#And playing early 2000s children's MMOs
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the anons started long before I posted in the tag, buddy.
#That's why I posted in the tag#If I have to deal with this whack shit as a birthday gift I am bitching in a public forum#The goal here isn't to Look Good or be approachable bc as one of my recent answered asks pointed out#Tons of people who are into Toontown are Like That.#This isn't moral pearl clutching this is a disgust response from a person in a similar position. Big fucking difference.#I feel that should be something you know already if you're gearing up to send me shit. This is a blog about being high#And playing early 2000s children's MMOs#If you're expecting a level headed response. Dont.
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One of my biggest (and admittedly nerdier) fascinations/special interests is lost media. Doesn't matter the type of media; it could be a TV show, animated children's movie, a commercial that premiered once and was subsequently vaulted, a religious show on a local public broadcasting channel, a misprint copy of a book, etc. etc.
I just love it all. Anyway. I want to share a lost media thing of my own that I remember interacting with at one point in my childhood, but has little to no attention on it. More on it below the cut, if you're interested.
If you were a kid (fuck it, any age) in the late '90s and into the 2000s/early 2010s specifically, you might've had one of these:
This is a Baby Bottle Pop. They are a sucker/sugar combo candy. Basically acting similar to FunDip; you suck on the lollipop top (the part that looks like the nipple for a baby bottle) and then dip it inside the bottle, where there's flavored sugar. Typically, the sugar is flavored something like strawberry or blue raspberry, something fruity. These are still produced; although, I haven't seen them on a grocery store shelf in years—seems like they're sold at special confectionary stores in malls now, like Lolli & Pops, but I haven't seen them next to Kit-Kats at the checkout stand since I was a kid.
Anyway.
Back in the early 2010s, Baby Bottle Pop had this promotional thing going on. Where, if you bought one of these candies, you'd be given an exclusive online code. (The cultural zeitgeist of late 2000s/early 2010s internet.) The online code gave you access to this MMO game, much like other exclusive online codes on products at the time—functionally similar to Webkinz, though you weren't redeeming a virtual pet to take care of.
You'd make an account via Baby Bottle Pop's website, babybottlepop.com, once you had access to the code. You needed a code from a purchased product in order to get in. (If the product wasn't purchased and you tried to use the code, it would be immediately invalidated as it hadn't been activated. Y'know, think of it as an inactive gift card). (Also, this is what really separated BBP's MMO from other advertised children's MMOs. Webkinz, you didn't have to purchase a pet in order to play, but it was cooler if you did. BBP required that you purchased a product or you couldn't play. Shitty, I know.)
Once in the game, you'd design an avatar that looked exactly like a baby, and then you'd have access to mini games, other player's avatars, and a point and click free roam world (highly similar to how Club Penguin functioned).
There is one commercial that I found from the Baby Bottle Pop campaign I'm thinking of. It's circa 2012, advertising the candy (of course) and then telling you that if you redeemed the code given to you, you could make what they called a "Crazy Baby."
That's it. It's a fifteen second commercial. The live action kids turn into Crazy Baby counterparts, the art style similar to that of the game. Featuring them complimenting each other on the way they eat their Baby Bottle Pops.
And, also, I don't even know if this commercial is advertising the MMO. It could just be advertising the exclusivity of making an online avatar. This commercial mentions nothing about roaming around a virtual world and making friends with other Crazy Baby players. But since it advertises something that could be similar or even exact to what I'm talking about, I'm bringing it up.
The only things I've found that mention or are on the same lines as this game/avatar creation are one article from 2008 (when the website first launched, I'm assuming?), this commercial, a post made on the r/LostMedia subreddit, and a singular twenty-five minute YouTube gameplay video.
Speaking of the gameplay video, it's from user, Crawler929. It's the only gameplay video I found. It's the only one other people have even mentioned. And while I'm a little skeptical of the commercial I linked, it's worth noting that this gameplay video and that commercial are from the same year, 2012. It's highly likely that those things are connected. Though, there was a promo campaign for another online game called Baby Bottle Pop Message in a Bottle from the late 2000s—probably 2009, as that is the posting year from the person who shared it. (And considering how the main child actress looks similar to Hannah Montana, the character from the show of the same name that was on air at the time, this year could be accurate).
Visiting the BBP website on the Internet Archive via the Wayback Machine is basically one huge error. You'll reach a turquoise and orange-accented screen with a load up bar with the word "Ruffle" on it, and then be met with a black screen. Scrolling up and down on the black screen leads you nowhere, it's basically just a void.
There's nothing else. No other part of this MMO shows up on the internet. The original site no longer exists, now replaced with something called Candy Mania. I'm assuming BBP is owned by the same company or is made by the same manufacturer as Push Pop, as Push Pop has a game on this site. BBP, though? There's barely anything, possibly nothing.
Honestly, I just wanted to share this because it's kinda crazy and kinda sad that stuff like this is just gone. But it's worth saying, too, that this game will most likely never exist again or be resurfaced. Games like this made for promotional events for products never last. They're around for like a year and then get shut down when the event is over. It's sad, but true.
These games also don't have the same sort of fanbases as other big MMOs for kids did at the time. They won't be remade like Club Penguin, ToonTown, or even The Pirates of The Caribbean Online were. Lost to time and also conglomerate company greed.
Anyway, this is just some nerd stuff that I'm into. And I have so many other lost media stories that I like talking about, but this is the only one that I actually have ever interacted with. A game I never thought I'd lose.
Protect all media types and archives, as you never know what could become lost media next.
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You're both right. Children should be able to use the internet without being radicalized AND Children shouldn't have unlimited access to the internet.
There need to be real people in kids lives who aren't basing everything around prejudice. Kids need real people in their lives to teach them things and show them how the world works. They need to spend time in the real world, playing outside, working on crafts.
But it would also be nice if there were more online spaces specifically for kids like there used to be. I grew up playing edutainment games on PBS. Apparently there are still some games there. Disney used to run child-friendly MMO's but those are fan-run now. Lots of random brands had pretty fun games on their websites. They were basically ads, but they were fun and accessible.
The difference is that in the early 2000's you didn't need to socialize online. You did that in real life, and online was just to play silly games about Wonka candy.
But now everything is online, AND there's a lot less deliberately family friendly spaces. Kids are getting their social interaction online a lot more and you don't know who they're talking to or what they're learning.
And until they're 13 they're not even SUPPOSED to be on social media, but plenty are anyway. That age limit means lots of kids just don't have any social spaces at all.
Just... Make sure kids can do both. Take them to real-life places, and teach them how to make friends. But also find some silly puzzle games if they like them. Let them play outside and learn crafts or an instrument, and also help them find a reliable tutorial if they need it.
People need to know how to stay safe on both.
Y'all have got to stop virulently hating men. Like, I'm sorry, I fucking hate the patriarchy too, but the patriarchy isn't just men and saying it is just exculpates complicit women. I am the mother of a young boy, and I look at this precious, empathetic 8 year old boy I'm raising and I don't know where online is safe for him. Places like this will say he's evil just for his gender, and other places will say "we'll be your friend if you hate with us," and still others will radicalize him in other ways. Where is he supposed to go? Why are we saying the radicalization is the fault of the kids just trying to find a place to hang?
Like this is seriously getting urgent. You have got to fucking stop conflating the patriarchy and men. 53% percent of white women voted for Trump. Men aren't the problem. White supremacy and Christian patriarchal structures are two examples of patriarchy-reinforcing structures that aren't solely couched in maleness. Men aren't the problem, and pretending they are drives more men into more welcoming extremist spaces and also ignores all the parts of this that are forwarded by people who aren't men.
What I see happening all over is scared, depressed, lonely people looking for someone they're allowed to hate automatically, unquestioningly - someone they're allowed to place all the blame on. Fascism says people of color, non-Christian people, queer people, etc., are the ones they're allowed to hate.
And way too many of yall answer that no, it's leftist to hate men instead. You are doing *the exact same thing they are.*
Fucking knock it off.
The answer is we're not supposed to hate anyone automatically based on their immutable personal characteristics. Hate the specific people who've hurt you. Hate the self-reinforcing systems that let them get away with hurting you. Hate the strangers who prop up those systems. Hate the fascists. Hell knows I hate Donald Trump, but it's not because he's a man, it's because he's a piece of shit.
Hate the pieces of shit, not the gender.
But don't hate men just because they're men. That's unhelpful, stupid, insane, and entirely counterproductive. Fucking. Stop.
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WOW! What a weekend!
And it started with our Legendlore Kickstarter funding on Friday! Now we’re moving into Stretch Goals – so please, if you haven’t already, check it out! The link is below in the Kickstarter section!
And and, to get you started, here’s a review of the free PDF of the complete text for the book linked on the KS site: https://thetabletopalmanac.wordpress.com/2020/06/15/rpg-reviews-legendlore-manuscript-preview/
Of course, this leaves the rest of the weekend, which just happened to consist of the first-ever Onyx Path Virtual Gaming Convention!
What a fun time!
We really didn’t know how folks would respond, but now that the three days of panels and gaming are done, I can say that our community was in turns hilarious, supportive, giving, excited, and energized. And that energy really flowed right back into all the events and energized all of us!
I mean, we’re still tired as all get out – who’d have thought that a con I could attend from my own house would do that? – but pretty sure we’re all still feeling the love, too.
Just to pull the giving part out for a second, we are absolutely thrilled that our charity goals were blasted through sometime mid-con, and we’ll be donating over a thousand dollars to each of our excellent causes: The Bodhana Group, and the Thurgood Marshall College Fund!
Now, back to the whooped by the con part, we are and I am, so today I’m just going to pull out some impressions of the events from a bunch of us who normally would have had our Monday Meeting today – we rescheduled it for later this week.
SCENES FROM A VIRTUAL CON:
Matthew: The Onyx Path Virtual Gaming Convention was the first con I helped organise, and while it had its share of stresses in the setup, it came to excellent fruition due to the fantastic teamwork of everyone working hard behind the scenes and amazing engagement from viewers, panelists, players, and those who donated to our charities and took advantage of our sales on onyxpathcon.com
RichT: I started us off on Friday night with the Opening Keynote speech, and then just sort of chatted with Matt McElroy, Dixie Cochran, Eddy Webb, and Matthew Dawkins about what was coming with the con.
For me, I then rolled into my first game, I played one per day, which was the first Actual Play of Exalted Essence. It really did run both fast and smoothly, and all of the various Exalted types we were playing had their times to shine. I was able to put a different, more easy-going, pie-eating, spin on my bear-totemed Lunar who still wound up grappling with the big bad and bear-hugging them in place for Danielle’s Solar to practically one-shot the sucker!
Ian: Convention was great, despite a few hiccups. I was on two streams early on: one Friday evening and one Saturday morning, and then the rest of the con was “free.” Travis and the GG crew were all-stars. Travis couldn’t get Nightbot working for a bit so I took over the random prize drawing for a few streams. I was often juggling two different streams in different monitors to help keep dialogue going in chat. Kudos to everyone, especially those of you who worked multiple panels and games in a single day.
RichT: In fact, the panel Ian refers to on Saturday morning was the “What’s Up With Onyx Path?” panel that started off the day at 9am. This is a panel where a bunch of developers and I talk about upcoming projects for their lines, and answer questions. Eddy and I started doing them about a decade ago when it was “What’s Up With White Wolf?”, but changed the name for obvious reasons after Onyx Path appeared.
During that panel, a couple of things came up: Matthew teased that we might very well do They Came From (the Old West!, or something more flavorful that fits the genre) as the third They Came From game, and Ian talked about Trinity Continuum: Aeon Mission Statements, a book all about the organizations in the setting that aren’t the Psi-Orders. We also noticed that some folks in the chat were new to Onyx Path and what we create, so that was unexpected but welcome news!
Then, I played my second game of the con, which was a sneak preview of Scion: Demigod! Neall took us through a voyage to the Grecian Afterlife, using the Ready Made Characters from Heroes of the World and I got to play a stern Horace Farrow ala Sam Elliott, while Steffie cut up many, many things with Yukiko’s Grass-Cutter Sword. Then, another panel on Community Content and why it rocks wrapped up my Saturday.
Matthew: I didn’t encounter one instance of bad behaviour in chat or anything dubious discussed on screen in games or on panels, and I attended most that I could as a viewer, if I wasn’t an active participant.
Viewership of panels and games peaked at around 250 to 300 people at one time for a couple of the shows, and bottomed out at around 50 people. Those are good figures. Our subscriptions and follows on Twitch rocketed, with many subscriptions being gifted by viewers and even more just being purchased or acquired via Amazon Prime.
My own highlight is impossible to choose between the games and panels I ran or appeared on, though the “Create Your Best Character” panel, which I suspected would be a sleeper, turned into an excellent talk on not playing harmful stereotypes and break out of dangerous tropes.
Eddy: The convention was great for me. My scheduling was a little odd, and I ran into one minor technical issue, but otherwise it went smoothly and it seemed like people in the chat were excited and appreciative. I felt like we got to dig into topics we aren’t able to do in normal convention settings, and attendance was definitely higher than usual for panels at other shows. I also heard that people had a good time watching the games or playing in ad-hoc games all weekend. I know there were some problems on the back-end of getting this all together, but I don’t think any of our attendees noticed anything but a nice, polished experience.
RichT: Sunday started out just like Saturday, with the second “What’s Up With Onyx Path?” panel, although with a different set of developers. The big news was when Eddy ratted out that he was working on Squeaks in the Dark, the mice/rats supplement for Realms of Pugmire!
I then had my second panel on Sunday, the “Art of Onyx Path” one, where Mirthful Mike Chaney joined three of our freelance artists and I in discussing just how illustrators work for us: how they submit their work, how they are contacted, how art notes work, how artists work, and what sort of music do we listen to while doing illustrations. Lots of great questions from the audience, and a wide range of experience within the panel, made it really interesting.
RichT: Then my Sunday game was the first public playtest of They Came From Beyond the Grave! run by Matthew, and featuring Dixie’s Rose Thorne, a driven vampire hunter with attitude, and 70s hair. She teamed up with B. Dave Walters’ smoooth street investigator to blast the ever-lovin’ hell out of evil cultists, while Ian Mueller’s exorcist (sorta) shot the big bad between the eyes with Rose’s derringer, and my slightly odd professor tried to save as much weird-science lab equipment as he could. Science! We left the haunted house as the superimposed fire effect began to devour it, fortunately for all involved (except the dead 70s prog-rock star sacrificed by the cultists).
I immediately had to log into my last event, but what a special event it was! Added late in the proceedings as we had to work within a lot of people’s schedules, I was thrilled to sit down with a bunch of my old co-workers at the original White Wolf in a “Memories of WW” panel with Bill Bridges, Rich Dansky, Ethan Skemp, Mike Tinney, and my old go-to designer for graphics, Matt Milberger.
Much reminiscing occurred, interposed with questions from the chat, that pretty much focused on our time from the early 90s to the early 2000s, although we did chat a bit about the late, lamented WoD MMO, as most of us worked on that in one capacity or another. Mike talked about how he cozened us an arcade version of Dark Stalkers for our little lunchroom, and we had fond memories of the WW Blood Bowl League.
(My Children of the Khorne chaos team won the cup two seasons in a row, just sayin’).
And although I didn’t want it to end, it did, and my time at the first-ever Onyx Path Virtual Gaming Convention was over. Which was actually pretty good because my brain was on autopilot at that point.
Ian: Everyone on both sides of the screen seemed to have a great time, and the only real complaints I heard were that there were too many good things happening at once and people had to make a choice on which stream to watch.
Matthew: While many games had a tendency to overrun, I’d say they each ran to optimal length and didn’t cause too much disruption farther up the schedule.
RichT: Which are all good things to happen, actually, with your first online convention, so we’re going to review all the metrics we can gather ourselves and from the super folks at Gehenna Gaming, and see what we can learn from all that.
Will we do another one? We just don’t know yet, but whether we do or not, this one sure did what we wanted to do – folks who attended had a whole lot of fun! If you missed out and want to watch the games and panels, they are currently on the Onyx Path and Gehenna Gaming Twitch channels for subscribers, but will soon migrate over to the Onyx Path YouTube page for all to watch!
So, from all of us to all of you, whether you attended or didn’t, thanks for making it a real joy to walk with you exploring:
Many Worlds, One Path!
Blurbs!
Kickstarter!
The Legendlore Kickstarter funded right before we started the Virtual Con last week! A really great way to start things off! Now we’re building towards Stretch Goals: the GM’s Screen, and starting the Legendlore Companion book PDF!
https://www.kickstarter.com/projects/339646881/legendlore-rpg-setting-for-5th-edition-fantasy-roleplaying-0
Grab your friends and escape to another world!
You’ve found an enchanted portal — a transition point — between worlds. The portal, called a Crossing, takes you to a world you thought only existed in novels and films: a magical land where dragons roam the skies, orcs and hobgoblins terrorize weary travelers, and unicorns prance through the forest. It is a world where humans join other peoples such as elves, trolls, dwarves, changelings, and the dreaded creatures who steal the night. It is a world of fantasy — of imagination.
It is the Realm.
It is Legendlore.
Onyx Path Media!
This week: the most exciting episode of the Onyx Pathcast ever, recorded live at the Onyx Path Virtual Gaming Convention!
As always, this Friday’s Onyx Pathcast will be on Podbean or your favorite podcast venue! https://onyxpathcast.podbean.com/
Hi all!
We’ll be back next week with our usual promotion of all the excellent games on our Twitch and YouTube channels, but for now, we encourage you to do what it seems a lot of people are doing right now, and hop over to our Twitch: twitch.tv/theonyxpath
While the convention has ended, but subscribing to our Twitch channel (which you can do for free if you have Amazon Prime), you get access to all the panels and games that ran on it over the convention weekend. So, if you missed a panel or game you really wanted to watch, head on to our Twitch, subscribe, and browse our back catalogue!
Other than our content, we would like to promote a couple more games for those without Twitch:
Occultists Anonymous continue their excellent Mage: The Awakening game here:
Episode 106: Friends & Minions The cabal combats the uninvited guest summoned by an Exarchal Supernal Being. The danger of the Exarchal attention prompts further investigations away from the Supernal. https://youtu.be/YSErlwnC7Nc
Episode 107: Making Promises Songbird reaches out to the Queen of the Vampires of New York about a divine blessing. Wyrd and Atratus hatch a plan to make a car… https://youtu.be/dueYYUl0FrY
And A Bunch of Gamers have just started up a two-part extravaganza of They Came from Beneath the Sea! right here:
The Crabby Lizard from the Murkey Depths
Episode 1: In the small east coast town of Chatham Massachusetts things are easy. The soda pop shop is ready for any of the locals. The city comes together for a bake sale to help their neighbors, and everyone knows each other. All that changes when a strange electrical storm and a booming voice can be heard over the jukebox. Tonight, the strange, the horrid, the damp creatures from beyond the stars and the depths of the sea rise up to meet the people of Chatham.https://youtu.be/UwxzdwVoYQE
The Tabletop Almanac has released a lovely review of Legendlore that you’ll want to see! https://thetabletopalmanac.wordpress.com/2020/06/15/rpg-reviews-legendlore-manuscript-preview/
Please check these out and let us know if you find or produce any actual plays of our games! We’d love to feature you!
Electronic Gaming!
As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is awesome! (Seriously, you need to roll 100 dice for Exalted? This app has you covered.)
On Amazon and Barnes & Noble!
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue from which you bought it. Reviews really, really help us get folks interested in our amazing fiction!
Our selection includes these latest fiction books:
Our Sales Partners!
We’re working with Studio2 to get Pugmire and Monarchies of Mau out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the screen, and the official Pugmire dice through our friends there! https://studio2publishing.com/search?q=pugmire
We’ve added Prince’s Gambit to our Studio2 catalog: https://studio2publishing.com/products/prince-s-gambit-card-game
Now, we’ve added Changeling: The Lost Second Edition products to Studio2‘s store! See them here: https://studio2publishing.com/collections/all-products/changeling-the-lost
Scion 2e books and other products are available now at Studio2: https://studio2publishing.com/blogs/new-releases/scion-second-edition-book-one-origin-now-available-at-your-local-retailer-or-online
Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
And you can order Pugmire, Monarchies of Mau, Cavaliers of Mars, and Changeling: The Lost 2e at the same link! And now Scion Origin and Scion Hero and Trinity Continuum Core and Trinity Continuum: Aeon are available to order!
As always, you can find Onyx Path’s titles at DriveThruRPG.com!
On Sale This Week!
Available this Wednesday, we are just a bit embarrassed to say that we’ll be releasing on DTRPG the PDF and PoD versions of Swine and Cheese Party, Et Al., excerpts from The Complete Duke Rollo, for Trinity Continuum: Aberrant!
Also available this Wednesday on DTRPG: the Advance PDF for Quantum Entanglement the Trinity Continuum: Aeon Jumpstart!
Conventions!
Though dates for physical conventions are subject to change due to the current COVID-19 outbreak, here’s what’s left of our current list of upcoming conventions (and really, we’re just waiting for this last one to be cancelled even though it’s Nov/Dec). Instead, keep an eye out here for more virtual conventions we’re going to be involved with:
PAX Unplugged: https://unplugged.paxsite.com/
And now, the new project status updates!
Development Status from Eddy Webb! (Projects in bold have changed status since last week.):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep.)
Exalted Essay Collection (Exalted)
Adversaries of the Righteous (Exalted 3rd Edition)
The Clades Companion (Deviant: The Renegades)
The Devoted Companion (Deviant: The Renegades)
Saints and Monsters (Scion 2nd Edition)
Trinity Continuum: Anima
CtL 2e Novella Collection: Hollow Courts (Changeling: The Lost 2e)
M20 Technocracy Operative’s Dossier (Mage: The Ascension 20th Anniversary)
Redlines
Dragon-Blooded Novella #2 (Exalted 3rd Edition)
Hundred Devil’s Night Parade (Exalted 3rd Edition)
Novas Worldwide (Trinity Continuum: Aberrant)
Exalted Essence Edition (Exalted 3rd Edition)
M20 Rich Bastard’s Guide To Magick (Mage: The Ascension 20th Anniversary)
V5 Children of the Blood (was The Faithful Undead) (Vampire: The Masquerade 5th Edition)
V5 Forbidden Religions (Vampire: The Masquerade 5th Edition)
Wild Hunt (Scion 2nd Edition)
Second Draft
Many-Faced Strangers – Lunars Companion (Exalted 3rd Edition)
Kith and Kin (Changeling: The Lost 2e)
Dearly Bleak – Novella (Deviant: The Renegades)
Mission Statements (Trinity Continuum: Aeon)
Contagion Chronicle Ready-Made Characters (Chronicles of Darkness)
Under Alien Suns (Trinity Continuum: Aeon)
V5 Trails of Ash and Bone (Vampire: The Masquerade 5th Edition)
Trinity Continuum: Adventure! core (Trinity Continuum: Adventure!)
Dead Man’s Rust (Scarred Lands)
Development
TC: Aberrant Reference Screen (Trinity Continuum: Aberrant)
Across the Eight Directions (Exalted 3rd Edition)
Contagion Chronicle: Global Outbreaks (Chronicles of Darkness)
M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition)
Exigents (Exalted 3rd Edition)
N!ternational Wrestling Entertainment (Trinity Continuum: Aberrant)
Assassins (Trinity Continuum Core)
Manuscript Approval
Crucible of Legends (Exalted 3rd Edition)
Post-Approval Development
Editing
Lunars Novella (Rosenberg) (Exalted 3rd Edition)
Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition)
Player’s Guide to the Contagion Chronicle (Chronicles of Darkness)
Contagion Chronicle Jumpstart (Chronicles of Darkness)
TC: Aberrant Jumpstart (Trinity Continuum: Aberrant)
Trinity Continuum Jumpstart (Trinity Continuum)
Masks of the Mythos (Scion 2nd Edition)
LARP Rules (Scion 2nd Edition)
Heirs to the Shogunate (Exalted 3rd Edition)
The Book of Lasting Death (Mummy: The Curse 2e)
They Came From Beyond the Grave! (They Came From!)
Scion: Dragon (Scion 2nd Edition)
Scion: Demigod (Scion 2nd Edition)
Post-Editing Development
City of the Towered Tombs (Cavaliers of Mars)
W20 Shattered Dreams Gift Cards (Werewolf: The Apocalypse 20th)
Cults of the Blood Gods (Vampire: The Masquerade 5th Edition)
Hunter: The Vigil 2e core (Hunter: The Vigil 2nd Edition)
Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant)
Deviant: The Renegades (Deviant: The Renegades)
Monsters of the Deep (They Came From Beneath the Sea!)
Legendlore core book (Legendlore)
Pirates of Pugmire KS-Added Adventure (Realms of Pugmire)
Tales of Aquatic Terror (They Came From Beneath the Sea!)
Terra Firma (Trinity Continuum: Aeon)
One Foot in the Grave Jumpstart (Geist: The Sin-Eaters 2e)
Indexing
Art Direction from Mike Chaney!
In Art Direction
Scion Titanomachy – Art coming in.
Tales of Aquatic Terror
WoD Ghost Hunters (KS) – Prepping KS assets.
Aberrant – AD’d. First new comic in.
Hunter: The Vigil 2e
Mummy 2
Deviant – Dividing up among current artists.
Legendlore – KS running.
Technocracy Reloaded (KS)
Cults of the Blood God – Rolling along.
Scion: Dragon (KS) – Waiting on art notes.
Masks of the Mythos (KS) – Some tweaking to art notes and hiring artists.
Scion: Demigod (KS) – Tweaking art notes, hiring artists. Splats in progress.
They Came From Beyond the Grave! (KS) – Finals coming in.
TC: Adventure! (KS) – Cover art finishing.
In Layout
Yugman’s Guide to Ghelspad
Vigil Watch
TC Aeon Terra Firma
V5 Let the Streets Run Red
Pugmire Adventure
Proofing
Trinity Aeon Jumpstart – New artist taking care of finishing missing art.
Lunars: Fangs at the Gate – Finishing Backer PDF errata.
Contagion Chronicle – Going to WW for approval this week.
Cavaliers of Mars: City of the Towered Tombs
Magic Item Decks (Scarred Lands)
Yugman’s Guide Support Decks (Scarred Lands)
Dark Eras 2 Screen and booklet
At Press
Scion Companion – Shutting down errata.
TCFBTS Heroic Land Dwellers – Prepping PoD files.
TCFBTS Screen and Booklet – Files at press.
They Came from Beneath the Sea! – Files at press.
Creature Collection 5e – PoD files uploaded. Traditional files sent to printer.
Pirates of Pugmire – Files at press. Prepping files for PoD.
Pirates of Pugmire Screen – Files at press.
Duke Rollo Aberrant Book: Swine & Cheese Party – PDf and PoD versions on sale Wednesday on DTRPG.
Pugmire Buried Bones – Gathering errata.
Changeling: The Lost 2nd Edition Dark Eras Compilation – Gathering errata.
Today’s Reason to Celebrate!
Today is feet up and dozing after the busy, busy, Virtual Con and celebrating its success!
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Final Fantasy VIII Remastered Switch Review - Squall's Spotlight
FF8 Remastered is still one of the best Final Fantasy games ever made. Time may be cruel, but it apparently has a soft spot for Squall. Anyone looking for a good JRPG experience - classic or modern - will find something to love in FF8 Remastered.
Final Fantasy 8 Remastered has been long overdue for some modern polish, existing between two games in FF7 and FF9 that have received the same treatment many different times over the years on several different platforms. For those unfamiliar with FF8, it's quite possibly the most criminally overlooked Final Fantasy game in the franchise's history. FF8 was criticized by some fans for consisting of a much weaker cast than its predecessor, with a complicated story that plays on memory loss also clouding people's judgment of the narrative and the title as a whole.
FF8 Remastered doesn't do anything to address those concerns, but it never needed to. FF8 is a game that has only improved with age, possessing some fundamental qualities that place it high on the list of best entries in the series on its worst day - and FF8 Remastered on Nintendo Switch is certainly not that. 20 years removed from the game's original release, it's easier now to appreciate the complexities that led to so many of the complaints that swirled around its release. With improved graphics, wonderful quality of life add-ons, and a core story that even now remains one of the most interesting and unique offerings that Final Fantasy has ever had the courage of telling, FF8 Remastered is a can't-miss JRPG re-release on Switch that should vaunt the title into a long-deserved spotlight - just a few decades later than intended.
Related: Shadowbringers Is Great, But It's Not The Highest-Rated Final Fantasy Game
While FF7 Remake is getting a lot of love with a release in 2020 on the horizon, FF8 Remastered tells a much more ambitious story. Following Squall Leonhart as he graduates from student to mercenary soldier at just 17, FF8 Remastered tackles some complicated stories that still hold a lot of weight 20 years later. In fact, they feel even more biting now - a new generation of children inheriting their parents' wars and problems, corrupt political figures with too much power, and even our relationships with memory and the past are all elements that hit hard in today's social climate. Perhaps now it will be easier to understand why Squall was perceived as so broody when the game first released.
That characterization is also a lazy one, fueled by those who may not have played FF8 to completion. Squall (and many of his compatriots) have fascinating back stories and personalities that progress in unexpected ways as the game hurtles towards some of its grander twists. Even in the beginning of FF8 Remastered, when Squall is at his most misunderstood, the many years spent apart from his struggle have only made him easier to sympathize with early on. For a game that's naysayers almost universally agree possess shallow and boring characters, Squall's story doesn't take long to become compelling. Revisiting it after several more Final Fantasy games have been released makes it all the more curious that FF8 never got the credit it definitely deserved for the way it builds out its legend. FF14 Shadowbringers has one of the best Final Fantasy stories in recent memory as a main quest scenario, but FF8 isn't far behind as an entire game.
As far as improvements to the original FF8 offering go, FF8 Remastered is a little barren. Obviously, the big selling point here is the much-improved graphics. Besides ruining a perfectly good meme, of course:
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Rendering Squall as actually handsome aside, FF8 Remastered's graphics really do benefit greatly from the extra bit of polish, moreso than FF7 and FF9's more deformed character models did. The realistic look of the characters really makes the modern day sheen that much more palatable, and everything about the game benefits. FF8 Remastered's aesthetics are by far the best of the bunch of the PS1-era re-releases, and that should make it an easier title to get into for those who many have missed it the first time around but want something that at least looks decent - which, sadly, the original version can no longer claim.
FF8 Remastered also offers the same sort of quality-of-life improvements fans have come to expect from Final Fantasy ports. The game features a 3x speed function that makes grinding a breeze, although, given that enemies actually level up with characters in this game, it's not even that grindy to begin with. There are the usual cheat codes, too, keeping party member's health at maximum, having Limit Breaks always available, and having the party always ready to take another action. If a quick jaunt through an old favorite is what some players want, FF8 Remastered enables that in full, and it's the sort of thing basically every re-release in this vein - and especially this genre - should have at this point.
Other than that, though? There's not much to speak of. It's not exactly a failing of FF8 Remastered, as it's unlikely anyone really expect anything more. There's a precedent that's been set by Final Fantasy remasters and FF8 Remastered more than lives up to it. That being said, however, FF8 Remastered hasn't been given this treatment before. Whereas FF7 and FF9 can be forgiven for largely being ports of previous-gen remasters, FF8 doesn't have the same excuse. It would have been nice to see something extra for those who had waited the better part of two decades to get their hands on a new-and-improved version of an underappreciated gem.
Still, FF8 Remastered succeeds where it needs to. It doesn't tinker with any of the secret sauce that made the game so good in the first place, which is important. GFs, the junction system, Triple Triad (the greatest Final Fantasy mini-game of all-time), and everything else are just as fun in 2019 as they were in 1999. That's impressive, given how many advancements have come in the long period between the two versions. It's also not surprising, though. FF8 Remastered has long been the most cruelly underplayed Final Fantasy game of the late 90s and early 2000s, and it's found an incredible home on the Nintendo Switch.
FF8 Remastered is still one of the best Final Fantasy games ever made. Time may be cruel, but it apparently has a soft spot for Squall. Anyone looking for a good JRPG experience - classic or modern - will find something to love in FF8 Remastered, which makes it a must-play re-release that will surely entertain as much as it surprises.
Next: Don't Expect A New Final Fantasy MMO Soon
FF8 Remastered is available on September 3, 2019 for Nintendo Switch, PC (via Steam), PlayStation 4, and Xbox One. Screen Rant was provided a Nintendo Switch digital download code for the purposes of this review.
source https://screenrant.com/final-fantasy-viii-remastered-switch-review/
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Final Fantasy VII Remake Review: Solid Story, Archaic Design
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Final Fantasy VII Remake Review: Solid Story, Archaic Design
Final Fantasy VII Remake Review: Thundaga can't strike twice
"… although the entire Final Fantasy VII story is a fascinating, emotional globetrotter adventure, this first 40-hour romp is anything but."
A well-written extension of one of the most popular game stories
Visually striking when history demands it
Generously expressed and magnificent with solid performances all round
Fight tries to be too much at once
Level design consists of corridors, platforms and stairs
Extremely linear gameplay with little exploration
Too much fluff between the good things
Final Fantasy VII Remake is here to take things in a new direction more than two decades after the original gave us a hero and villain almost as recognizable as Mario. While this eagerly awaited update is brave and sometimes beautiful, it is the latest victim of a company that places too much trust in its experienced designers.
Square Enix changed the game landscape with the seventh iteration of the Final Fantasy franchise 23 years ago. Final Fantasy VII has had a profound impact on the lives of millions of children and adults. His warm welcome influenced a CGI feature film that expanded his story, as well as some interesting spin-offs.
I only played this cultural milestone a decade after its release at the request of a close friend who was caught up in Clouds and Sephiroth's dreamy polygonal appearance.
Getting off the train as Cloud, a young mercenary with a grudge against Shinra, overlord of the world, is still a fantastic opening all these years later. Aside from the money on the table, it will be a long time before we fully understand why he is helping a militia detonate a bomb in a nuclear reactor. Nojima, the writer of the original story, lets Cloud's enigmatic personality emerge during the 40-hour campaign at the behest of his gripping cast of characters, but we as gamers have been responsible for the bleak teenage heartbreaker for so long that he's stale far too soon.
The early introduction of repetitive gameplay elements will not help. Every time the story decides to take a breather, you're exposed to some really outrageous sections. Between the captivating cutscenes that shame the 2005 film, it's a slow, highly scripted adventure through dark tunnels and corridors with lots of glacier crossings and incredibly uninspired switch and platform sections.
Midgar, the industrial city in the sky that this whole story is about, is huge. But apart from a pizza trip and light identity theft, you can hardly see it. Of course there is a reason for this. They spend most of their time in the slums below, but even the shadow of this steel state is little more than long, narrow paths with impressively written but graphically overwhelming shantytowns.
Fast, fluid, faulty
Unless you choose a more relaxed difficulty level, the battle in Final Fantasy VII Remake is almost entirely in real time. It's a big difference from the turn-based system of the original and one that doesn't always give the best results. Stylistically it's absolutely great. Attacks have real weight and flair. And while summoners with little fanfare feel thrown in, it is almost enough to tear them out of their assigned material and let them wreak havoc to interfere with some of the harsher realities of this otherwise tortuous combat system.
If you have the chance to put everything into a fight, there is no better feeling. Boss fights, like the Airbuster Mech, are as magical as they are stressful. There are numerous cases of these well-fought battles, but they're almost always hidden behind multi-monster brawls that seem to play by their own rules. If you are not being fought over by off-screen opponents, the target system stabs you in the back. It is almost impossible to know the outcome of a strike. Tifa will happily throw herself in the air to box a bird with her bare knuckles, but will try to use a stronger skill and she will land on the ground again so as not to swing.
In such a real-time action title, we're used to the idea that everything can be perfected. But that's not how it feels here. Try toppling the scales in favor of a more exciting attack strategy, and you could end up switching off from your main target, botching a powerful spell, and getting hit by something you either couldn't see or could adapt to for half a second. This is a series of small battlefields and narrow camera angles, but it could be improved with a simple target list of wands.
If everything goes well, the fight feels incredibly rewarding. Tifa and Barret are doing shockingly well to the point where I actively try not to control Cloud whenever I can. You can choose which character you want to control from the start of a fight. If the scenario does not require this, you as Mr. Moody Mercenary will cross the overworld for a long time.
It is cold under the steel sky
What is waiting behind all the fluff is pretty convincing. Most non-player characters (NPCs) aren't nearly as graphically great as the main characters, but that doesn't mean they're not worth a look. Far from it. The area around the seventh heaven is full. It lives. Everyone has something to say about their day, a personality that is immediately noticeable.
Children practice dance routines, jocks discuss hitting girls, and rumors spread left and right. It's like Square Enix hired every voice actor on the planet to breathe life into these tiny hamlets. But once you leave the Wall Market and try to return to Aerith's house, you'll be reminded of how little scenery there is to explore. You'll get a glimpse of something bigger when you stray from a beaten path for a side quest, but after another four, you'll realize that the full Final Fantasy VII story, while a fascinating, emotional adventure around the world, is this first 40 hours romp is anything but.
Final Fantasy VII Remake is a fraction of the whole story. More will come, but we don't know when. After 20 years of hardware development, Midgar still doesn't feel as big as we have always felt. I can only hope that the time spent cutting off so many corners here has been spent on designing a far more ambitious follow-up. The world of Gaia will feel terribly small if you rely on the practices presented here.
Kazushige Nojima, who wrote the original of Final Fantasy VII and the subsequent side stories, returns to the baby he created over two decades ago. Between writing FFVIII and the tearful Kingdom Hearts series, the man spent years working out his world in spin-off titles, books and the popular film. With Remake, he worked it out further and expanded a fairly tame and tiny part of the original game into a section that is almost as heartbreaking as the entire chronicle.
New in this retelling are characters that come from subsequent side stories. Leslie from the Advent children's prequel book The Kids Are Alright makes direct contact with Cloud this time, which means that one can assume that the original FFVII is no longer completely canonical. There is more to this evolution once you delve into the details, but Remake is more than a simple extension of what was before – it's a completely revised narrative that will undoubtedly sink its claws into subsequent releases and that still has a lot of possibilities should captivate those who have already invested in FFVII traditions. Nojima's big story was a catch for a younger self. His efforts have shaped the series ever since. Anyone who is able to make some archaic game design decisions can look forward not only to storytelling, but also to eyes and ears. Mostly.
While Nojima does what he does best, composers Masashi Hamauzu and Mitsuto Suzuki join colleague Nobuo Uematsu to resume the game's classic soundtrack. New additions like the hip-hop sound of the grubby Collapsed Expressway and the completely revamped Wall Market theme are two bops that I can't wait to add to my playlist.
Visually, Final Fantasy VII remake looks incredible. No stranger will be blown away if they catch a glimpse of it on a YouTube ad, but considering that its real-time cutscenes outperform the pre-rendered footage of the mid-2000s Advent Children film, it's incredibly exciting to see how far we have come. It's just a shame that no amount of stories or catchy melodies can offset this boring attempt to wrap a playable game around his script. World building is not the drawback of this game – it is still one of the greatest game stories ever told. The questionable, outdated game design that is widespread everywhere makes Final Fantasy VII Remake fall flat.
Our opinion
After years of waiting, it hurts to say that Final Fantasy VII remake doesn't really impress. The classic plot – or at least what is offered here – benefits greatly from generous and outstanding speech, but how you extract the story of a generation is nothing short of a shame. Running up and down corridors and stairs for dozens of hours is a burden, and while the combat system can sometimes offer fights that embarrass MMO raids, mountains of fluff, and a combat system that can't be committed to a single style leaves this like feel a little step back from the already problematic Final Fantasy XV. There is very little freedom of movement here. Just a linear campaign that doesn't have much else to offer.
If we take into account the polarizing reception of Final Fantasy XIII, it is clear that Square Enix's weirdly long development times have resulted in a track record of games that just don't count the number of hours of work going into them.
Is there a better alternative out there?
If you're looking for an emotional roller coaster, two names come to mind. If you prefer a more in-depth experience, Persona 5 is really worth a look. It's almost three times as long as Final Fantasy VII, but it knows what it does with that extra time. However, a closer comparison is Nier Automata with its action-oriented combat system.
How long it will take?
Right now? Give or take forty hours. This also applies to all side quests, of which there are not many at all. Apart from an option for hard mode and some additional additions for Colosseum quests, there is little to prevent the repeat value.
Should you buy it
If you have had problems with Final Fantasy XIII and Final Fantasy XV, you will find the same errors here. Perhaps you support a creator by watching the playthrough instead. If you played Final Fantasy VII as a kid, you will get a kick out of this lengthy story experience, but you will feel challenged.
Editor's recommendations
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Online game
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Is PUBG Xbox free?
PUBG is free for Xbox One this weekend. You can play the game with full functionality through Sunday. Popular battle royale game PlayerUnknown’s Battlegrounds, or PUBG for short, is free this weekend for the Xbox One as part of an event called Free Play Days For All. It’s similar to Fortnite, except PUBG came first.
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Battlegrounds was initial released for Microsoft Windows via Steam’s very early access beta program in March 2017, with a complete launch in December 2017.
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Classic Gamings.
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90s Online Gamers stop here!!!
Are you a millennial or a Gen Z’er that has played endless amounts of online games and are ready to play the newest, hottest, most superficial game ever? This is for you!
The 90′s (and a few years before) was the starting age for Millennials and Gen Z’ers to put their game face on for Social Media. Massive Multiplayer Online (MMOs) and various online games (Call of Duty, Halo, etc) primed the way for young children to adopt their digital persona and easily phase in to Social Media.
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