.
 Even if I was going through a really hard time in my life, hope was still there as long as I had people around me that supported me all the way through. That was the time in my life that I realised who my real friends were. And in the end, I felt like Undertale told me my friends saved me and that my dreams weren’t crushed, now matter what threw at me.
 And that’s why it’s my game of the decade. It may not be the most perfect game that came out this decade or the objectively best-crafted, but it did so much for me. When I was prompted for my game of the decade, Undertale was the first thing that popped into my head. I didn’t question it. I just knew. I don’t think we’ll get another Undertale again in my lifetime, but I’m glad to say that I gave it a shot and I love it for what it is.
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ashtoncreative · 5 years
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The Digital Dudes
2/03/2020
Nate, Matt, Ethan and I came together as all of our passions seemed to be lined up into the same type of project. All of our skills come together nicely so we felt like we would work well together in a team.  We first came together when we realised we had the same interest in creating an educational play experience through programs such as Unity and Photoshop to create a game which teaches young or new coders how to think like a coder.  We started brainstorming ideas for this initial project which we had, talking about what kind of style of play experience it would be, we considered turning it into a tower defence type of style which would involve the player having to protect their defences by using either code or enemies which are playful designs of coding languages you have to fight with correct formats.  We knew that we couldn’t settle for this project as it wasn’t developed enough and wanted more to go off of, so we decided to do some Shut The F*** Up and place as many ideas onto sticky notes as possible within 10 minutes 
The wall wasn’t sticky enough so we moved lots of our ideas onto a table as well. By the end of this exercise, we had plenty of ideas to talk about and possibly develop. 
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We had multiple ideas which were similar to others, so we went through them and categorised them length-ways so it was very easy to see which ideas we were the most interested in as they were longer compared to the ideas we weren’t as interest in which were obviously shorter.  The longer bunch of sticky notes were all related to play experiences (game), then came artistic, then relatable, theme, competition, art, environment, puzzle, and humour. 
We laid these out on our table and discussed through them, spoke about the ones which we could playoff and the ones which most likely would go nowhere. 
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3/03/2020
The beginning of this day, we piled in as many ideas as possible onto our shared google doc, sorting through the ideas which we did during our session of ‘Shut The F**** Up’. This way, if we lost any of our sticky notes we had a digital copy which all of us could view on our own laptops while we used these words to come up with new project ideas and purposes. 
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Just by the colour coding we’ve added, it’s very visible that the Artistic, Game and Relatable categories are larger than the others, which is what we focused on as we brainstormed new ideas. 
Here’s where the ideas started to come out, through group discussion we would take turns going through our words we collected and throw out an idea that uses some of these words. Some ideas were solid, some not so much. They were all collected on our shared google doc. 
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My personal favourites ideas were:
Non-free range cage, also through Virtual Reality: Baiting humans into coming into a small cage/box, making them realise how horrible it feels. Impacting them to realise that they’re in the same conditions/experiences that badly treated farm animals are in. Through the use of Virtual reality, we could either physically drop a cage on them as they are distracted or use Virtual Reality to put them through simulation.
Interactive Burger Making, emissions (VR): The audience creates their own burger out of wooden/plastic ingredients we place in front of them, with RFID chips, different types of meat (vegan, beef, chicken), when they create their burger, they turn around and the screen displays what their emissions are by what they chose to eat.
Happy to Horror Game: The video game starts off as happy and bright, it works as a simulation when you do things that are harmful to the environment the colours begin to darken, teddy bears begin to grow teeth, things get scary. After some ideas, we decided to tackle all of our ideas through the Thinking Hat process to help eliminate the ideas which weren't great and build on ones which had potential. This is what we used as our guide: 
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After going through these ideas, we spoke with Charles, receiving feedback such as needing context for our concept and to confine our thinking. Funny enough, this is the same feedback I receive 99% of the time at the beginnings of a new project. 
In order to grab context for our method, we did another round of ‘Shut The F**** Up’, this time focussing on genuine topics we are interested in as individuals so we could discuss them and decide which idea sparks the most interest among us and result in a more obvious path of where to head next. 
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4/03/2020
To start the day off, we began by discussing what we want the purpose of our project to be and what we are hoping to achieve. After some discussion we came up with our beginning purpose:
Putting users through an out of world experience to show them the effects of Dissociation. 
Together, we have decided that the working title of our group right now is The Digital Dudes. We all want to expand our knowledge in digital elements and grow our skills in these areas which involve creating play experiences and Virtual Reality. 
Right now, our project is aimed towards Teenagers towards Young Adults but can be more broad in the ages to a more mature audience. 
We have all agreed that we will be putting in the same amount of work and effort as each other, and if one of us begins to slack off we will meet with them and discuss with them that they need to step up in order to avoid previous conflicts we’ve all experienced in previous groups. 
Going through the hats again with our current ideas
Right now, we are more going off of our social disassociation/anxiety idea, which we feel also links to the judgemental nature of human beings and social judgement. Putting the black and yellow caps on to discuss the brights and lows of this topic. 
Organising on Trello, creating a road map
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6/03/2020
INDIVIDUAL RESEARCH
Dissociative Disorders
https://www.youtube.com/watch?v=XF2zeOdE5GY
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Dissociative Disorder is categorised into three main types:
Depersonalisation/Derealization Disorder
Dissociative Amnesia
Dissociative Identity Disorder
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Depersonalisation causes you to feel a detachment from oneself.
Derealization causes the actual world around you to not feel fully authentic, it begins to feel as if you’re not in control of your own body and instead you are watching a movie of your own life (Emotionally/physically numb, Weak sense of self, Deadpan speech, Trouble forming relationships). 
Other symptoms of Derealization is having an altered sense of time, and brain fog/lightheadedness and also are prone to anxiety. 
Dissociative Amnesia is when someone blocks out/forgets important personal information. For example, forgetting where they lived as a child, or what their own mother looked like.  
Dissociative Identity Disorder the covert traits of this are sudden and dramatic shifts in the way someone thinks and feels, and in some cases, the characteristics of a totally different person. 
Overt dissociative identity disorder has 2 distinct identities/alters. This causes them to often speak and behave differently, have acquired tastes, views, ages, genders and even nationalities. But they sometimes are not aware this is happening to them.
Dissociative Identity Disorder
https://www.youtube.com/watch?v=ek7JK6pattE
A YouTuber who’s known as Anthony Padilla interviewed individuals who are diagnosed as having Dissociative Identity Disorder. In the video, all of these individuals mention how they have a personality who takes the role as their ‘protector’. 
What is the Uncanny?
http://eds.a.ebscohost.com.ezproxy.aut.ac.nz/eds/detail/detail?vid=0&sid=8fa25e80-9a89-4f88-9f52-83ae9783a45d%40sessionmgr4006&bdata=JnNpdGU9ZWRzLWxpdmU%3d#AN=135356993&db=vth “I propose a definition of the uncanny: an anxious uncertainty about what is real caused by an apparent impossibility. First, I outline the relevance of the uncanny to art and aesthetics. Second, I disambiguate theoretical uses of 'uncanny' and establish the sense of the term that I am interested in—namely, an emotional state (a kind of anxiety) directed towards particular objects in the world which are characteristically eerie, creepy, and weird. Third, I look at Edgar Allan Poe's 'The Fall of the House of Usher' as a means of drawing out the conditions that I claim are essential to uncanny experiences, and then elaborate the terms of my proposed definition. Finally, I show how the definition accounts for two paradigmatic kinds of uncanny phenomena: cases of 'uncanny resemblances', which include twins, doppelgangers, and very lifelike representations of the human body; and unlikely coincidences of events.”
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mikumutual · 5 years
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answers aa themed questions nobody asked because i’m cool and sexy
also i havent played the 5th or 6th games so
YOUR FAVOURITE…? 1. Favourite Ace Attorney game? honestly? phoenix wright ace attorney! everything’s fresh, there aren’t many weak characters, and the plot is remarkable (especially the fifth case). the whole trilogy is really good as one unit though 2. Favourite case? 1-4, 1-5, 2-4, and 3-5 are tied lol, i can’t make a decision to save my life. 2-1 is really really funny tho 3. Favourite defendant? as a defendant, lana skye. as a person, edgeworth 4. Favourite prosecutor? as a prosecutor, franziska von karma. as a person, edgeworth 5. Favourite ship? wrightworth obviously... ive probably put more thought into them over the last 3 years than any other ship 6. Favourite victim? probably mia fey or gregory edgeworth... but for non-relevant victims, neil marshall :( 7. Favourite murderer? shelly de killer, i LOVE that guy. but dee vasquez was very cool as well 8. Favourite assistant? maya fey!!!!!!!!!! but i like kay faraday a lot too (im so sorry ema) 9. Favourite witness? adrian andrews... or maybe iris? i mean i didn’t like iris but god what a person 10. Favourite quote? “It doesn't matter how many underhanded tricks a person uses... The truth will always find a way to make itself known. The only thing we can do is to fight with the knowledge we hold and everything we have. Erasing the paradoxes one by one... It's never easy... We claw and scratch for every inch. But we will always eventually reach that one single truth. This I promise you.” - Miles Edgeworth i made this one of my senior quotes :]
YOUR LEAST FAVOURITE…? 11. Least favourite Ace Attorney game? uh fucking apollo justice. literally what the hell was that 12. Least favourite case? turnabout visitor wasn’t very strong? i guess it’s fine as an intro, but it’s also wonky with the timeline of aai 13. Least favourite defendant? max galactica. he’s better in the anime though 14. Least favourite prosecutor? manfred von karma, obviously. i like every other prosecutor (who i know of) though, even winston payne is pretty funny in hindsight 15. Least favourite ship? “miles edgeworth/female oc”. there are a lot of bad ships though, mostly involving phoenix & his assistants. dont do that please 16. Least favourite victim? zak gramarye for kickstarting that shitty, shitty game 17. Least favourite murderer? again mvk... but also fucking frank sahwit LMAO 18. Least favourite assistant? i guess trucy 19. Least favourite witness? fuck everyone from turnabout big top unless it was the anime episode 20. Least favourite memory of Ace Attorney? repeatedly trying and failing to download the emulator for aai2 hbjsjhdb i eventually got it but someone had to send me the download fully pre-patched and i felt kinda useless DO YOU PREFER…? 21. Phoenix Wright or Apollo Justice? phoenix wright. fuck that “GOTCHA!” mechanic jesus christ 22. Maya Fey or Trucy Wright? maya fey. nothing personal against trucy but i just dont like aj hbjsdjhsdb also maya is really sweet and fun and she has the best sprites. she seems like she’d be a good friend, it’s too bad that she doesn’t have the time for them as a spirit medium and all :( if maya ema and kay got to hang out together itd be wild 23. Investigations or trials? trials are easier in my opinion because investigations have several things you could be doing without such a linear style, so if you miss something, you won’t really know until you wander around forever 24. College Phoenix or Hobo Phoenix? college feenie!!!!! he’s like trilogy feenie but more emotional and less witty. i like to pretend that hobo phoenix doesnt exist 25. Klavier Gavin or Kristoph Gavin? who would say kristoph 26. Ace Attorney or Ace Attorney Investigations? ace attorney but only because phoenix is in it lmao. im actually rewatching a playthrough of aai now, and playing aai2 at the same time, so while it is on the mind, i feel like the cases characters and mechanics - while loved - don’t hold up to the OGs 27. Apollo’s perceive, Phoenix’s magatama, or Athena’s Mood Matrix? i actually kinda like the mood matrix more than anything because it has a really good UI and the magatama is kinda grating. but FUCK the gotcha mechanic it is SO FUCKING STUPID and IMPOSSIBLE TO USE.  where is logic chess 28. Ace Attorney trilogy or Apollo Justice and Dual Destinies? you already know my answer to this one 29. 3D models or sprites? i do like the 3d models a lot but i like the original sprites more! imo original pixel sprites > 3D models > HD sprites. mostly bc the hd sprites are garbage (see here, here, and here) 30. Ema Skye as she is in Rise from the Ashes or Ema Skye as she is in Apollo Justice? rfta !!!!!! shes actually really nice as an assistant, esp considering the fact that we actually see her interact with her sister, which is something maya didn’t have very often. also her random appearance in aai was well appreciated by me
MISCELLANEOUS 31. Did you like what they did to Phoenix in Apollo Justice?
NO I AM SO FUCKING MAD WHY WOULD THEY DO THAT TO HIM ISN’T HE A LAWYER WHY COULD HE NOT JUST DEFEND HIMSELF FROM THE FACT THAT HE “FORGED EVIDENCE” IT WASN’T EVEN HIS IN THE FIRST PLACE SOMEBODY ELSE FORGED IT AND HE DIDN’T KNOW THAT, MANFRED VON KARMA GOT AWAY WITH A FUCKLOAD OF NONSENSE AND SO DOES EVERY OTHER LAWYER SO WHY IS IT THAT PHOENIX CAN SURVIVE EATING A POISONED GLASS NECKLACE AND GETTING HIT OVER THE HEAD WITH A FIRE EXTINGUISHER AND FALLING FROM A BURNING BRIDGE INTO A RUSHING RAVINE AND BEING HIT BY A CAR BUT HE CAN’T FUCKING DEFEND HIMSELF LIKE HE DOES IN EVERY OTHER CASE BECAUSE THAT’S THE POINT OF THE GAME AND ALSO HIS ENTIRE CHARACTER
32. Your opinion on Dai Gyakuten Saiban? haven’t played it! it looks pretty cool though
33. Do you think Dai Gyakuten Saiban and/or Miles Edgeworth Investigations 2 will get localised to the West? doubt it, since the creators have said that it won’t be. but the fan translations are pretty good, so i think it’s okay
34. Do you think Miles Edgeworth should get another Investigation-game or do you think another character deserves a spin-off? i mean he already has two, so i guess he doesn’t need another? like i love edgeworth but he’s not as fun without phoenix around. ngl i would play a franziska game. or a maya game, or any spinoff revolving around a side character. hell i’d play hotti game if it meant it took place in the trilogy era
35. Opinion on the soundtrack of the Ace Attorney-franchise? REALLY good. really really good. i love how each game of the trilogy has different composers but each track has the same theme and feel!!!
36. Do you like where the franchise is heading or did you prefer the atmosphere in the original trilogy? seriously absolutely completely prefer the trilogy. i’m sorry but the rush of youth and trust is way, way more enjoyable than whatever “i’m 35 and therefore middle aged” nonsense is happening in the 2020s
37. Capcom suddenly announces that Phoenix will no longer appear in the Ace Attorney franchise! Your reaction? He’s been replaced by Penny Nichols. Fuck you.
38. Capcom suddenly announces that the Ace Attorney franchise has ended for good! Your reaction? it was me i ended it
39. Would you like there to be another Ace Attorney/Professor Layton crossover game? i didnt play it but i really like the idea!!!!!! aa crossover games are really funny to me, i mean have you seen edgeworth in project x zone 2, lmao
40. Would you like an Ace Attorney anime? we have one now! honestly i don’t think it did a very good job of representing the cases, but it did do a good character remix of turnabout big top so that they’re not creepy anymore. they also did a really good job with the anime-specific cases, like the one on the train! it feels a lot better paced when it’s intended for that medium rather than just adapted.  also the childhood episodes made me cry
41. Opinion on anime cutscenes in Ace Attorney? like in 5 and 6? mm, the art style is kinda weird, and i don’t really like the voices, but i guess not everything can be pachinko and prozd
42. Would you want to play an Ace Attorney game where you take on the prosecutor’s role? YEAH ACTUALLY!!!!!! it might be kinda weird being on the right side of the screen though lmao
43. Do you like having DLC in Ace Attorney-games? uhhh i hate having to buy extra things, but i’ll admit that they are pretty funny
44. Opinion on Lamiroir’s storyline? i only played aj so if shes in other games idk but i thought she was fine
45. One thing you think the Ace Attorney games can improve on? stop having creepy characters please. also jesus christ if phoenix and edgeworth arent wearing rings in aa7 i will become the ceo of capcom myself
46. Capcom suddenly announces an Ace Attorney movie! Would you like it to be based on an already existing case or would you like an all new storyline? i mean the musical did a pretty good job of adapting existing cases, so it might as well be new. it would be kinda hard to balance the games’ timeline & character development without being repetitive or an au
47. Capcom suddenly announces an Ace Attorney movie! Would you prefer it being live-action, 3D animated or 2D animated? stylized 2D animation, probably? i would want it to feel more like into the spiderverse than an anime, though. in my dream ace attorney movie, they’d just need a high art budget, several plausible deniability wrightworth scenes, and prozd to voice edgeworth
48. If there could be an Ace Attorney crossover with whatever franchise you’d like, which one would you choose? (Does not need to be a video-game franchise) your turn to die is probably closest in characterization, although its premise is more “locked in a room” than the open-world investigation of aa
49. Opinion on recurring witnesses? (Wendy Oldbag, Lotta Hart, Larry Butz, etc.) honestly, i like them a lot! i don’t know why people hate them so much - i mean, i know lotta lied, and wendy is a horrible old flirt, and larry just kinda sucks all around. but they’re also pretty funny to have around! larry is a constant comic relief who reminds you how much better nick & edgey are in comparison, lotta is likeable as a general character (like in 2-4, although yeah, not remarkable), and wendy oldbag is really funny. she’s so fucking funny. none of you appreciate wendy oldbag’s quirks and you are SLEEPING ON IT!!!!!!!!!!!!
50. Do you think Dual Destinies deserved its M-rating? no idea, holy shit, it got an m-rating? i mean every game before it has had blood violence and very mild swearing, and since DD probably doesnt have anything too sexually risqué, i doubt it deserves a rating any harsher than the rest of the series
okay thanks thats all
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5 Most Wanted Legend of Zelda Manga!
The Legend of Zelda manga series is something I was totally unaware of until recently, but I’ve pretty much fallen in love with it. So while I desperately hope and pray for a legendary edition of Twilight Princess, I thought I’d break down the top 5 Zelda games I’d love to see join the line up of Akira Himekawa’s wonderfully charming manga adaptations of the series!
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5. Skyward Sword
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As one of the only 3D Zelda games not to receive an adaptation as it stands, Skyward Sword is a pretty safe bet for a diverse, chunky story that would translate very well into a manga. While Himekawa has sort of touched on this entry with his 32 page manga in the Hyrule Historia, which acted as a prequel to Skyward Sword, we’ve yet to see a proper, fully fleshed out manga adaptation of the game as a whole. And I really don’t think anyone would be mad about this being the next choice after Twilight Princess (that is, if Himekawa plans to do more. I really hope so).
4. A Link Between Worlds
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I’ve only just started A Link Between Worlds, but I’m absolutely loving it so far. And considering we’ve already seen ALTTP get its manga adaptation, it doesn’t seem far fetched to me that its sort of sequel could be going the same way. I love the art style of this game, as well as the new characters and the painting mechanic that would look really cool in a manga. I know I haven’t played a hell of a lot of this yet, but it’s pretty clear how cool this would be on the page.
3. The Wind Waker
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Phantom Hourglass, WW’s significantly less beefy sequel, has already had its adaptation, but somehow Wind Waker hasn’t. Translating the story of Link traversing the huge, open ocean of a submerged Hyrule would make for a pretty awesome looking manga, before even taking into account the story. Basically, I think they’d be missing out a lot of good content if they skipped out on adapting the first appearance of Toon Link.
2. Link’s Awakening
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Link’s Awakening is an entry in the series I’ve never really paid much attention to, but the recent announcement of a Switch remake got me way too excited. So mostly, that’s why this one is placed so highly. To put it simply, the overarching story for this one, while simple to a point, is so brilliant and the setting of Koholint Island is adorable. And so is the Windfish!! And Marin!! There’s little else for me to say about this other than ,,,, art style would be cool pls give me cute island Zelda manga.
1. Breath of the Wild
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I honestly can’t tell you how much I’m in love with Breath of the Wild. The beautiful and expansive world, the funny, charming characters and the story that’s stripped back and simple, but still impactful enough to make you cry like a big baby. It’s my favourite game of all time. So of course I want to be able to read it too. As arguably the least linear Zelda game (apart from maybe the very first one), it isn’t the most obvious choice for a manga adaptation, as it doesn’t tend to follow an A-to-B plotline like say, Ocarina of Time. But I think that’s what would make an adaptation more intriguing. In what order would Himekawa choose to portray the events of the story? How many of the recurring side characters would make an appearance? How would he portray the various boss fights, infiltrating the divine beasts, exploring the destroyed Hyrule Castle? Is there potential here to show a post-calamity Hyrule we never got to see in the game?? So many cool possibilities and I would beyond stoked if this ever got manga’d. 
Hey, so this probably wasn’t the most concise or detailed post I’ve ever made, but I had to get my excitement out somewhere. Have you got a Zelda game you desperately want to see get its own manga adaptation with a spicy legendary edition cover?? Let me know down below! Thanks for reading!
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A Retrospective on Ace Attorney: Dual Destinies
               Being someone whose online presence began in 2006, gaining a peripheral knowledge of the Ace Attorney series was unavoidable. Still, I knew relatively little for quite a while: I knew that there were attorneys, and that two of them were named Phoenix Wright and Miles Edgeworth; I knew (from the many memes) of “Objection!”; and I knew that at one point, Phoenix cross-examines a parrot. This, along with its popularity in general, was enough to give me a mild interest in the series, but not one strong enough to inspire me to ever make the effort to try it out, at least not until that effort became considerably easier with the release of a free demo for Dual Destinies on the Nintendo 3DS eShop. Everything about this demo instantly endeared the series to me: the immediately charming characters, the excellently funny writing, and the series’ hallmark rush of endorphins from uncovering a lie and watching a cornered witness squirm. I had been in the market for something new to play, as I would shortly be spending three months studying abroad and knew in my down time I’d want the comfort of sitting in bed with my 3DS, and this demo solidified Ace Attorney as that something new. Being about to leave the country, I unfortunately had no time to track down a physical copy of the then-nine-year-old first game in the series, limiting my selection to what was available through the 3DS eShop: Dual Destinies.
                Dual Destinies, being the fifth main entry in the series, is by no means an entry point. But it was mine, and I fell in love with it. My first playthrough was overwhelmingly positive. I was enamored with everything about it, completely surprised to learn that beneath the often wacky exterior, both of the characters and the plot, there was a real depth to the game. I even considered it among my top ten favorites of all time. Later in the year, Phoenix Wright: Ace Attorney Trilogy would release on the 3DS eShop, and I would also acquire a copy of Apollo Justice: Ace Attorney. Through playing them, I would learn that this depth is the core of the series’ identity – that is, fun, lighthearted, and clever murder mysteries hiding truly emotional storytelling and excellent character arcs. I would also learn that all of those games were better at this than Dual Destinies, as my second playthrough of it was overwhelmingly unremarkable. My third playthrough, just recently completed, seemingly confirmed this and resulted in a 3,500 word critical essay exploring how the game shoots itself in the foot by attempting to do to much and succeeding at none of it. Yet, unbelievably, as I spent this time elaborating on my negative feelings, I found I had more to say about my positive ones. This doesn’t mean the game doesn’t do too much, because, oh, it does. But there’s just enough good in Dual Destinies that the end result is not one that entirely fails to succeed at what it attempts, just one that fails to capitalize fully on its potential.
               To understand Dual Destinies, it’s necessary to understand where the Ace Attorney series stood just before its release. The original trilogy of games is frequently and rightfully lauded for its stunningly well done ending, which manages to neatly wrap up major plot points and give nearly every character arc a satisfying conclusion – namely, that of main character Phoenix Wright. For all intents and purposes, Ace Attorney could have ended right there, and series creator Shu Takumi indeed intended as much. When it was decided that a new game would be produced, however, Takumi smartly breathed life into it by introducing an almost entirely new cast for what became Apollo Justice: Ace Attorney: newcomer lawyer Apollo Justice, along with a new investigation partner, detective, prosecutor, and… Phoenix Wright. Phoenix’s inclusion came at the insistence of Takumi’s colleagues and against his wishes, but I’m of the opinion that the final product works. Thanks to a seven-year timeskip, the game avoids stepping on the toes of his character arc from the original trilogy while managing to still do interesting things with him. His role as mentor to Apollo creates a fine (if not strictly necessary) through line for the series, and the overarching plot of him having been set up to lose his attorney’s badge and working to prove his innocence is a good one. Some complain that Apollo himself never really does much in the game, and this isn’t an inaccurate assessment, but a protagonist whose agency is constantly usurped by people with a better grasp of what’s going on is a great setup for interesting character development. Only, the game never really feels like it’s making that point (and, spoiler alert: Dual Destinies does nothing with that, specifically, either). Rather, the problem is not that Apollo lacks agency in and of itself, but that he lacks agency specifically because at the end of the day, this is not his game – it’s Phoenix’s.
               It’s for this reason – that Apollo Justice is not really a story about Apollo Justice – that Dual Destinies raises eyebrows with its first moments. Granted, Phoenix Wright: Ace Attorney is not so much about Phoenix as it is about Miles Edgeworth, but unlike Dual Destinies, its sequel, Ace Attorney: Justice for All, doesn’t immediately introduce a new playable character. This character is Athena Cykes, a fledgling attorney who stands out well enough, being more energetic and chipper than Phoenix or Apollo. The setup for this case, Turnabout Countdown, is one of the more interesting for an introductory episode: a courtroom has been bombed, Apollo’s injuries sustained in the bombing make him unable to lead the case at the last minute, and Athena is thrust into the courtroom alone with her childhood friend’s freedom on the line. The game uses the same shortcut as it has in Phoenix Wright and Apollo Justice to help the player connect with Athena (that is, making her terribly nervous) and as a whole, she’s a fine character. It’s nothing about Athena herself that causes unease – it’s the fact that her existing at all begs the question of whether or not Apollo with get justice (pardon the pun) in this game, and if Athena is doomed to suffer the same fate that he did in his debut. The game spares no time compounding these fears, as Athena, struggling in court, is soon saved by none other than Phoenix Wright, who takes over as the playable character halfway through the episode. Not even a full episode into the game, it begs the question of how it will manage to be all that it wants to be: sequel to Apollo Justice, introduction of Athena Cykes, and return of Phoenix Wright. Already, it feels like Apollo has been shoved aside for Athena, who is soon shoved aside for Phoenix. The game will eventually do interesting things with all three, but it never quite assuages the suspicion that it could’ve done better had it narrowed its focus.
               Turnabout Countdown now moves Athena into her alternate role as co-counsel (and investigation partner in later episodes), which causes the unfortunate shelving of Trucy Wright, whose relationship with Apollo after the previous game had plenty of unexplored territory that this game is uninterested in touching. For this loss, Athena offers something to gain: the Mood Matrix, this game’s new gimmick. This is a step up from Apollo’s Perceive ability as it involves some amount of critical thinking, but not much. The Mood Matrix is an admirable attempt to innovate and provide new gameplay for trial chapters, but unfortunately only seldom amounts to more difficult thought processes than “a witness wouldn’t normally feel happy when something bad is happening” and “a witness wouldn’t normally feel surprised when nothing surprising is happening.” Additionally, the explanation for how Athena makes it work is a bit goofy – it relies on her “special hearing” and “listening to a witness’ heart,” which feel like clunky ways to describe hyper empathy. Coupled with the sensory overload she’s described as having experienced as a child, it seems obvious Athena could be autistic, but the game doesn’t confirm this, which is a missed opportunity, especially when it results in such awkward ways of describing her “special ability.” The Mood Matrix has no penalty for wrong answers, so in the few instances where there’s a semblance of a challenge to these segments, a guessing game suffices, which doesn’t help it feel like any more of a worthwhile addition to the game. While on the topic of penalties, this episode provides the first opportunity to experience the excellent quality of life improvement to Game Overs, no longer bumping you back to the last save point, but simply starting over from the point where the player failed. Having to hold the B button to skip through a mountain of text you’ve already read has always been more of an annoyance than a fitting punishment. The penalty system is effectively meaningless because of this, but it can still serve as a personal measure of skill, which is ultimately for the better.
               The Monstrous Turnabout turns the clock back to show how Apollo (playable this time – a relief) and Athena first meet. Like all “filler episodes,” this provides an opportunity to enjoy some character interactions and have their personalities shine. It feels the most like it belongs in a sequel to Apollo Justice out of any episode in the game, starting with Apollo and Trucy taking a casual trip together, before Apollo is once again turned into errand boy, tasked with tracking down new hire, Athena. The fact that Phoenix has been traveling and looking out for new recruits is a nice detail that fits well with the mentor role he took on in Apollo Justice, and as Ace Attorney has always had a found family aspect to it, seeing the Wright Anything Agency expand is welcome. Plus, Apollo and Athena play off each other well, so though it’s unfortunate to see Trucy out of the spotlight, this episode is an overall win in terms of characterization. The case itself, despite featuring the novel premise of a murderous yokai, is mostly unremarkable. It, like all second episodes, begins the inclusion of investigation chapters, which are disappointingly neutered in this game. While other entries have occasionally whisked you away to your next destination, much of where to go and who to talk to was left up to the player. This game constantly ferries you around to exactly where you need to be, which may have been an attempt to streamline and avoid frustration, but ends up robbing the player of a sense that they’re leading the investigation on their own. None of this is helped by the fact that the Examine option is now restricted to only vital areas, especially a shame because all the scenes in the game are beautifully rendered and look great with the 3DS’s stereoscopic 3D turned on too. This case is also the first to show off the new Revisualization mechanic, which tends to come at the end of a case where a previous game would have had a character talk through “turning the case around” and is a fun way of adding visual flair to those moments.
              The most important contribution from this case, though, is the debut of new prosecutor, Simon Blackquill. As with every prosecutor following the first game, he’s equal parts actual character as he is gimmick. This time around, the gimmick is that Blackquill is a convicted felon, standing in court with shackles and having to rely on his pet hawk to deliver evidence and harass others in the room, as opposed to, say, a whip or a cup of coffee. It’s a fun new idea, and the moments where he inevitably breaks out of his shackles in each episode are consistently entertaining. He’s additionally accompanied by his minder and new detective for the game, Bobby Fulbright. It’s unfortunate to not have endlessly unhappy, but always amusing Ema Skye return from Apollo Justice, but Fulbright is a solid replacement. His “commitment to justice” schtick is grating, but in a good way, making him sufficiently annoying but easily enough manipulated into being valuable for the defense’s investigations.
              Now is the best time to talk about the DLC case, since after the second episode is the best time to play it. For Ace Attorney’s first foray into paid DLC, this is definitely a success. It enriches the main game, but the five episodes that comprise Dual Destinies are by all means a complete story on their own. For its price and length, it’s certainly worthwhile, especially given that Turnabout Reclaimed is the best case in Dual Destinies. It tells the story of Phoenix’s first case after regaining his attorney’s badge, so I’ll take this opportunity to say that this is a great plot point. The ending of Apollo Justice hinted that it would happen, and it just feels right to see Phoenix back in his iconic blue suit (especially with a spiffy update that helps sell his role as an older, seasoned mentor). As with everything in this game, though, it feels like a plot point that would have been better served by having more time and focus devoted to it, rather than sharing the stage with the development of two more protagonists. Ignoring that, it’s an excellent case on its own. Taking on the defense of an orca in court feels like only a logically step for Phoenix, and in an obvious callback to one of the best moments in the first game he even cross-examines the whale, though an earlier fake-out where you can either request to do the same, only to have your request shot down by the judge, or choose the correct option and have the judge express surprise that you didn’t make the request, cheapens its impact a bit. Sasha Buckler, the second defendant in the case, is the most likeable defendant in the game (besides Athena, anyway), and Marlon Rimes is the only culprit with any degree of pathos this time around. A revenge plot against a whale is a little silly, but at least it’s something, and it’s nice to see Rimes’ coworkers sympathize with his grief and welcome him back to the aquarium openly. More than the rest of the game’s episodes, it feels like it tells an impactful story on its own, something that makes for the best Ace Attorney cases. Pearl Fey also makes a return here, with welcome confirmation that she and Phoenix have remained friends over the eight years since her last appearance, but her personality is bafflingly untouched despite having last been seen as a nine-year-old. Considering the traumatic events she experienced at the end of Ace Attorney: Trials and Tribulations, this is disappointing. Truthfully though, exploring her character any further would have only made an already-bloated game feel even more stuffed.
              Periodically, Dual Destinies has been making references to the so-called “dark age of the law.” This is ostensibly a major plot point, but in practice is more the vague idea of a plot point. The game cites the fact that a felon is serving as a prosecutor as evidence of this “dark age,” but this fails to sell the idea well when Blackquill doesn’t particularly stand out among the series’ existing cast of equally wacky prosecutors. It also claims that Phoenix’s case at the center of Apollo Justice’s story, where he presents forged evidence, helped usher in the “dark age,” which at least means that these two games have something to do with each other, but Phoenix never appears to feel any responsibility for this until the end of the game, so it too falls flat. The only time the game actually properly shows what this “dark age” entails is during Turnabout Academy, which is the episode’s strongest point. Professor Aristotle Means, with his “the ends justify the means” preaching, feels like an embodiment of actually tangible ramifications of the “dark age.” That attorneys shamelessly forge evidence to win their cases is bad, but that Means is successfully indoctrinating high school students into his mindset shows the sorry state of the Ace Attorney world’s legal system far better.
              Means is instantly hateable, and his ideological differences with victim Constance Courte make him particularly suspect, but the writing does a good job of forcing doubt that anyone could have done it but Juniper Woods, Hugh O’Conner, or Robin Newman. The case constantly jerks you around as the three friends pile lies upon lies in their attempts to take the fall for each other. This is never as emotionally impactful as the game desperately hopes it is, but it makes for a fun case where it’s hard to find your footing, and it’s satisfying when you prove they’re all innocent and get to take down Means, the true culprit. This is chronologically the first case where Athena leads the defense, though it feels as though the themes and character beats could have been the culmination of her character arc. Means frequently sowing doubt in her that she’ll be able to save all three friends without resorting to his underhanded tactics is a fitting challenge for her as a brand new lawyer. It makes for great character development as she remains determined to do things the right way and proves her capabilities to herself when she succeeds.
              The game now moves on to its penultimate case, though in actuality The Cosmic Turnabout and the next, Turnabout for Tomorrow, are one large case cut in two. The only notable parts of The Cosmic Turnabout specifically are that it’s the second instance of a bait-and-switch where one lawyer (Apollo this time) starts out the case only to have Phoenix come along and take over, which is frustrating even if it makes sense for story reasons, and the reveal at the last minute that Athena is the only suspect that fits your argument, which is an excellently disheartening moment. Besides those points, these two episodes are best talked about as a whole. Wrapping up the game, they attempt to do nearly all of the legwork for character development, which is far from a new occurrence in Ace Attorney, but no finale has ever had three attorneys and a prosecutor to tackle all at once. Despite this, it’s a great case that, through what could only be a divine miracle, manages to do all of this to some satisfactory degree, though it begs the question yet again of what it could have accomplished if only Dual Destinies would ever stop trying to do so much. In a way, it’s a microcosm of how the game holds itself back.
              Turnabout for Tomorrow begins with an investigation chapter featuring Phoenix and daughter Trucy. This is wonderful – Phoenix has always felt like he fit the role of a dad since as early as Justice for All, but it’s nice to have this dedicated father/daughter bonding time, something that hadn’t happened yet. They eventually come upon Apollo conducting his own investigation, having taken a leave of absence from the Wright Anything Agency to pursue the killer of his friend, Clay Terran, alone due to his personal connection to the case. This is the game attempting to provide a backstory for Apollo, but for the most part, the game is content to do little more than say that Apollo did indeed have a friend named Clay, show a brief flashback of the two as middle school students, and hope that it suffices. It doesn’t, but it serves as an excuse for Apollo to potentially be at odds with Phoenix, which provides decent drama and facilitates good development later in the episode. At this point, Trucy decides to stay with Apollo because she’s worried about him, which is an appreciated reminder that the two have a meaningful relationship, even if the rest of the game doesn’t care to explore it, but it does unfortunately cut short the time Phoenix gets to spend with her.
              After this, Phoenix returns to the office alone for one of the best moments in the game. He’s lost the trust of one of his employees and his own argument in court helped implicate the other in a crime. It’s a low point, by his own account the loneliest he’s felt since the start of his career, until he finds a letter from his friend and former assistant Maya Fey, reminding him that even without anybody physically by his side, he’s not truly alone. It’s a moment that could only happen to Phoenix now, as he reminisces about years gone by and reflects on how he’s handled his role as a mentor, which is what makes it so spectacular. It feels like proof that there are still interesting things to be done with the character. The strength of this scene is dampened a bit when it turns out that Maya’s letter doubles as an excuse for Pearl to show up. Having Phoenix investigate on his own, determined to do right by his employees, could have been powerful, but Pearl is here instead, presumably for no reason other than that fans like Pearl. Soon after, another familiar face returns, in the form of Miles Edgeworth. This is more forgivable, as it makes sense that the chief prosecutor would involve himself in a case concerning an international spy, and he’s a more fittingly challenging final opponent for Phoenix than Blackquill would have been.
              The investigation ends with Athena producing five black Psyche-Locks, a moment that feels like a genuine defeat. Despite spending the game with her, she’s still a relatively new character that the player doesn’t really know too much about, and it’s hard not to question if she may have just been responsible for her mother’s murder after all. It’s a fantastic setup for the excellent trial chapters making use of Edgeworth that follow it. Somehow, after all these years Ace Attorney has never managed (perhaps intentionally) to unseat Edgeworth as the prosecutor who is most in control and confident, and the way that he constantly turns Phoenix’s logic back around to prove his own assertions creates a lot of tension between the player’s attachment to Athena and uncertainty about the truth. It’s a direct reflection of Phoenix’s feelings, and it’s times like this where the player’s and the player character’s emotions are in sync that are Ace Attorney at its finest. The focus of these chapters is an exploration of Athena’s past and her trauma, which isn’t the most nuanced, though probably best for a game that wants to stay mostly relatively lighthearted. Besides, it’s already heart wrenchingly painful to watch her have what appears to be panic attacks throughout the game. The bulk of Athena’s character development comes from this, with Phoenix helping her to overcome her trauma. It’s good enough, but for a playable character, it feels like too much of this development comes at the hands of Phoenix powering through the case to uncover the truth. It feels more befitting of a supporting character, which Athena is not.
              Prosecutor Blackquill also receives his backstory here, revealing that he intentionally accepted a false conviction for the murder of Athena’s mother in order to protect Athena as well as the evidence that would help him take down the elusive true culprit. His concern for Athena makes him an immediately more likeable person, and his method of laying in wait for seven years to take down the criminal who wronged him draws obvious parallels to Phoenix and Kristoph Gavin in Apollo Justice, which sets the stage well as the two work together in the final chapter to put an end to the “dark age of the law” that their cases ushered in. The parallel, and even Phoenix’s culpability for helping cause the “dark age,” is never elaborated on as much as it could be, but this conclusion ties together Apollo Justice and Dual Destinies with an overarching plot that works. At this point it’s also revealed that the real Bobby Fulbright is dead, and has been impersonated by the spy and murderer of Athena’s mother known as “the phantom” all along. This twist isn’t particularly impactful as it doesn’t recontextualize much about Fulbright’s behavior aside from his willingness to help the defense.
              None of this, however, comes before Apollo gets his development too. This sequence is excellent, which makes it something of a tragedy. If Apollo’s arc had been laid out more gradually and his backstory fleshed out more, rather than it all coming at the tail end of the game, this might have been even more powerful. Still, what’s there is great: this is Apollo’s moment to decide what being a lawyer means to him, and it helps to define him more clearly as a character apart from Phoenix. This is Apollo’s answer to Phoenix’s Farewell, My Turnabout from Justice for All, which is to say it pushes his beliefs to an extreme and challenges him to reexamine what he stands for. For Phoenix, his unwavering belief in his clients is put to the test when he learns that he’s defending an unquestionably guilty man, forcing him to learn to balance that belief with the pursuit of the truth. For Apollo, his endless pursuit of the truth narrows his view to the point that he doubts even his own friend’s innocence, something he shows he desperately doesn’t want with the best line in the game: “It’s fine, Mr. Wright… even a bluff would suit me just fine…” This singular moment does more for Apollo’s character than the entirety of his own game and the rest of Dual Destinies, and it’s ever so satisfying.
              It was at this point when originally writing this essay that I realized I had made a terrible, terrible mistake. I had set out to discuss every way Dual Destinies sets itself up for failure in its lofty hopes of doing more than it was capable of, yet as I went through, case-by-case, and examined what worked and what didn’t, I discovered that there was a solid story here and that each of its protagonists is developed – if only a little. Originally, I had thought Apollo got the short end of the stick, receiving only one case that didn’t contribute to any sort of character arc and a paper-thin backstory. What I didn’t see was that the game does manage to use it to facilitate some amount of meaningful growth, even if it comes at the very end of the game. I started to think that maybe Athena was the worst off, and given that she’s supposed to be a main character on par with Phoenix or Apollo, I’m inclined to maintain that view, but as a character, divorced from expectations, her story is a touching one. And as for Phoenix, the game shows that his continued relevance has value.
              With one final, fist-pumping-ly exciting triple objection from our lawyers, Dual Destinies just about reaches its end and demonstrates what the game is really about. To some extent, it’s the continuation of Apollo Justice, challenging Apollo to develop as a lawyer. To some extent, it’s the introduction of Athena Cykes, exploring who she is and how she comes to stand confidently in court. And to some extent, it’s the return of Phoenix Wright, as he learns to serve his role as mentor and right the wrongs of his past. Maybe it should have been only one of those things – a more focused story might have made bigger strides for the characters’ development. But above all, Dual Destinies is a story of all three as a team. Unlike how Apollo Justice centered Phoenix over Apollo, no one character outshines both the others this time; each character’s growth is built off their relationships with the each other. Regardless of if this was the right direction, it was the direction nonetheless. In the end, for all its unused potential, Dual Destinies is at the very least, an Ace Attorney game through and through. The themes of discovering who one is and figuring out what one stands for are as present as they’ve ever been, even if they don’t get exactly as much time and attention as they deserve. The game is overly ambitious, certainly, but it crams enough goodness to just barely make it work – that, if nothing else, is an admirable feat.
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