#achievement hunter fan art
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havent drawn these fools in a while
#Mogar#Gavin Free#ahgavin#gavin ah#gavinah#AH#Achievement Hunter#achievementhunter#achievement hunter michael#michael jones#ahmichael#michael achievement hunter#achievement hunter fan art#achievement hunter art#art#my art#digital art
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Man whose definition of "monster" is extremely flexible.
#my art#baldurs gate 3#bg3#wyll ravengard#shadowheart#astarion ancunin#chessa#owlbear cub#fan art#first real post on this one instead of petitelappin#i drew these a while ago but never cleaned them up properly#i was mostly thinking about this as a concept when i (as wyll) released 7000 vampires into the city sewers and i was like#'we may have at some point stopped fitting the definition of monster hunter huh'#but also u know seeing the gur hunter later vowing to do what he can for his vampire daughters really got to wyll#thematically. im sure. anyway!#but lbr his crowning achievement in my playthrough was monster hunting so bad he ended up in a beautiful romance w his target instead
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Honored to make this wonderful Christmas kitty shirt design for my 2 favourite streamers Kat and Jeremy!
Make sure to snag a kitty shirt to celebrate the holidays!!! 🎄❤️
#pipart#artists on tumblr#digital art#christmas#christmas gift#jeremy dooley#dooleynotedgaming#dooleynoted#kat dooley#achievement hunter#ah fanart#dooleynoted fanart#twitch#Dooley noted kitties#cats#cats of tumblr#cat gifts#kitty cat#kitty gifts#xmas#christmas gifts#my art#fan art
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Though it's been a long time since I've watched Rooster Teeth (minus Funhaus) it feels surreal watching it end. I always assumed it would end with happier tears and applause as the creators grew on to do their own projects. I never assumed it would be swift and wrapped up coldly.
I was an avid Achievement Hunter fan, and I'll say it intrigued high school me like nothing else, and I know some people will know exactly what I mean. I fell into the 'golden years' where AH had fully formed its group and Minecraft was pumped out every Friday.
The further I go this is more for Achievement Hunter. Through their content, I found community and fandom for the first time here on tumblr. I started writing and collaborating with others. This was an AH blog. Writing is still one of my favorite hobbies. I was fortunate enough in this community to grow confident and break in to others fandoms to write.
Like many many others I pursued film and arts inspired by AH. I took on content creation something I adore because of them.
I admit I hadn't watched recent AH content in a while, but there was a comfort in knowing maybe one day it would bring me back. I'm gutted to see it go. I'm torn thinking about the people who poured their life into that company being jarringly forced to change their life. I hope the brightest for them.
I hope the spirit AH fostered never disappears, and everyone who had some sort of spark lit by them continues to pursue the dreams they started.
#personal#achievement hunter#rooster teeth#funhaus#youtube#online gaming#gamingcommunity#fan art#fanfiction#long post
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Bloodborne PSX One of the best fanworks on the web
Though the PS4 boasted and still boasts an impressive library of releases, for many (myself included) the system served to be bought for initially one purpose, to be the Bloodborne Machine. Most of the people in my life who had a PS4 during its generation either bought one exclusively to play Fromsoftware’s Nightmare Hunting Adventure or had initially got one solely to play the game and ended up getting more games afterward. It’s a phenomenon the game industry sees time and time again, with previous generations having swathes of fans buying entire consoles for one or two games. As far as games go though, Bloodborne is at the very least worth the price of entry. At the time, it was heralded as Fromsoftware’s most cutting-edge and impressive game to date. A gorgeous gothic world filled with creatures ripped straight out of H.P Lovecraft’s nightmares, a haunting soundtrack showcasing beautifully composed choral scores and a combat system that incentivized aggression and speed to achieve brutal and bloody efficiency. It’s no wonder then why Bloodborne still has such a large following behind it. Fans of Fromsoftware have hoped for a sequel or PC port year after year to largely disappointing results. But where the community shines is in its fanworks.
From fanart, comics, music, animations, and even fan-made video game spinoffs, the game has been shown a monumental amount of love since its debut in 2015. One of these fanworks was released back in 2022 and has since become one of the most famous pieces of fan-made content surrounding the game, this of course, being BloodbornePSX by LWMedia. An incredibly impressive feat of coding and art direction, the game serves as a “Demake” of Bloodborne’s first Yharnam segment, made to look like and play as if it were made on the very first PlayStation console. With some custom-made areas and an entirely unique boss to boot the perfectly paced experience is both a treat to fans who have been orbiting the game since its earliest days and new fans looking for the best and brightest fanworks to interact with.
The game has since gone on to be covered by a variety of news outlets all over the web, along with its creator receiving much-deserved attention for her efforts. One Lilith Walther (AKA b0tster on social media) holds the title of developer for the project. A long-time video game enthusiast and FromSoftware fan herself, she’s had quite an impact on the community I’m sure she’s very proud to be a part of. Later in the article, we’ve got an interview with Lilith herself about both Bloodborne PSX and her current project, “Bloodborne Kart”, but first, let’s talk a bit more in-depth about BBPSX.
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(Official launch trailer for Bloodborne PSX, uploaded January 31, 2022 by LWMedia on Youtube)
Bloodborne PSX:
So, what exactly is Bloodborne PSX? To start, let’s answer what precisely a “Demake” is first. Demakes often have the goal of remaking the likeness of a game either stylistically, mechanically, or both, as if it was developed on retro/outdated hardware. Famous examples of Demakes include “The Mummy Demastered” developed by Wayforward as a sort of tie-in to the 2017 film “The Mummy” in the stylings of a 16-bit run and gun adventure against armies of the undead, and “Pixel Force Halo” by Eric Ruth games which take the prolific XBOX franchise and shrinks it down to a Mega Man-esque platformer reminiscent of the NES’ 8-bit days. Demakes are intensely attractive looking, not only into the past of video games and their developments but just how creative developers can be with games that they love and appreciate. Bloodborne PSX hits as hard as a Demake can in my opinion, blending masterfully recreated graphics with perfectly clunky early PSX gameplay quirks that go above and beyond to make the game not only LOOK like it belongs on the nearly 30-year-old console but feel right at home on it as well.
(A screenshot depicting the player character “The Hunter” facing off against two fearsome Werewolf enemies. Screenshot sourced from the Bloodborne PSX Official itch.io page)
Gameplay:
Starting off with the masterfully recreated clunk in the gameplay, Bloodborne PSX “shows its age” by hearkening back to a time when being seamless just wasn’t an option. Much like adventure action games of the past (and much UNLIKE its modern inspiration), you’ll be cycling through your inventory delightfully more than you’d expect. Equipping keys, checking items, and even the trademark weapon transformations are all done through the wonderfully nostalgic menu and inventory screens. Taking one of the foundational parts of Bloodborne’s combat system and making it such a more encumbering mechanic is nothing short of sheer genius when it comes to ways to really make you feel like it’s 1994 again. On top of this, the Hunter’s movement itself has been made reminiscent of classic action titles. Somehow, both stiff enough to feel dated and fluid enough to make combat that same rush of bestial fun found in the original, it goes a long way towards the total immersion into that retro vibe the game sets out to give the player. Anyone who grew up with Fromsoftware’s earlier titles like Armored Core and the King’s Field series will be very familiar with this unique brand of “well-tuned clunk”.
(A delightfully dated looking diagram showing off the controller layout for Bloodborne PSX’s controls. Image sourced from the Bloodborne PSX Official itch.io page)
Graphics:
Speaking of old Fromsoftware games, though, let’s talk about the absolutely bit-crushingly beautiful graphical work on display. As I’m sure you’ve seen from the videos and screenshots included in the article, BBPSX’s art style and direction are nothing short of perfect for what it aims to be. While playing, I couldn’t help but notice every little detail (or lack thereof) in the environments meant to emulate the experience of a game made on 30-year-old hardware. Low render distances, chunky textures, blocky polygonal models, just the right amount of texture warp, it all blends together to create an atmosphere that I can 100% picture being shown off on the back of a jewel CD case with a T for Teen rating slapped into the lower corner. While playing, something rather specific that called out to me was the new way enemy names and health bars were displayed in the bottom right corner of the screen while fighting. As a big fan of the King’s Field games, this small detail went (probably too much of) a long way toward my love of how everything’s meant to feel older. Other games trying to match the more specific feel of King’s Field, like “Lunacid” created by KIRA LLC, also include this delightful little detail, a personal favorite for sure.
(A screenshot depicting the second phase of Father Gascoigne’s boss fight, showing off the game’s perfectly retro art style. Image sourced from the Bloodborne PSX Official itch.io page)
Sound design/Soundtrack:
But where would a game be without its sound and score? No need to fear, however, because Bloodborne PSX comes complete with a chunky soundscape that will make you want to check and see if your TV is set to channel 3. A haunting set of tracks played by fittingly digital-sounding MIDIs ran through filters to sound just as crackly as you remember backs up crunchy sounds of spilling blood with low-poly weaponry. Original sounds from Bloodborne have been used for an authentic sounding experience, but have also been given the CRT speaker treatment and sound like something you remember playing on Halloween 20 years ago. If you watched the launch trailer featured above then you know exactly what I’m talking about. The Cleric Beast’s trademark screech and Gascoine’s signature howl after his beastly transformation have never sounded so beautifully dated, and I’m here for every bit of it. Even the horrific boss themes we know and love from the original Bloodborne have been brought through this portal to the past. One of my favourite tracks, the Cleric Beast boss theme, might just sound even better when played on a 16-bit sound chip. It really cannot be understated just how much weight the sound design of the game is pulling. In my opinion, the only thing missing is that sweet sweet PSX startup sound before the game starts crackling through the speakers of a TV in the computer room.
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(The Bloodborne PSX rendition of the Cleric Beast’s boss theme. Created by and uploaded to Youtube by The Noble Demon on March 20, 2021)
Interview with the developer:
Before writing this article, I had the absolute pleasure and privilege of talking with Lilith Walther about some developmental notes and personal feelings about inspirations and challenges that can come with the daunting task of being a developer. Below are the nine (initially ten, but unfortunately, a bit of the interview was lost due to my recording software bugging out) questions I posed to Miss Lilith, along with her answers transcribed directly from the interview.
I’d like to start this section of the article by saying Lilith was an absolute joy to talk to. During the interview, I really felt like she and I shared some common ground on some topics regarding how media can have an impact on you and what sorts of things come with video games as an art form. After some minor technical difficulties (and by that, I mean my video drivers crashed), I started off with something simple. The first question posited was: “What got you into video games initially?” Lilith’s response was as follows: “When I was a kid, the family member of a friend had a SNES lying around. I turned it on and didn’t really understand. I was a guy on top of a pyramid, I walked down the pyramid, and some big ogre killed me. Later I learned that was A Link to the past.” and after a brief laugh continued, “A couple years later my parents got a Nintendo 64 with Mario64 and Ocarina of Time and that was it. Never put the controller down since then.”
She then went on to describe what precisely about Nintendo’s first foray into 3D Zelda had hooked her. “I’ve heard this story so many times. It’s like you’re not even playing the game. You’re just in the world hanging out in Kokiri forest collecting rupees to get the Deku shield, and the game expects you to! It was just, ‘run around this world and explore,’ and that really hooked me.” I couldn’t agree more with her statement about her experience. Not just with a game as prolific as Ocarina of Time but many experiences from older console generations that could be considered “the first of their kind”, or at the very least some of the earliest. Lilith also described her first experience with a PlayStation console, stating: “Later on I got a PS2 which played PS1 games. I didn’t end up getting a PS1 until around the PS3 era, so I guess I’m a poser. I remember my sister bringing home Final Fantasy 9 when it was a relatively new game. If it wasn’t my first PS1 game it was definitely my first Final Fantasy game. Of course I went back and played 8 and 7 afterwards.” A solid answer to a simple question.
The second question I asked was one starting to move toward the topic of Bloodborne PSX and its namesake/inspiration. Or at least the family of systems it was released on: “What PlayStation console was your favorite and why?” Lilith’s answer surprised me a bit. Not because I disagreed, quite the opposite, actually. But with such a big inspiration for her work being games from the PSX-PS2 generations, what followed was a pleasant bit of insight into one of her favourite eras of gaming, to quote: “I can give you two answers here.” To which I assured her she was more than welcome to, but she was set on having something definitive. “No no I’m only going to give you one answer. I can give you the correct answer that I don’t want to admit, but it was the PlayStation 3. It’s so embarrassing but I genuinely was hooked into the marketing of the whole ‘The cell processor is the smartest thing in the world’ and all that. It really seemed like the future of gaming and I was all about it. I think I owned an XBOX360 before but I did eventually get it and really enjoyed it. It took a couple years for some of the best games to come out but I really did.” A few examples she cited as being some of her most memorable experiences on the console were Uncharted 2, Journey, Call of Duty 4: Modern Warfare, and Warhawk. All games I’ve seen on several top 5 and top 10 lists throughout my life within the gaming space. A delightful show of affection for a generation personally very dear to me as well, in which she ended the segment by declaring “Hell yeag”, a bit of a catchphrase she’s coined online.
Getting into the topic proper, my third question was one about her personal relationship with Bloodborne: “How did Bloodborne impact/appeal to your interests?” A question that received perhaps my favourite answer of the whole interview. From her response: ”Oh that’s a big one. Going to the opposite end of the poser spectrum, I was a Fromsoftware fan before it was cool. One of the games I played religiously on my PS2 was Armored Core.” A statement which made more sense than perhaps anything else said during my time with her. “Then later in the PS3 era everyone was talking about Dark Souls, this was when I was in college. I finally caved and got it and saw the Fromsoftware logo and thought ‘Oh it’s the Armored Core people!’ I played and beat it, really enjoyed my time with it. I skipped Dark Souls 2 because everyone told me to hate it, I still need to go back to that one.”
It’s something I would recommend anyone who hasn’t played Dark Souls 2 to go and do. “Then Bloodborne came out and I thought ‘Alright this is the new one, gotta play this one’ and I was a huge fan of all the gothic stuff in the aesthetic. And how do I explain this, I do really like Bloodborne. I like the design, and the mechanical suite of gameplay, as a video-gamey video game it’s very good.” The tone shifted here to something a bit more personal. “But as well, I was playing it at a specific time in my life. I came out in 2019, I know Bloodborne came out in 2015 but I was obviously just playing it non-stop. It was just one of my ‘coming out games’, you know?” For those who maybe don’t understand the statement there, “coming out” is a very common term used within the Queer community to describe the experience of revealing your identity to those around you. Whether it be to family, friends, or co-workers, almost every queer person has some sort of coming out story to tell. Lilith is speaking in reference to her coming out as a trans woman. She elaborated: “Obviously I can only speak for myself, but I just feel like when you make a decision like that, that part of my life just ended up seared into my brain, you know? Bloodborne was there, so now it’s just a part of me. And it definitely influenced some things about me. It was there because I was working on Bloodborne PSX at the time, but it had an impact on something I’ve heard a lot of other Trans people describe.” She went on to describe the concept of “Coming out a second time” as sort of “finding yourself more within your identity” and becoming more affirmed in it. She described both Bloodborne and her development on Bloodborne PSX influencing large parts of her life, a good example being how she dresses and presents. As a trans woman myself, this answer delighted me to no end. I, for one, can absolutely 100% relate to the notion of media you experience during such a radical turning point in your life sticking with you. There are plenty of games, shows, music, and books that I still hold very near and dear to me because, as Lilith stated, they were there. All the right things at the right time.
Halfway through our questions, we’ve finally arrived at one pertaining specifically to the development of Bloodborne PSX: “What are some unique challenges you’ve faced developing a game meant to look/play like something made on retro hardware?”
Lilith answers: “So there’s two things, two big things. One is rolling back all of the quality of life improvements we’ve gotten over the years in gaming. Not automatically using keys is always my go-to example.” Something as well I mentioned in my short talk about the game’s gloriously dated feeling gameplay above. “That was definitely very very intentional. Because it’s not just the graphics, right? It was the design sensibilities of the 90s. Bringing that to the surface was very challenging but very fun. Another big part was, since it was one of the first 3D consoles, I wanted to recreate the hype around the fact that ‘ITS IN 3D NOW!’ So if you go into your inventory you’ll see all the objects rendered in beautiful 3D while they slowly spin as you scroll through them.” This is a feature I very much miss seeing in modern video games.
She continued, “I think the biggest one was the weapon changes. Bloodborne’s whole thing was the weapon transformations. Like, you could seamlessly change your weapons and work them into your combo and do a bunch of crazy stuff, and I kind of said ‘that needs to go immediately.’ So now you have to pause and go to your weapon and press L1 to transform it, that was extremely intentional. So once I had those three big things down it all just sort of fell into place. Like the clunky UI and the janky controls. You need jank and clunk, and I think that’s why Fromsoft games scale down so nicely, because they are jank and clunk.”
A point I couldn’t agree with more. Despite all the modern streamlining and improvements to gameplay, Fromsoft’s ever-growing catalog of impressive experiences still contains some of that old-school video game stiffness we’ve (hopefully) come to appreciate. She went on to make a point I was very excited to share here in the article, “It was just a lot of trying to nail the feel of the games and not just the look, right? Like I’m not trying to recreate a screenshot; I’m trying to recreate the feeling of playing this weird game that’s barely holding together because the devs didn’t know what they were doing.” In my humble opinion, something she did an excellent job with.
Fifth on the list was a question relating to her current project, Bloodborne Kart, a concept initially drawn from a popular meme shared around social media sites like Tumblr when the buzz of a Bloodborne sequel was keeping the talking spaces around Fromsoft alight: “Anything to say about the development of Bloodborne Kart or its inspiration?”
Lilith answers: “So first off Bloodborne Kart is less trying to be a simulation of a PS1 game and more just an indie game. It’s not trying to be a PS1 game, I just want it to be a fun kart racer first. Starting off of course is Mario Kart 64, that’s the one I played back in the day. But I looked at other games like Crash Team Racing and Diddy Kong Racing, but also stuff like Twisted Metal of course. I always used those as a template to sort of look at for design stuff like ‘how did they handle what happens to racers after player 1 crosses the finish line.” The next portion of her answer was initially a bit confusing but comes across better when you consider certain elements present in BBK’s battle mode. “And also Halo, like for the battle mode. I had to do a battle mode and it kind of just bubbled to the surface. Split Screen with my sister was such a big part of my childhood. Thinking about Halo multiplayer while I was making the battle mode stuff.”
Her answer to the previous question began to dip into the topic of our sixth question: “Are there any unique challenges or enjoyable creative points that go into making something like Bloodborne Kart?”
As she continued from her previous answer: “One of the biggest quirks of the battle mode I had to figure out was how to tell what team you were on at a glance, and that came back to Halo again. I started thinking about how you could tell in that game and it hit me that the arms of your suit change to the color of whatever team you’re on. It was just something I never even thought of because it’s so seamless. So that gave me the idea to change the kart colours, and that’s the most recent example of me pulling directly from Halo. It’s wild how a small change like that can turn your game from something unplayable to something fun.” I would agree. Tons of small details and things you don’t think about go into making seamless multiplayer experiences. Some of which we take for granted nowadays. She then made a point about one of the most challenging aspects of BBK’s development, “The most challenging thing was definitely the Kart AI. AI is just my worst skill when it comes to game development among the massive array of skills you need to make a game. It’s really hard to find examples of people coding kart driving AI, You know? You need to make a biped walk around you can find a million tutorials online but if you need to make something drive a kart, not really. I was really on my own there. A lot of the examples out there are very simulation oriented. Like cars using suspension and whatnot, but I’m making a kart racer. So I started simple, I put a navpoint down and if it needs to turn left, turn left, if it needs to turn right, turn right. And I just kept adding features from there.”
Moving onto our last three questions, we started to get a little more personal. Question seven being: “What’s your favorite part of Bloodborne Kart so far?”
Her answer was concise in what she was excited about most, quote: “The boss fights.” Short and sweet but she did elaborate. “Translating a big part of Bloodborne is the boss fights. So I made a short linear campaign which is basically AI battles and races strung together. Some of those stages are just boss fights which are unique to the rest of the game. When you make a video game you sit down and you make all your different modes of interactions, and then you make a multi-hour experience mixing and matching all those different modes in more complicated ways. I think the most interesting part is when that style tends to fall away and it ends up building something entirely unique to that experience.” An example she gave was the infamous “Eventide Island” in Breath of the wild, it being a unique experience where the game’s usual modes of interaction are stripped or limited, forcing you into a more structured experience that ends up being a majorly positive one. “That’s what the boss fights are in Bloodborne Kart. They do multiple game mechanics like a chase that ends in a battle mode. Like Father Gascoine’s fight where he chases you, and after you blow up his kart he turns into a beast and picks up a minigun.” That sounds absolutely incredible. It’s very easy to see why she’d pick the boss fights as her favorite element when they’re clearly intended to be such unique and memorable experiences.
Our last two questions veer away from the topics of development proper and focus more on our dear dev’s personal thoughts on the matter. Question eight posits: “What’s your personal favorite part of being a game developer?”
After some thought, she gave a very impassioned talk about something she considers to be the best part of the experience: “When people who aren’t game developers think about game development they think of things like ‘oh well you just get to play video games all day and have fun’ but it’s not! Except for the 2% that is, and it’s near the end of development. When all the pieces fall into place and you start actually ‘making the game.’ Game development, especially solo, you’re so zoomed in on specific parts. Because you’re not making a game you’re programming software that’s what making a game is. You spend months working on different systems and then you actually sit down and make a level, and you hit play and it you go ‘Oh my god, I just made a game’. That part is what sustains me. It’s magical. That’s the best part when it comes to true appreciation of the craft aside from the reception.” An answer that I don’t think I could’ve put better if I tried.
My last question is one that I consider to be the question when it comes to interviewing anyone who works on video games. Perhaps a bit basic, but heartfelt nonetheless: “Anything to say to anyone aspiring to be a game developer?”
Lilith’s answer: “Yes. Just do it. For real. This is what I did and it always felt wrong until I looked at more established devs echoing the sentiment. You cannot plan a game before you’ve started making one. The example I always bring up is the team behind Deus Ex wrote a 500 page design document for the game and almost immediately threw it out when they started development. Just start! You’re going to have unanswered questions and I think that trips people up. Don’t start with your magnum opus idea, start with something simple and achievable. I feel like a lot of people set out with the goal of making a triple-A game, and that’s good! But it can’t be your first game. Game development is creating art, just like any other form of art, and it’s like saying ‘my first drawing is going to be the Mona Lisa’ and it just doesn’t work like that. You need practice and development, and it’s difficult to see that because games take so long and so much, so it’s definitely seen as a bigger undertaking. But it’s still art. You’re still making mistakes and learning from them for your first project. Your next game will be better. View your career as a game developer as a series of games you want to make, and not just one big game.” A perfect response to an otherwise unassuming question.
Lilith’s passion and love for video games were reflected very clearly in every response she gave during my time with her. Her dedication and appreciation for the art form can be seen in every pixel of Bloodborne PSX, as well as the development logs and test builds of Bloodborne Kart. I really do think that the way she answered my final question speaks volumes to the type of attitude someone should take up when endeavoring to make art as intensive as a video game. Whether it’s fanwork of a game that’s important to you or an entirely new concept, do it.
(developer of Bloodborne PSX Lilith Walther, image provided by Lilith Walther via Twitter)
Closing:
If you’d like to check out the positively phenomenal experience that is Bloodborne PSX I’ve included a link to the official itch.io page below the article, as well as a link to the official LWMedia Youtube page where you can check out Lilith’s dev logs, test videos, and animations about her work and other art. Thank you so much for reading, and another very special thank you to Lilith for setting aside some of her time to talk to me about this article. Now get out there and cleanse those foul streets!
Links:
Bloodborne PSX official itch.io page: https://b0tster.itch.io/bbpsx
LWMedia Official Youtube page: https://www.youtube.com/@b0tster
Lilith Walther Twitter page: https://twitter.com/b0tster
#my writing#my stuff#writing#video games#bloodborne#bloodborne psx#demake#article#b0tster#bbpsx#Youtube
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Fluff Alphabet with Kinich
Request from: @aventurine20
My first request!!! I’m so happy, feel free to ask requests anytime, though I have lots of exams lately so I don’t know how fast I’ll be able to write them
Anyway, this was very fun to write, I love Kinich (lost my 50/50 to Tighnari but okay) and I’m so happy to write for him; the title is self explanatory
Warnings: !!!spoilers for his childhood/character story!!! mentions of domestic abuse; I wouldn’t consider this angst though (the day I start to write angst, we’re all going to cry) and I didn’t sugarcoat his character; also mentions of Ajaw (he’s a menace so he’s considered a warning)
Enough of my yapping
Not my art: credits to 1eternalstar
A = Admiration (what do they absolutely adore about you?)
He loves how you can make him feel safe and vulnerable at the same time. How you allow him to show his feelings, or how you guide him through it
B = Bonding (what's your favorite mutual bonding activity?)
Eating fruits he cut up specifically for you, in a recluse area, away from people, while watching a beautiful scenery of Natlan unfold, is one of the things he prefers in the whole world. Preferably if Ajaw is in time-out
C = Cuddling (how do they like to cuddle?)
Kinich doesn’t really care if he’s the big or the little spoon as long as he’s with you. One things he loves tough, if when cuddling, you kiss his forehead. This part of his face is usually covered so when you do it, he basically feels fuzzy, which he can’t really explain but he likes it
D = Dates (what does their ideal date with you look like?)
You two sitting by a bonfire, Ajaw in time out, stars shining bright… Kinich would be holding your hand in silence, no words would be needed to show his love for you. The heat of the fire would make his cheeks warm up… or maybe it wasn’t the fire after all?
E = Emotions (how do they express emotion around you?)
Expressing emotions can be a tough process for Kinich, not because he doesn’t want to, but because he doesn’t know how to. He’s a man of few words, so he’ll definitely convey his feelings through other forms of affection like physical touch or acts of service
F = Family (do they want one? If they do, when?)
Kinich‘s childhood wasn’t great by any means, and he is terrified at the idea of reproducing his father’s abuse on his own child. If you wish to have a family with him, it will take some reassuring but I wouldn’t say that it is necessary impossible for it to happen
G = Gifts (how do they feel about gift giving? What are their habits when it comes to this?)
His first reaction to a gift would always be to pay you back. With mora or a gift of his own. Even when you explain to him that gift giving doesn’t have to be an exchange, he doesn’t really feel comfortable with giving you nothing in return
H = Holding Hands (when/how do they like to hold hands?)
He isn’t a big fan of pda, so if you two hold hands in public, it would be rather discreetly. However, in private, hand holding is one of his favourite form of physical affection, because it’s not overwhelming
I = Injury (how would they act if you got hurt?)
He wouldn’t panic, he wouldn’t scream or scold you. Being a saurian hunter, Kinich knows the basics of first aid and how to tend wounds, so he’ll help you out as fast as possible. If the injury is caused by a person, on purpose, be assured that they will pay the price
J = Jokes (do they like to joke around with or prank you? how?)
Let’s be real, the only prankster here is Ajaw. He’d try his best to make Kinich flustered around you, hopefully achieving to make him die of embarrassment
K = Kisses (how do they like to kiss you?)
Kinich can be a little awkward during kisses, especially for the first ones, so he prefers when you’re the one initiating them. If you cup his cheeks, he’ll put his hands above yours, if you don’t, he’ll grab your hands. It’s almost like to…ground himself
L = Love Confession (how'd they confess to you? how'd you get together?)
I feel like the one telling you how he feels about you would be Ajaw. The insufferable saurian would make embarrassing comments each time you’d be around Kinich, to the point where you could only notice the blush creeping up Kinich’s cheeks
M = Memory (favorite memory together?)
One night, he came back late from a tough mission, sweaty, muddy and exhausted. He just crashed on the floor, too tired to take a step further. Yet even in his “disgusting” state you took care of him, you washed him, put him into clean clothes and cuddled him to bed. To him it meant the world
N = Nightmare (what is their worst fear?)
Hurting you like his father hurt his mom is definitely a big fear of his. He’d be always careful not to scare you in any way or to be violent towards you, even playfully, it’s a no-no for him.
O = Obvious (how obvious do they make it that they like you?)
Again, the one making it a virus wasn’t Kinich, but his dear companion. The pixelated saurian is actually quite observant of Kinich’s bashfulness around you and would make it known to everyone present
P = Pet Names (what do they like to call you?)
I don’t really see Kinich using pet names, especially because, if he does, he’ll get teased until the end of time by Ajaw. Kinich wouldn’t probably understand the use of pet names, using your actual name over nicknames would be much more preferable to him
Q = Quality Time (how do they like to spend time with you?)
He likes to go on walks, missions or expeditions like you. Just exploring Natlan together and enjoying what it has to offer. He likes how you get excited about things that for him, are daily occurrences like Saurian playing together, or just Capybaras bathing
R = Romance (how romantic are they?)
I am not sure if Kinich knows what being romantic means, not that he had any clear examples of it at home. He’ll try his best to make you happy and show you his love though, even if it’s in a rather unconventional way like making sure you drank enough water or giving you some fruits he picked up on an expedition
S = Secrets (how open are they with you?)
Trust is very important in a relationship, and Kinich is aware of that. He would be a bit reluctant to talk about things like his childhood and past traumas but once you two get closed, he’d feel like hiding things away from you would only be detrimental
T = Time (how long did it take you to get together?)
I don’t think getting with Kinich would take that much time, knowing how insistent his companion could be, you’d be aware of his feelings fairly quickly, making things actually easier for the both of you
U = Unique (what makes them unique?)
In a relationship, what makes Kinich unique is his way of showing love. Since he didn’t have a very good role model for the “correct way” of expressing affection, I feel like to him, little acts of service speak volumes rather than words
V = Vaunt (what are they proud of? do they like to show you off?)
Kinich isn’t much of a show off, and would like to keep your relationship as private as possible. I don’t even see him vaunting you in moments of jealousy to be honest. If anything he’d like to keep you hidden, to avoid making a big deal out of your relationship
W = Warrior (how do they feel about you fighting? would they fight for you, beside you, etc?)
He’d love to have you by his side during commissions, it could get lonely out there, Ajaw counting rather as a nuisance than a real companion, he’d be glad to have you with him. However, he wouldn’t let you fight a lot, especially if you aren’t as experienced as him, he’d be the kind to ask you to stay behind for your safety
X = X-Ray (how well are they able to read you?)
With time, Kinich would be aware of your habits, how you respond to certain things in certain ways, in short he would know you quite well out of habit. However, reading emotions isn’t his best quality and even if you’re the one he knows best, it wouldn’t change that. So please explain him how you feel to avoid misunderstandings
Y = Yes (how would they propose to you?)
Big proposals, with a giant crowd staring at the couple? A nightmare to Kinich. He’d preferably propose in a calm area, maybe a spot in Natlan where you two go often to watch the scenery, to make it extra special
Z = Zzz (how do they act when they're sleepy? what's it like sharing a bed with them?)
If you want Kinich to be vulnerable, sleep is a pretty neat way of achieving it. If he’s exhausted enough, he’ll let you pamper him without even getting flustered, just enjoying it. So feel free to cuddle with him when he’s eepy, because he needs it
Masterlist
I wrote so much for this, I didn’t even notice
#genshin fluff#genshin impact#genshin x reader#kinich#kinich fluff#kinich x reader#kinich x you#kinich x y/n#genshin fanfic#fanfic#fluff#fluff alphabet
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Ohsama Sentai King-Ohger Character Book: We're KING!!!!!
PROLOGUE
Jeramie Brasieri was troubled. After ending the conflict between humans and the strange looking creatures, Bugnarak, and with the turning point of becoming king, he wanted to create a new story.
However, he couldn't come up with anything that could surpass, "The Legend of King-Ohger," which he himself had written, and was known to everyone in Chikyu. And so, he decided to make a proposal to the 5 kings, who were also his figthing comrades…or so it goes.
Gira Hasty
"I'm going to rule the world!"
Taisei Sakai guesses what's going on in Gira's head! 50% Children from the orphanage 20% The people of Shugoddam 15% The kings and citizens of the other countries 10% What I was like when I was young 5% Food
My Favorite Point: The Cloak "I was worried in the beginning on whether it would look good on me, but now, it's my favorite!" (-Sakai)
Yanma Gast
"You guys, just shut up already and follow me. I'm not going to lose to anyone!"
Aoto Watanabe guesses what's going on in Yanma's head! 80% Technology and research for the sake of the country's future 15% When it comes to N'kosopa, how I should act as a king 5% Space to think about other stuff
My Favorite Point: Cuff Earring "I like that it has alot of decorations, including N'kosopa's emblem and the jagged edges." (-Watanabe)
The Jacket "I can understand why Yanma loves it, The key point is that it's got alot of texture!" (-Watanabe)
Hymeno Ran
"I'll do as I want and follow my own path!"
Murakami Erika guesses what's going on in Hymeno's head! 40% Cute things and beautiful scenery, fashion and other things including the "arts" 30% Lifesaving and medical research for the sake of Ishabana's people 20% Romantic stories 10% Daydreaming about the future
My Favorite Point: The Spiral Curled Hair "With this hair, I love the novel style of it being tied up and the tiara attached to the knot." (-Murakami)
The Immovable King and Moffun
A Special photoshoot with Rita Kaniska and Moffun has become a realization! With their mask removed, Rita enters a relaxed mode, and is being healed by and carefully brushing the fur of Moffun.
"Together with Moffun" is a long running animated series that depicts Panpy, a cryptid hunter, meeting the legendary yetis Moffun and living in "Mofu Village." The white, cute and fluffy visuals, the love of humans, and the willingness to be hugged so tightly…The healing nature of Moffun is very popular among both children and adults, and is known to have achieved the highest viewership rating in Ishabana of 90.9%, which is run by Hymeno Ran.
One of the reasons for the love of this series, was the proof of bond between the queen of Ishabana and her people. Having lost her parents in the "Wrath of God" tragedy 15 years ago, Hymeno, who became queen at such a young age, had suffered greatly…It was at this time that the people of Ishabana rose up. They made the show with the hopes that she would smile as much as possible, and Hymeno, who grew up watching it, turned into a wonderful queen and doctor.
Another big fan of this show, which is currently airing all across Chikyu, loves it. It's the King of Gokkan, Rita Kaniska. Rita's "Moffun Love " is becoming apparent to Hymeno, while Rita doesn't show any emotion due to their duty as king…If Moffun's charm, which has won the hearts of the two kings, spreads any further, is it possible…the future of Chikyu could become brighter?!
Rita Kaniska
"Even if the earth were to split or the sky falls, Rita Kaniska will not be shaken!"
Hirakawa Yuzuki guesses what's going on in Rita's head! 90% Trials and other work that has to get done 10% Wanting to play with Moffun
My Favorite Point: The Collar "They usually wear a collar that covers their face, so scenes where they show their face are appealing." (-Hirakawa)
Kaguragi Dybowski
"We'll eliminate these pests for a bountiful harvest"
Kaku So guesses what's going on in Kaguragi's head! 75% Toufu 10% The other countries kings 10% Suzume 5% Racules
My Favorite Point: The Furisode's Patterns "I like that the design shows off the various emotions. This costume is a must for Kaguragi!" (-Kaku)
Jeramie Brasieri
"Humans, Bugnarak, and everything else, I rule over all and determine the fate of the world. The king of inbetween, the story of what I do will be passed down forever."
Ikeda Masashi guesses what's going on in Jeramie's head! 80% Peace 20% Stories
My Favorite Point: The Forehead Makeup Instead of using a sticker, I have the patterns drawn on instead. It's the switch that gets me into the role! (-Ikeda)
#ohsama sentai kingohger#kingohger#super sentai#gira husty#yanma gast#hymeno ran#rita kaniska#kaguragi dybowski#jeramie brasieri#my scans#my translation#ohsama sentai king ohger#king ohger#tokusatsu#toku cast#we're king#toku#gira hastie#yanma gust#himeno ran#finally....it's here#I did this as fast as I could#not here are 6 pages + the 16 interview pages (all text)#I can't post more than 30 images so...#these are the most important I think#note: I once again forgot it's husty not hasty...
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//Solo Leveling yume
Introducing: Geum Seul-ae!!! Jinwoo's silly mage girlfriend.
Trope: Strangers to Friends to Lovers.
About Seul-ae ୭ 🧷 ✧ ˚. ᵎᵎ 🎀
Age: Same age as Jinwoo
Height: 152cm/5'0
Birthday: 04/09
Mbti: Infp
Rank: A-rank (She Reawakens to S rank later on)
Affiliation: None
Type: Mage
Title: Lady of Bloodied Petals, Her Highness of the sea
Powers: Sacred Primordial Sea, Botanokinesis
Regression ୭ 🧷 ✧ ˚. ᵎᵎ 🎀
Job: Freelance Artist, youtube vlogger><
♡ Seul-ae is one of those cute cozy youtube vloggers who don't share their face and voice on the video. She often posts about her art process + daily diaries as well as showing off her cute outfits<3
♡ Her content is mostly: draw with me, ootd, mundane life things, cooking, walking in parks and taking pictures of flowers or anything she finds pretty
Personality ୭ 🧷 ✧ ˚. ᵎᵎ 🎀
♡ She's a very lovely and sweet girl, though she is very insecure and anxious. Seul-ae stutters in her words a lot and gets tired of conversations easily, leading her to tend to attempt ending conversations without the other person noticing. Of course, she is still polite and very attentive, she just gets drained very very fast.
♡ At first sight, people always mistake her as cold and distant but she is actually a sunshine type of girl. She just has a poker face most of the time^^;;
♡ Seul-ae often imitates people out of fear that she would offend them. She observes how the other people act and tries her best to blend in so that she won't be bullied. Her real personality is quite eccentric in a way that she can't talk about things she loves such as whales and sharks. She often suppresses that side of her so that she can avoid being an outcast. She used to be one of those weird kids who got bullied in elementary and got shaken to the point that she became a people-pleaser. Seul-ae is only comfortable with people she is close to and most especially Jinwoo. He is her safe space.
♡ Seul-ae is not an academic achiever, she is in fact very academically challenged and only has average grades of C and D minus her art subjects. She hates studying anything except for marine life in which she can get heavy detail in.
♡ In her hunter days, Seul-ae was known as one of the kindest and most warm hunters there is. She has fans whom she often interacts with kindly and respectfully. Though she doesn't work with any guild, high ranked hunters like Choi Jong-in often invite her to assist in their raids and she helps willingly even offers to not get paid^^.
Love Story with Jinwoo ୭ 🧷 ✧ ˚. ᵎᵎ 🎀
Their ties go way back to elementary. They have heard of each other but never really interacted. But from what Jinwoo knew, she was one of those eccentric and obnoxious girls who have such loud voices during recess. In middle school, she was known for her absolute avoidance of feminine things. In senior high where they officially meet as classmates, Jinwoo was shocked to find how much Seul-ae had changed in a not good way. She became a loner but was still polite and respectful. He even noticed her having anxious episodes and often avoided conversations with anyone. However, Seul-ae was well known for her artistic capabilities and often won in art contests, which she doesn't really seem to be proud of.
After graduating, they never met again until his E-ranked days. Seul-ae hasn't awakened yet, but when she saw how much Jinwoo suffers trying to work, she offered him what little money she had. Seul-ae often visits Jinwoo in his odd jobs outside of hunting and gives him free food to eat out of kindness. They lose touch for a bit since Jinwoo keeps disappearing. But after a year, Seul-ae became an S-ranker after experiencing double awakening who is also now well beloved, and Jinwoo followed right after her, ascending as shadow monarch this time.
Seul-ae was extremely happy to have met Jinwoo again and wouldn't stop talking to him enthusiastically which he found adorable. And eventually, the two started to date. They didn't really hide it nor did they announce it.
When Jinwoo regressed, he approached Seul-ae in senior high and courted her again before returning her memories with him.
Their trope is just sunshine x sunshine protector<3. I love this trope a lot heheh.
Their Emojis: 🐈⬛🪼
#i finally have the courage to yume with him properly#if ur curious abt Minseok he has his own bf named Baek Hanwool#With seul-ae I'm healing my feminine side and accepting that I completely love girly things#I think my gender dysmorphia will be fixed by doing this#i hope u guys dont mind<33#solo leveling x Oc#jinseul🐈⬛🪼
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Yapping about Belos and his ending excessively while also analysing him to the best of my ability under the cut
So given how much art of him I've reblogged by now, it really shouldn't come as a surprise that Belos is my favourite character from the Owl House.
I could talk about him for HOURSS but I just want to talk about 2 of my favourite moments of him to highlight the parts of him I love the most.
This moment in Hollow Mind, when he gets the key in his hand and you can see the light in his eyes. It's the only time his eyes have the distinct shine in them like every other character has all the time, and it's cause of the key he's holding. The key to the human realm is the only thing that gives him that shine cause it's the only thing he genuinely cares about. Everything he's doing is to go back home and revel in glory, which, while selfish, adds so much to his character. He's not doing this JUST for power, he became an Emperor just to tear his own creations down. I just find something extremely poetic about that.
And the second moment -
THIS MOMENT. THIS MOMENT IN KING'S TIDE AJDHSJSHSJS
I'm still mad these flashbacks were never brought up in any big way cause THEY REALLY SHOULD HAVE BUT AHSKSJS I'M GETTING AHEAD OF MYSELF.
Belos reliving his worst memories was always a concept that was going to be interesting because it's an insight into what really gets into the head of our main antagonist. What does the guy who is everyone else's worst fear have to fear. And the answer is himself.
The 3 memories he sees are him approaching Caleb with the knife, the actual murder as pictured above, and the creation of the grimwalkers.
What really gets me is that his eyes are wide when he recalls the first memory, but they look smaller in the second memory (in the screenshot). Maybe it's just the angle but I always interpreted it as his expression shifting to be one of genuine sadness for this particular memory. Because the mere fact that his most personal crime is also his worst memory is such an interesting concept. How does he live with that sort of guilt and worse, keep doing those same crimes but WORSE?
All of Hollow Mind could just be here really and I wouldn't complain. It's THE episode for Belos fans that really allowed us to dig into him, and the mere fact that he's consciously scratched off Caleb from all the happy memories as if to justify his own fratricide is a level of desperate coping that I just find so very interesting ajdjhsjjs
Not to mention that his inner self is a child, which, while a pretence by him, could still say something about how in his head, he still has not grown up and is still playing pretend, still playing witch hunter with every version of Caleb he creates, still playing god to finally achieve a fantasy so very childish and so frankly basic that it makes anyone watching from the outside think "wait, that's it? That's all this is for?" AND THAT'S THE POINT
Cause none of this needed to happen. None of this has a greater value than Philip trying to chase after lost dreams. All the plans he made, all his great power and his great empire amounts to nothing because he himself plans to destroy all of it to chase that childhood dream. Just like Luz, he entered the Boiling Isles to find a home, only his home was Caleb and he was never willing to love new things in the Isles, while Luz loved so much she literally changed the lives of everyone she met by loving them. And unlike Luz, Philip never grew out of that mindset, only burying it in layers and layers of lies and half truths.
In general, his relationship with Caleb is for sure the most interesting part of his character to me. The fact that he both repeatedly murders and repeatedly creates new grimwalkers in an endless cycle and then hallucinates Caleb looking at him with disdain implies so much about his dependancy on Caleb and the deepest parts of himself that know what he's doing is wrong. The parts that have broken free from the layers and layers of cognitive dissonance and have accepted that he was wrong, without any more justifications.
And now, to 'briefly' rant about him in season 3
Thanks to Them was juicy for character exploration, but I wish we actually got to see him react to the human realm properly. It's everything he's wanted, it's the one thing that still brings light into his life but the world he returned to would absolutely hate him. He's done all this for nothing. I wanted so badly to see how he copes with his guilt then, but they were short on time so I get it.
For the Future's hallucination scene makes this even more interesting cause of the depiction of him actually seriously suffering from something like hallucinations. It was dark as hell, and it was really interesting.
And then... WaD. All in all, a great finale. The only real big problem I had with it was Belos' ending.
After so much buildup to his depth and his motivations and his guilt and all his lies slowly collapsing around him, after everything he did to so many people, he deserved a better death. I don't think he didn't deserve death, I just think it happened too quick. Where was the final cathartsis from all his victims shunning him (Luz staring was perfect don't get me wrong, but the whole Hexsquad deserved to be there). Where was the moment he would finally no longer be able to lie to himself and he would be forced to accept that he did EVERYTHING he did, made all those great sacrifices, tortured so many people, just to fail and be at his victims' mercy after accomplishing nothing?
I understand the finale was juggling many MANY characters and plotpoints, but that's not stopping me from wishing for a better ending.
I wish I had had the motivation to draw something for this like I'd hoped, but a brief description about what kind of ending I'd have wanted will have to do.
I wish Luz saw his memories in the place in between with Papa Titan. It would reinforce her arc of feeling like they come from the same place too, if she saw Caleb leaving Philip and Philip's original goal of just wanting to get his brother back. I wish Luz saw all his "sad" memories and really started to question herself.
And then I would have wanted Papa Titan to shoot that down regardless, and then explain that while Belos may have started out a victim of his circumstances as an orphaned child in a cult, the Isles gave him chances to change. Memories of Philip in the Isles seeing Caleb happy, being given chances by witches, being given so many chances to change, and rejecting them accompanying this scene would be ideal. Really hammer in that he aas responsible for his own suffering and that he has absolutely no excuse for what he did to all his victims.
And then, in the final death scene, as he claims that as humans they are better than witches one last time, I wish the ghosts of all his victims showed up to prove him wrong. Every witch and grimwalker who choose to be better than him before they fell. Every member of the Hexsquad who believed in him and his regime at one point. Every single one of them a reminder of how his lies can't even convince himself anymore.
And finally, his own brother, a fellow human, who appears before him. I imagine Caleb looking at him with pity, almost sympathy, before a quiet acceptance comes onto his face and he turns away from him. He walks towards the crowd and chooses their side, next to Evelyn. Neither Caleb nor Luz say a single word. There is nothing left to be said to him anymore. Every single person on the Isles, human or witch, has turned against him now.
If anything could break his will, I think this would be it. I imagine him phasing through his different forms, trying to find a way to justify himself in each one, gradually desolving into desparate screams, before the boiling rain melts him away like in canon (except without the stomping please).
Aaaand that's it, no more notes. Thanks so much to all the Wittebane fans in the community who have kept his fanbase fed when the show didn't meet our standards and who prompted the line of thought that led to this post.
There are so many of you all who inspired and made my fandom experience fun and created so much out of just Philip, Caleb, and Evelyn (and all your OCs of course!!) so I'm just going to shoutout the ones I remember off the top of my head -
@talisman975
@jess-the-vampire
@calebsrottingcorpse
@owlyhouse
@anona1-mous
@captainmera
@moonmeg
@azure-blaze92
@a-magpie-in-the-bi
@a-magpie-in-gravesfield
This is no particular order and I'm surely missing more so this is by no means exhaustive, but this is just a shoutout for those who kept this fandom going. Y'all are the real troopers for sure.
That's all I got, but I'm posting some old Belos art soon! Cheers all, and may the terrible awful no good goo babygirl keep inspiring us for all the great art <3
#toh#the owl house#belosfanstakeover#emperor belos#philip wittebane#jewel talks about stuff#character analysis#watching and dreaming
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It's been a long time, hasn't it.
If you're seeing this post at one point, you liked and followed Achievement Hunter and Rooster Teeth's content. You may have been a big fan. They were a large part of people's formative lives on the internet. There were certainly a lot of ups and downs too. It seems that book is coming to a close now though.
One of the best parts about Rooster Teeth was always the community and how they inspired a wave of young people to make cool things. Art, writing, animation, photoshop skills and more, I feel like we learn a lot about how to create, and get our feet wet often through fandom. I know that's how I did anyway. Consider reblogging this post if you wish to share a story about your journey and RT. I will try and share them here as well. As for myself? I can still be found most places on the internet at rosediode. I'll keep it short and simple; I would not be the artist I am today without the support of the Rooster Teeth community nurturing me as a teen to learn, create, and experiment so I can do what I do today. In all things, if these are the last words here, let them be a new beginning.
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-The World's most Multiversal DND Party!-
(featuring @danganronpasurvivoraskblog, @a-student-out-of-time, @finalverse and @despair-to-future-arcs)
[MORE INFO UNDER CUT]
//So there were a lot of talks about the main protagonists of mine and three other well-known Danganronpa ask blogs forming a DND part together on Mod Bubbles blogs, and as an artist, and a major DND fan, I could not resist.
//My little autistic cogs in my little autistic brain got turning and I basically made full on character sheets for all four main protags of each of the blogs; Kuripa from Survivor, Hajime from ASooT, Nagi from NWPM, and Aliza-chan from Finalverse
//I won't post the full sheets because I don't know how many people would want to see that, plus it's a shitton of information that I just don't want to bother with. But outside of the character cards above, here's a brief summary of every character in this "AU" shall we say.
Hajime - The party leader. Was once a young boy who never stood out, but gained the gift of a prophecy that showed him a dark future wrought by dark lord Junko Enoshima. Now with the power to reset himself every time he dies, the number of times depicted in his magical left eye, he dedicates his life to the journey of stopping the prophesized dark future. Sometimes he can be a bit cold and distant, always acting like the fate of the world rests squarely on his shoulders despite his teammates by his side, but he is capable, kind and a true leader.
Aliza - Aliza has a power with a similar origin to Hajime, which gravitates her towards him, and eventually is the founding reason she becomes his ally. Unlike him however, power is that to see and explore other universes parallel to theirs, where everything can be different, and she struggles to control it. The goal of her journey is to learn to use her power for good, and to escape the lofty expectations and cruelty of her family. She's a little bit clumsy and inexperienced as a result, with her wild magic sometimes landing her team in deeper trouble than they were originally, but she always means well and if nothing else, serves as the heart of the group.
Kuripa - He was originally a well-known artist and sculptor who lived a quiet life until a rogue in a steel mask raided his village and murdered his sister. For those who frequent this blog, you know how this story goes. He dedicated the rest of his life to hunting down the murderer, learning black magic arts and becoming a blood hunter, willing to sacrifice anything and anyone, including his own body, if it meant achieving his goal. He's a bit of a loose cannon and more violent than his peers when it comes to executing plans, much to Hajime, Aliza and Nagi's chagrin, but it's made up for in the fact that when he gets the job done, he REALLY gets the job done, and it makes them glad that he's an ally and not an enemy.
Nagi - Nagi was an Aasimar who was the guardian of a realm in the sky known as "Neo World" until she was attacked by Junko Enoshima's evil paladin right-hand, Mukuro Ikusaba, who was ordered by Junko to kill her and bring back a part of her body to show that she'd finished the job. After this encounter, Nagi miraculously survived, but Mukuro successfully tore her wings from her body. Nagi joins the party out of revenge, and despite her trauma, is still the most mentally sane member of the group, acting a lot like a team Mom of sorts.
//I'll also but transparent renders of the characters here if that tickles your fancy. Thank you for letting me pour my little nerd heart out.
#danganronpa survivor#danganronpa#neo world program monitor#finalverse#a student out of time#dungeons and dragons#official art#crossover#kuripa kurafto#hajime hinata#alizachan#aliza sahpree#nagi nanami#dnd#d&d
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10 Questions For Fic Writers
thank you @midnights-dragon for the tag! 😍 no pressure tags to @eviebane @foolishlovers @chernozemm @tawnyontumblr
1. How many works do you have on AO3? 14
2. What's your total AO3 word count? 405,342
3. What fandoms do you write for? currently good omens, but previously written for hannibal, the adventure zone, bbc sherlock, and achievement hunter (orphaned)
4. Do you respond to comments? Why or why not? i used to!!! and am awful at it now. i get too into the dopamine hunt of reading one after the other and then the effort of coming up with a dozen different ways to say "thank you" when none of it manages to express just how much i truly mean it overwhelms me 💀
5. Have you ever had a fic stolen? i haven't, but i have had an original comic stolen before. someone who was a long standing fan of mine, pledging on my top patreon tier for a year and a half, traced just about every drawing i made for their own art, and cut up pieces of my comics to make their own.
6. Have you ever co-written a fic before? nope, i think i'd be pretty bad at a written collab because i get so attached to my stories i find it hard to give up total control
7. What's your all-time favourite ship? moriarty x moran
8. What are your writing strengths? characterisation, motifs + metaphors
9. What are your writing weaknesses? exposition, endings, maybe pacing but i think i'm getting better
10. First fandom you wrote for? bandom!! (my chem, the used, and the fueled by ramen label)
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So, most people assume the black cat in Kafka´s artwork and the Jepella rebellion video is Elio.... I actually do not think it is meant to represent Elio. I think that the cat is also not diegetically actually a cat, but is a standin for someone.
Reasons why I do not think it is Elio... well mostly because I got the impression he is usually not going on field missions personally, with Kafka leading those usually, including the Jepella rebellion.
Yet the cat is there
So who is the cat? Well the cat is shown only in art that is probably set before the start of the game....
And we know of a certain someone who was with Kafka before then...
Also, the bigger evidence I think, is that in Herta´s splash art where she plays with trailblazer hand puppets, she also has a black cat plushie.
And the trailblazer themed cat cake is also a black cat:
Why cat then? Well this was in Kafka´s splash art before fans started calling Stelle a racoon, the racoon thing only got acknowledge in Penacony. Also, cats are cute. Also really I think it is more about hiding a detail in plain sight and less about a specific reason for why a cat. Full disclosure, friend of mine who does not use tumblr first thought of the idea the cat was actually Stelle and noticed the Herta artwork thing, I mostly contributed by looking around to see if I could find any hard mentions of Elio in relation to cats in game and finding nothing other then debatably some achievement names, which also do not explicitly connect it to Elio, just the stellaron hunters as a whole.
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Ritualistic sacrifice
Chapter one:
the beginning of the end
Rating:mature
Summary:After clash at the castle, Drew McIntyre has been furious at CM Punk for taking another win away from him. With all of these emotions, he has been struggling with dreams of this man.
Punkintyre fan art based on the chapter included
Tags: @thlayli-ra @salemshotspot if you want to or don’t want to be tagged in the next chapter, tell me in the comments or anywhere else
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The day CM Punk came back and dared to show his face, was the day Drew knew that he’d do anything to take that taunting and infuriating smirk off of that already annoying face and never let it return there. He knew he was destined to be the reason for Punk’s misery.
Only after few months, he had already broken one of Punk’s dreams by injuring his arm. The dream he had been always talking about. The thing that would finally make people know that his worth in life was acknowledged. That he wasn’t just the bratty asshole the world tried to paint him to be. That CM Punk deserved to be in the main event of the most popular wrestling event in existence. That it wasn’t too late for Phil Brooks to finally achieve his childhood dream and main event Wrestlemania.
And Drew shattered that chance. He took that pathetic old man’s dream that was as frail as the man himself, held it in his strong hand and crushed it with all the power he had in his body. Oh the joy he felt the day after, when he heard how bad the damage had been. That day his prayers had been answered. That was the day he truly began to believe in god.
He should’ve remembered what kind of a person he had wronged. He should have known what that man would do. He shouldn’t have forgotten that, that petty old man would bite back. To talk back. To kick back! That old asshole has begun a hateful revenge campaign against Drew!
He ruined a Wrestlemania moment that should have been beautiful, joyful and unforgettable. He was supposed to be the world champion even after leaving the event. But no. That no good man, who brings even more bad luck than broken mirrors, ravens, horseshoes with their ends pointing down and black cats together. Black cats aren’t even bad luck!
This hasn’t been enough for Punk. Of course not! Punk would never be satisfied and Drew knew that way too well. The people in other companies and his own experiences pointed to that. That petty man could find something to be mad about in everything. No matter what, there was always something that could be better.
It wasn’t enough that Punk had taken credit for ruining Drew’s Wrestlemania moment. He also needed to ruin Drew’s homecoming. The moment where he was supposed to win back what he lost. But instead, he lost it again because of the same reason.
The smug grin of acknowledgement on Punk’s face made Drew’s emotions shoot through the roof. Pushing him in the corner, wanting to rip his face off then and there. But the older man had expected a reaction like this from him. Of course he had. The kick to his crotch happened so fast that Drew only could register it when he was on his knees, trying not to get affected too much by the pain. It took him so long that Damian Priest had recovered enough and took advantage of the situation, making Drew lose again.
After all of that, Drew was ready to give up. He was ready to quit. He had gone to RAW and said “I quit” in front of the crowd only two days after Clash at the Castle. Everyone tried to stop him. “What do you mean you quit? Drew you can’t!” Guys like Adam Pearce and Hunter had said to him. “No. I’m serious,” he had told them and walked out of the building. Ready to never return.
Drew had locked himself in his house and decided to become a hermit. He deactivated all of his social media, made his distance to other people lengthen and decided to dedicate all of the energy he used to use on social interactions to his cats. All of them were so happy he was staying home, purring and nuzzling against him no matter what he was doing. It was very comforting. To just pretend that everything was fine and his life goals hadn’t been destroyed. Everything was fine until he felt himself fall asleep.
~
Drew was at home in his bed when he heard something. He wiped his eyes and got up to see what was going on.
He walked to his living room and looked at the direction of his couch. He could see a shadowy figure sitting on it. This made him really concerned. He looked around for his cats. Why none of them meowed or let any sounds?
“Oh Drew. What are you looking for?” He heard a smug very familiar voice speak to him. Drew quickly turned on the light and saw exactly what he thought he’d see. “Phil wha-“ Drew started but was stopped by a finger in front of his mouth. “Shhhh… no need to open your mouth. I know anything that comes out of it is just bullshit” the man who proved to be Punk whispered into the taller man’s ear. He could feel the hot and moist breath next to his face. He felt his ear being licked which sent shivers down his spine.
This made Drew quickly push Punk away from him, making him fall on the floor. The tongue hadn’t felt like a normal tongue. It was slimy like a reptile. It disturbed Drew. Nothing felt real. The man fallen on the floor had a sinister smile across his face. His pupils were like snake’s. Drew stared at him with wide eyes and started to walk backwards further away from this creature.
This wasn’t a human. This was a demon. A succubus. A devilish creature from the deep depths of hell. The laugh of the creature that tried to look like Punk continued to get more loud and sinister. A guttural laugh like a horror movie villain-
And that’s when Drew woke up and sat up panicked.
It was all a dream…
Drew sighed in relief and wiped his hair away from his face. And that’s when he noticed…
He was hard.
Second chapter
#punkintyre#cm punk x drew mcintyre#suggestive wrestling art✨#wrestling ship art✨#wrestling fanfiction based art✨#Kat writes wrestling fan fiction✨#wrestling fanfiction
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Stardew Valley!!! I love a lot about this spread but I wish I didn't use so many pen colors. This is another game I played before I even started journaling so I had to recall a lot of my older thoughts. Sebby's little corner might've been even bigger 😅 (Y'all might even guess where the name PumpkinSouppe came from, but it is also my favorite dish irl)
The Sebastian sticker is by ArcaneGoldArt! They have a whole collection of all the love interests.
Writing typed below!
Rating: 9.3 Played: Fa 2021 Port: PC (steam) Favorite? Y Replayable? Y Recommend? Y
Comments:
Name: Beans
Farm: Soup
German Shepherd
Beach Farm
Spouse: Seb <3
The Junimo are SO cute
only talked to like 7 characters lol I'm so introverted
had so many wiki pages open
LOVE the dungeons and enemies + the hunter log/achievements
It's sometimes pretty creepy
You can put hats on the horse and children lmao
don't like Shane at all (skull emoji)
stopped playing when I got the child, not the biggest fan [but I'm also against sacrifice]
#1 Krobus fan, love him
love my crazy animal names
made a little statue garden
so many eggplant parms
so much fun catching all the legendary fish!
the movies are so pretty and fun
The Sebastian corner: (DO NOT SAY ANYTHING)
(List of his favorite and liked gifts) Frozen tear, obsidian, pumpkin soup, sashimi, void egg, flounder, quartz
motorcycle kiss T^T
LOVE his theme
when he hid behind the tree lmao (I accidentally planted a tree right in front of where he would stand and I thought he would just disappear once a week and I could never find him)
quit smoking for me
he loves Jasmine tea!!!!!!!!!!!!!!!!!!!!!!!!!!!
you can kiss him <3!!!
Frog Sanctuary
Game Dev notes:
really good day/night + seasonal cycle with relation to player mechanics
great progression of unlockable events -- well paced
great long term achievements
amazing cooking mechanics and storage
no definitive objects, very choose your own adventure!
easy controls, nothing memorable
beautiful pixel art and boundaries
Summary:
One of my all time favorite games. It is the gold standard of farming games and even has one of the best fishing mechanics. I played this during the beginning of my health problem during senior year and it really helped me cope a lot. Although I didn't play multiplayer, my friend and I played at the same time. This game has so many cherished memories especially when I got to compare gameplay with my friend. Made by one man, this is such an unbelievable game. There's unlockable events after x amount of years that entice players to continue playing.; There's also no one way to play, for example I was a lot more introverted and only talked to a few characters whereas my friend played more socially. Maybe someday I'll continue playing to complete more achievements. My one gripe is there's a lot of responsibilities to get back into, so it's a little hard to get back into. It's one of the games I can recommend to everyone. It's hard if you makes it hard, cozy if you make it cozy, etc. Excellent designs, animation, gameplay, story, choices, etc. My worry is that this game is so well crafted I'm worried playing other farming games won't live up, I am so excited for ConcernedApe's new game. He is a major inspiration to start making my own games. I have also heard modded Stardew is really good and really worth checking out. All in all, a superb game loved by so many fans. Highly recommend.
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UFO 50 - First Impressions
I've played UFO 50 for over 30 hours now and wanted to quickly jot down my first impressions of each game included. From the many reviews I've consumed so far, it seems everyone has a unique experience playing UFO 50, due to the sheer variety and quantity of retro games on offer, and it's somewhat difficult to predict which games will click with a player and which they'll bounce off of immediately. I've technically played each game, but some for only minutes while others for several hours. I've earned gold disks for seeing the end of only a handful of games so far, and I'm not close to getting the cherry achievements (the hardest challenges) of any of them. I expect my opinions about many of the games to change a lot after I've finished them all, a task which I'm positive will take still dozens more hours. Also, I suspect many of the games to take on a different tone, difficulty, and flavor once I've found many more of the cheat codes available and tried playing each game with the cheats active.
Up until I purchased the game, I tried to remain as unspoiled on UFO 50 as possible. I am still largely unaware of the grander meta-narrative about UFO Soft that's included and believe that more easter eggs and secrets have yet to be discovered. I expect these to color my opinions of the game overall as well once I've seen them, but regardless I'm confident in saying that UFO 50 is a must-play for anyone interested in retro games or getting into game design, art, narrative, programming, music, etc. Spelunky 2 is one of my favorite games of all time, so I was already primed to enjoy another title by Derek Yu and Eirik Surhke. But still, I'm very impressed with what I've experienced of the game so far and think it deserves a lot of discussion and study. Both Spelunky 2 and UFO 50 seem to have been largely overlooked by the professional games media/podcast machine post-launch and I think that's a huge shame, although a lot of popular YouTubers and smaller podcasts are giving the game its due. So if you're still reading this asking yourself "Is UFO 50 the kind of game for me and worth $25?", rest assured the answer is most likely "yes" and you should go buy it and play it right now. Come back and tell me what you think if you do. That said, let's get into the games...
I originally tried all 50 games in their listed fictional chronological order of release, as I believe was probably intended, and will present them as such here as well:
Barbuta (1982) feels grindy, obtuse, slow, and overly-punishing until you start to make sense of the game's design language and solving its mysteries. As many others have theorized, I think Barbuta was put first in the list primarily to encourage users to try other games and come back to it later. I'll probably have to draw my own map of the layout to finish it, and I'm actually looking forward to that. I really like Barbuta overall, as both a callback to 1980's CGA/EGA graphics PC platformers of yore (none of which I'm very familiar with) as well as a contemporary of games like Animal Well, You Have to Win the Game, and I Wanna Be the Guy.
Bug Hunter (1983) immediately called to mind modern tactical roguelike games for me, primarily Into the Breach. Unlike Barbuta, this game felt easy for me to sink an hour into before moving on, though I've since put twice that much time into Barbuta. It has fun systems, a fairly gentle learning curve compared to many of the other games, and great art and UI that tells you just as much information as you need to make informed decisions.
Ninpek (1983) - I'll be honest and admit I'm not the biggest Contra fan (although I do really like Ninja Gaiden), but I don't think Ninpek's brutal difficulty does its genre of platformer/shooters many favors. That said, I keep coming back to it and find that I do make a lot of progress after I've warmed up a bit. I also appreciate that the game is fairly generous with extra lives and doesn't force a total restart until you've lost them all. It is very easy to get into a death spiral and quickly lose your last few lives though. While it's tough, I think Ninpek will be completable for most players who dedicate a few hours to it; I just don't know how enjoyable those hours will be on average.
Paint Chase (1983) gives me some nagging anxiety in a way that's hard to describe. There are so many things happening on screen at once that it's hard to pay attention to any of them. Trucks and planes barreling down lanes threaten to undo all your hard won progress, right down to the last few seconds of every round. The constantly changing blue and red squares can really mess with your vision too. I think I still enjoy the game, especially the meter that agonizingly ticks up your paint percentage at the end of a stage, determining if you pass or fail. I'm just not itching to finish it any time soon.
Magic Garden (1984) is the kind of game I wish I was naturally better at, but surviving in twitchy, one-hit kill arcade games long enough to rack up impressive high scores has never been my strong suit. Still, it's impossible to ignore this game's charms, and I'll keep coming back to it, even if I never really expect to master it.
Mortol (1984) struck me as one of the zaniest and most interesting game ideas I've ever seen. It's something of a bummer to spend a lot of bodies finishing a stage only to not have enough to finish the next one, but the game is so fun to play that I don't think I'll mind by the end.
Velgress (1984) has been on my mind a lot, distracting me for a few minutes here, a half hour there. It's easy and addicting to play a few runs, in the same way that Downwell or Spelunky are. I'm very confident I'll finish this game after I'm more accustomed with levels 2 and 3 - it's really just a matter of time.
Planet Zoldath (1984) I gave several solid attempts at first but it's not a game I enjoy playing all that much. I like what it's doing as a game idea though, as a procedurally-generated Zelda-like with some off-the-wall writing. The game seems directly influenced by the randomizer trend too, which is a really interesting design space to explore.
Attactics (1984) is one of the only games I really dislike so far, mainly because of its frantic and disorganized nature. I'm not really an auto-battler person, and having to play a Chess-like game with real-time movement just makes me panic and makes the game very hard to learn at first. I'm expecting this one to be a lot more enjoyable after some more practice, but it's very rough at the start.
Devilution (1984) weirdly reminded me of a game in another collection of games: Dungeons & Diagrams from Last Call BBS (2022) by Zachtronics. I enjoy setting up a Rube Goldberg machine of monster attacks and rocket launches and seeing all the dominoes fall at the end, but I can't help feeling there are some missing quality of life features here that could make the game a lot easier to parse.
Kick Club (1984) reminds me of Bubble Bobble, a game I've loved since I was a kid. It's relatively tough as a single-player game, but I imagine it's a lot easier with a Player 2 in coop. I love the sports theming of the enemies and the many different ways you can knock the deadly soccer ball into them.
Avianos (1985) is not nearly as hard to grock as it looks at first, which is something I can't say for a lot of contemporary strategy games. I quickly learned what the different symbols meant and tried to pick the most optimal Ancestor to pray to every round, and I find the core loop really satisfying. Sure, it doesn't have nearly the same depth as a Civilization or a Crusader Kings, but I also dislike having to spend upwards of four hours on a single match of those games.
Mooncat (1985) is meant to be a spiritual sequel to Barbuta, but I don't think I'll end up liking it as much. The gimmicky movement controls are more frustrating than interesting to me right now, and I don't see how even the best level design in the world could help me get past that. I've been wrong before though, for sure, and I want to give the full game a fair shot.
Bushido Ball (1985) is mildly enjoyable but can often be frustrating due to what I suspect is a very quick ramp up in difficulty of the enemy AI. Not only do you need to learn every character's strengths and weaknesses, you also need to react extremely fast or predict where the enemy will hit the ball next, usually long before the ball actually gets there. It's not impossible or completely unrewarding to learn, but I'm not convinced the juice is worth the squeeze with this one.
Block Koala (1985) will probably end up as one of my most-played games of the set, and I'm excited to get back to it. Even the early puzzles are really daunting, though, and I'm not very experienced with sokoban-style games. I'm glad the game comes with an undo button, but it still feels tedious to rewind more than a few steps. There's inherently a lot of trial and error involved in solving a puzzle, which can make individual puzzles take a very long time and make watching your koala slowly navigate through the same areas over and over more annoying than fun or relaxing.
Camouflage (1985) is a cool, logical extension of Frogger with kind of a stealth twist. I wish you didn't need to watch the same long animation of your lizard getting devoured every time you die though. The game is really asking you to go slow and plan your route ahead of time, but it's still easy to mess up and accidentally step into a hungry amphibian's path.
Campanella (1985) is both adorable and challenging as the titular UFO of UFO 50, and I'm still making up my mind about it. Flying the too-tiny UFO around can be physically painful when you have to constantly hold or mash the A button to keep it aloft, and its momentum definitely takes some getting used to. The ship also can only attack nearby objects, making every encounter with an enemy or obstacle a risk. 50 levels seems like a really tall order to complete when any brush with a random wall can end your run. Thankfully, though, it's easy to earn 1UPs in this game and many helpful secrets abound. I've already found one hidden teleporter in the first world that skips you forward a few levels, and I suspect there are others later on. The music, art, and humor of this game are great too, and Campanella is probably one of the more polished games of the set.
Golfaria (1985) is one of those weird game ideas that kind of works despite itself, like Pac Man 2 or the Sonic franchise. I don't love tediously navigating an entire world with limited golf ball physics, but I tend to enjoy golf games and ball-rolling games like Kirby's Dream Course, so I think it'll grow on me.
The Big Bell Race (1985) is Campanella racing and most reminds me of the Top Ride mode from Kirby Air Ride. I'm always down for silly racing games with power-ups like this one, but I still don't understand why the UFOs can only slash and not shoot lasers. This game is probably best played with another player.
Warptank (1985) feels like Blaster Master but with gravity switching and I'm mostly into it. Controlling and aiming the tank upside-down is not always intuitive, but the checkpoints are plentiful and you can retry a section as many times as it takes you to progress.
Waldorf's Journey (1986) is a great idea that's as funny as it is potentially frustrating. I love the idea of a flying walrus in a drug-induced dreamscape, but I don't love trying to land on tiny platforms or watching Waldorf fall to his death due to running out of fish meter. A little more leniency could have gone a long way here, but thankfully Waldorf's dream doesn't last long and focuses more on speed than stamina.
Porgy (1986) is another game that looks more fun than it is to play, due to some tough controls, water physics, overly-aggressive enemies, and punishing stamina mechanics. I keep bouncing off it right after I boot it up and get killed by the shark, but I'm determined to make some real progress.
Onion Delivery (1986) might be someone's favorite game (maybe even yours), but for me it's too annoying to control and too difficult to finish all the deliveries and return home without dying. I really like the cutscenes though and want to see more of the aliens and the story. If you're a Grand Theft Auto 1 & 2 fanatic, this game is probably for you.
Caramel Caramel (1986) might also be on the too-hard side of things for me but I really enjoy playing it. Just don't ask me why this fish-ship thing has a polaroid camera strapped to its face. The camera mechanic is brilliant in gameplay, though, serving the purposes of freezing enemies (making them easier to shoot and blow up in a chain reaction of double points) as well as revealing the many secret caches of orbs hidden in the environment. I don't understand why there are no checkpoints in this game though, when extra lives are so difficult to earn already. The music, art, and gameplay are killer otherwise though, making this one of my favorite games in UFO 50.
Party House (1986) is perhaps the best game in the first half of UFO 50, so it makes sense to put it at the halfway point chronologically. I really enjoy roguelike deckbuilders, and I've never played one with this goofy or charming of a theme. Again, the difficulty is very finely tuned, but you can definitely win scenarios with a little good luck and patient planning. Unwinnable situations still come up, for sure, but it's quick and easy to reset the game and try again if you don't want to play out all 25 days of a scenario.
Hot Foot (1986) calls to mind the Kunio-kun soccer and dodgeball NES games of my youth, but it's neither as ridiculous nor as fun as those. The writing is funny but the bean bags just feel awkward to both dodge and throw, and I haven't gotten a handle on what makes a good team yet. Combine that with some weird NPC AI and needing to manage two characters concurrently and I just don't think this works as a single-player experience. 2-player coop though I could see being pretty fun, so long as you don't chuck too many bean bags at your friend's head (in the game or otherwise).
Divers (1986) I know is one of the longer games included and so I've mostly put off playing it. I do really like the callback to the TMNT NES game's dam level though, and I'm excited to discover the game's secrets.
Rail Heist (1987) is one of the few games I've finished so far and probably one of my favorites. It took about four hours for me to complete all 20 missions (not going for stars or good times) and I was engrossed the whole playthrough. Getting the cowboys to do exactly what you want within your 9-second window can feel a bit random, and it never feels great to be shot from offscreen. But I think Rail Heist is mostly about those panicky moments between certain death and success, teaching you to form a plan and play precisely rather than waste a lot of time, which is what I love about Spelunky too.
Vainger (1987) has a lot to live up to as a Super Metroid clone, but I'm interested to see how its gravity-flipping will be used as more than just a gimmick across the whole game.
Rock On! Island (1987) is the first tower defense game I've played in a long time and one of the best, period. It's hard, it demands a lot of thought and attention, and it will upset you when 10 pterodactyls fly a B-line directly into your base because you didn't think to set up air defenses beforehand. But I really love the core loop of this game and there's something about the theme that feels very nostalgic to me. There are so many interesting decision points along the way to building a winning strategy, with just enough wiggle room for experimentation. There were a lot of NES and SNES games with cavemen-versus-dinosaurs themes too, for some reason, and Rock On! feels very faithful to that tradition.
Pingolf (1987) looks, sounds, and feels great to play but has some truly agonizing level design. I'll often line up a shot and whack the ball, only to watch it ricochet back at me and land further behind than where I started. This can happen very often in the later holes, demanding that you memorize the best routes to win. Getting good enough to win a match of all 18 holes will probably take me a few hours of practice, but I'm not sure I won't be sick of the game by the end of it.
Mortol II (1987) fails to live up to its predecessor's genius for me so far, sadly. The different classes feel stiff and difficult to manuever, and it's very frustrating to lose a man and then have to start over from the beginning yet again, even with 100 of them at your disposal.
Fist Hell (1987) makes a lot of sense and it's fun to play a River City Ransom-style beat-em-up with zombies. It's just very difficult to survive for long. Attempting the game with two players seems ideal.
Overbold (1987) lets you dig your own grave through raising the stakes of each fight with the promise of winning more points. It seems like a false promise, though, for all but the most dedicated of players. Getting killed in one hit here seems overly-mean, and I don't really enjoy this game's brand of Robotron-style slaughter either way.
Campanella 2 (1987) I've heard is the "Spelunky 3" of this collection but I've yet to see how that plays out. I'm not very excited about flying more Campanellas through tiny spaces or moving around as a slow, pixellated astronaut though. At least Isabel can shoot lasers when she gets out of the ship, I guess, similar to Cave Story or Blaster Master. This is yet another game I really wonder about the lack of checkpointing.
Hyper Contender (1988) was surprisingly easy for me and I finished my first run of the game using Elka, which took about 10 minutes including a few deaths. It's very similar to the versus mode in Spelunky 2, and I think it'd be fun to play with friends.
Valbrace (1988) is one of the games I was most looking forward to trying, and so far it's lived up to the hype. It has some of the same navigation issues that many classic dungeon crawlers had, but the automap is pretty helpful and the combat is a lot more engaging than just picking the same old options from a menu.
Rakshasa (1988) feels like Ghouls N' Ghosts or Contra but doesn't seem nearly as hard as those games to me. I really like the death save system turning the game momentarily into something like a shmup. The player's ghost also seems like a callback to Ninpek, and I love when these games are in conversation with each other. You can really see how UFO Soft progressed and developed in a lot of areas throughout the collection.
Star Waspir (1988) is unfortunately too hard for me and maybe needlessly so at first blush. I'm not an expert at shmups but to me this seems to be targeting only the most dedicated and hardcore of arcade grinders who can spell EGG.
Grimstone (1988) is a "Western" Final Fantasy/Dragon Quest clone and I'm super excited to play through it and see how my party develops.
Lords of Diskonia (1988) is what happens when you mix Heroes of Might & Magic with something like marbles or crokinole and it works surprisingly well. There's a lot of strategy and skill involved in how and where you shoot your disks, and sometimes a weaker army can still win the fight through some clever placement and opportunistic bounces. I'm looking forward to playing through the whole campaign.
Night Manor (1988) lives and dies by the quality of its art, atmosphere, scares, and puzzles, and it's mostly successful. I'm really glad there's a puzzle horror game included in the list at all, though, and the fact that it works surprisingly well with a controller with two buttons is remarkable.
Elfazar's Hat (1988) is tough but seems mostly fair so far. I really like this kind of slower-paced shooter and played a lot of Gun.Smoke on the NES growing up. The card pick-ups are a fun sub-objective and keep you exploring the environment.
Pilot Quest (1988) I knew was an idle clicker game going in and so I've mostly left it to its own devices after planting a few seeds at the start. It and the original Planet Zoldath remind me of Pikmin, but the gameplay doesn't seem nearly as fun or interesting so far. It's very cool that the game continues collecting gems even when you're not playing it though.
Mini & Max (1989) really appeals to me as a Chip N' Dale Rescue Rangers kind of game with a shrinking mechanic. The opening level seems a bit plain and empty, but I'm hoping it gets more interesting from there. The pixel art and writing so far are top-notch.
Combatants (1989) - or "Combat Ants", if you will - might be the weirdest game on this list, combining the theming and obtuse non-controls of Sim Ant with a hardcore RTS like StarCraft. I'm not sure if it's a joke game with a larger meta-reason for being the way it is or simply just bad, but I'm betting on the former.
Quibble Race (1989) appears to be purely a gambling game, and as such I have basically zero interest in it thus far. On the surface, it reminds me of one too many boring mini-games to want to play it. Maybe it will surprise me though!
Seaside Drive (1989) released the month and year I was born (in the fictional world of UFO 50) and as such I feel some kinship with it. Thankfully, it's got a great, synthwave theme, chill music, and fun gameplay. It plays kind of like Moon Patrol on crack and adds a drifting mechanic, and recalls other nostalgia-fueled indie games like Hotline Miami and Retro City Rampage as well as films like Drive and Point Break.
Campanella 3 (1989) shifts the perspective of the Campanella series from 2D to 3D, in one of the more technologically impressive outings of UFO 50. I mostly enjoy games like Star Fox (when I can survive long enough in them anyway) and I'm looking forward to giving this a real shot.
Cyber Owls (1989) spoofs on the likes of Battle Toads and many, many other NES and SNES team action games, but I'm not convinced it's as good as any of the best of those so far. The gameplay ideas are there but the execution feels a bit lacking, in the case of each individual owl's levels and gameplay.
And that's it! I also wanted to mention the Garden in UFO 50, which acts like a trophy room for your achievements in every game, and I love it. Please don't take anything I've said about the games too seriously, as, again, my opinions are likely to change about many of them. But I hope you've enjoyed reading this if you've made it this far, and maybe I'll end up doing a full(er) review of this game down the line when I've collected a lot more gold disks. Until then, I really hope you go out and play UFO 50 yourself; the devs deserve the support and I know you'll find a game or two you love here.
Cheers, Nick
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