#and i have yet to fully see moon knight but its plot twist at the end seems to be okay for a plot twist
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The MCU has the tendency to go for a plot twist without considering the long-term unfortunate implications on the characters involved. Tony creating EDITH then giving it to a teenager looks bad when you think about it. There are no words for how bad Steve's ending is no matter how you interpret it. If he was Peggy’s husband the whole time, than it means he allowed everyone who cared about him to think he was dead and allowed all these terrible things to happen (Hydra, Thanos, etc) just to play house with Peggy. And even if he did go to an alternate timeline and presumably prevented all of the above, it still leaves another Steve Rogers frozen in the ice and he's stolen that Steve's life. Strange goes straight to casting a reality-altering spell, blames Peter for messing it up, but doesn't consider that maybe just maybe he should have explained how the spell worked first? (There's a reason why when the trailer dropped people speculated it was the Strange from What If because the Strange we've been following with all that character development couldn't possibly be that reckless and stupid). What If showed us Ultron- possessed Vision instantly killing Thanos - so does that mean OG Vision was capable of killing Thanos the entire time? And why didn't the Eternals help out in the fight against Thanos? WAY too many logic failures in this franchise.
I mean, the MCU is owned by Disney and often or not, they love plot twists, the implications half the time not even thought out, so are we surprised the MCU fell down that path? Like, when it comes to E.D.I.T.H, they wanted to somehow make Tony present in Far From Home, so what do they do with him dead? Have Peter get a dangerous technology from him that is never once called out as Tony having made a dangerous technology again with his ego showing in the name ('Even Dead, I'm The Hero') and then having said technology be not only given to a teenager but then said technology is used to ruin said teenager's life at the end of the film as a plot twist/cliffhanger ending that next film would fail to tackle fully. And for Steve's ending....well, next to every single problem you listed with that plot twist, it also means he technically made out with his niece in Civil War (what is it with the MCU and incest???), because MCU wanted to do a ship that was as dead as Peggy that badly that they didn't think through any implications. The whole spell in No Way Home no matter what, is stupid. You could argue that Strange at least wanted to help Peter (because fuck Multiverse of Madness trying to spin it as being like Wanda cause Strange wanted to HELP a child while Wanda wanted to KILL a child), but the way they went about it sooo stupid. He never once tells Peter prior about the spell or check if he wants certain people to remember, he just gets straight to it and blames Peter for the bad aftermath, and again, like Far From Home, we need a stupid plot twist/cliffhanger ending with Peter telling Strange to erase Peter in general from everyone's minds. Like, they were that desperate to now and try to do a good Spiderman, that they did a stupid plot twist whose implications I guess we will see be explored soon with whatever BS Spiderman 4 is.
What If...? is a whole ass mess, but the fact that Vision could just kill Thanos with that much ease this entire home makes Infinity War look completely stupid as dude could just slice and dice Thanos with ease. And for Eternals....in real life? Because MCU hadn't thought of them at the time and only decided to shove them in Phase Four. For in MCU? Who the fuck knows with this team. MCU didn't put much thought into it really. And some plot twists that made no sense really I can name right now: Wanda being completely evil after Endgame cause of robot dick and then children that were never real in the main timeline, Sharon being the main bad guy at the end of TFATWS because for some reason the MCU likes to fuck over Sharon in writing, Sylvie in Loki as a whole and of course its ending, Venom in the MCU because it's clear no one knew what to do with that plot twist in No Way Home given it was dealt with in a end credit scene and the WHOLE bullshit with Taskmaster in Black Widow.
Like, you'd think if they want the MCU to keep going, they'd be more careful with these plot twists and such, but no. They don't. And it keeps happening as a result, with only plot twists being good in films like Black Panther and Shang Chi and Winter Soldier and maybe Moon Knight, but beyond that, MCU just keeps doing logic failures.
#anti mcu#mcu critical#like i do like how shang chi handled the mandarin thing#and black panther handled plot twists well#let alone winter soldier obviously as still a surprise russos made this film#and i have yet to fully see moon knight but its plot twist at the end seems to be okay for a plot twist
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Hey! I see you have good story telling recs for like video games and stuff and I just got a ps4, is there anything you recommend? I have wolf among us and Detroit become human on my list THATS all I have so far
omg girl u have come to the RIGHT place ! story-based games are my shit ok... im gonna start by doing a lil self-plug which is that i’m streaming one i really love called firewatch tonight (at 7pm PST hehe) on my twitch so we can start with that one. its such a pretty game and has a really touching story. but that aside, non-exhaustive list below:
the last of us — i havent played the second one yet, but both 1&2 are playstation exclusive i believe and the first one is probably one of the greatest games ever made. better than most movies i’ve watched story-wise; i fell in love with the characters and i doubt anyone could play this without shedding a few tears.
the walking dead by telltale — same studio that made the wolf among us (which i fucking love also), and all four seasons of this game are a masterpiece. clementine is probably my all time favorite video game character, and there were some side characters who i really sobbed over during the course of the game. plus all the characters you play as are characters of color so there’s a specific attention to diverse viewpoints there!
life is strange — i would hope you’d have played this already if you like story games, but if not, go play the original game ASAP (LiS2 is alright, but the first one is what really shines) and you can also play the prequel before the storm. beautiful atmosphere, attention to detail, gameplay mechanics, etc. good good shit
dragon age — HELLO my fave shit omg, again not to self-plug but i’m gonna be doing a stream series of this and starting with an intro to the lore for beginners because there is serious worldbuilding for these games and the storylines are immaculate. there’s three so far and including the various DLC you will be entertained for weeks if not months.
mass effect — made by the same studio as dragon age, essentially it’s dragon age in space. same great characters, worldbuilding, plotlines, etc. just... ignore andromeda and only play the main three ME games.
uncharted — i will fucking die for naughty dog games omg so they also made the last of us plus all 4 uncharted games and these ones are SO much fun. much less emotional turmoil, think indiana jones in the present day with an extra serving of wisecracking banter and there you go. really excellent fully fleshed out female characters as well. nathan drake is a treasure.
until dawn — more of a horror game but has weirdly excellent actors (hello rami malek???) and a super cool/creepy story with not so much focus on combat (more QTE based) which helps when you’re just there to be entertained. i love this game, i’m not a huge horror person myself but it’s just so good and your choices really impact the outcome.
oxenfree — deeply underrated game with some of my favorite voice acting ever, such a gorgeous art style, and an incredible and resonant story. so much lore to unpack here too, this game was really made with so much love (like there is deadass a morse code message hidden in the beat of the main song that leads to an irl mystery... google that shit its so cool) and it has major replay value. lots of choices to make and they all impact the ending in a ton of ways.
pillars of eternity — i actually liked the second one more than the first one and i enjoyed them both a lot so that’s saying something! you can play on easy mode and ignore the fighting and there’s tons of quests and choices to make and an interesting story/mystery to uncover. plus in the second one you get a pirate ship.
divinity original sin 2 — played this recently and it’s definitely more of a combat game, but as with POE you can just play on the easiest setting lol and then explore the game for its world and storyline. similar to POE in that it’s quest-based as well, the characters are super well done, and it’s all voice-acted which is nice.
star wars knights of the old republic (aka KOTOR) — listen this game is old as hell and looks like ass but its so good. idk what else to say i mean its literally like 20 years old and people are still playing it. there’s a ton of mods you can download to make it look better, but the storyline and the plot twist hold up as one of the all time greats. i’ve replayed it and the sequel multiple times. even if you don’t like star wars, worth it.
stardew valley — HELLO THIS GAME IS SO CUTE its essentially just harvest moon and yes it’s pixel graphics but it’s so charming and the characters are very enchanting. there’s not a ton of story but it’s still worth a play as it’s just very soothing and earnest. i’ve logged like 200+ hours in this game lmao
hopefully you haven’t heard of all of these already!! i love all of these games and i love sharing story-based recs because there aren’t a lot of them out there. if anyone knows of any other good ones please drop ur thoughts in the replies!
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Title: Going Through Motions{7}
Title: Going Through Motions {7}***
Steve Rogers X Reader OFC Korral “Korri” Evans
Warning: Plot, Cursing, Angst, SMUTTY SMUT SMUT, NSFW
Word Count: 5.5K
Summary: You and Steve had a hot, passionate, and wild romance seven years ago when you worked with the Avengers. It was the best year of your life; you’d never felt the things you’d felt in all your life. Then out of nowhere, Steve just ended things—in a letter. A heartbreaking letter, then the world deemed him a criminal, and he disappeared. Now, you’ve moved on and have gotten engaged to rich man Marc Spector. Tony brings you back to work with the newly rebuilt Avengers that is still led by Captain America who is definitely done asking for permission and not looking for forgiveness. Or is he?
Note: So, for this fic, we are going to alter the MCU timeline a bit. This takes place after Civil War, but Infinity War has not happened yet. Steve is off the grid for seven years before he comes back. {I know that’s a long time, but let me rock please} Also, I’m going to be introing/adding in Moon Knight (Marc Spector) in just because I feel like it and I want to start exploring other Marvel characters and of course I will twist him to serve my purposes.
**Loosely Edited/Proofread
~~~~~~~~~~~~
-Korral-
“It’s hyrolomed.” Everyone in the room looked at one another as you began your brief.
“Hydrolomed? The virus we found in Zemo’s lab?” You nodded. “One in the same.”
“What would she want with it?” You got up and walked to the cannister and stood behind it taking care not to touch it. while in the cannister, it was harmless but you didn’t want to risk it. This stuff was nasty.
“According to Zemo’s research, this is a deadly geno modified virus he weaponized that has the potential to be a catastrophic world ender. His notes say he never got to the testing stages in anything but primates in an enclosed environment. Subject A became a carrier but not infected until one hundred and forty-four hours, otherwise six days. After six days subject A began became a host carrier. Upon skin contact, the virus was transmitted. The virus spread within the primates to full infection within hours. Subject A died on day seven, and the others seven days from their infection.”
The room was quiet as everyone absorbed what you’d just said. “It’s a good thing we got it back before she got away with it,” Marc said.
“Makes me angry she got away,” Wanda expressed. “Well that doesn’t matter, thanks to the shackles it was easy to get some blood, and we ran it through every database. We now know who she is,” Tony informed. Images filled the screens.
“Her name is Tilda Johnson, aka Nightshade. She used to be a genius scientist but has always had a quite iffy relationship with right and wrong. She created a werewolf formula, her nifty little melt through you gloves among other little toxins. She went straight for a little while before going back to her old ways. Now she’s a mercenary for hire.”
“Who hired her? Steve’s voice spoke up. You fought to remain aloof. “That we still don’t know.”
Tony walked toward you and took the tablet. “We have to find out who she works for before she comes back with some friends to try to get this again. I’ve told Ross that I can keep it safer than they ever could so it will be here, and we will be watching and waiting. They will come.”
Everyone began filing out the room. Marc walked to you and took your hand. “Are you okay?” You smiled and nodded. “Just tired.” He kissed your cheek, and you tried not to shudder. Since the night with Steve in the shower, it had become increasingly difficult to let Marc touch you. Every time he kissed you, you got flashes of your impromptu tryst when he touched your body you saw Steve’s hands when he took you to bed and rocked between your legs you relived the night with Steve. It was torture. You felt horrible. Marc didn’t deserve what you’d done to him, he was a good man, and he’d been nothing but good to you.
“I have to fly out to Washington tonight; I have meetings for the next few days. Want to come with me?” You sighed, you wanted to say yes, but you didn’t know if you could keep things straight within yourself. You worried every time thinking you’d let something slip, either calling him Steve’s name when he brought you to your climax or imagine Steve while he was on top of you. You didn’t think you could trust yourself. “I can’t. Unfortunately, I’m needed here. I wish I could.” Marc nodded and laced his fingers with yours. You stared at your entwined hands. It was strange two months ago all you saw was him. Two months ago you’d resigned yourself to a life with him; he was a good choice. Looking back into his face you forced yourself to not think about the part of you that had always haunted you, the part that hadn’t fully commit.
“I understand. Promise me you’ll get some rest, and I mean actually get some rest.” You smiled. “I promise.” Marc kissed you softly then moaned. “I’m going to miss you.” His words only made you feel worse.
You were a cheating, lying slut. You’d betrayed him in the worst possible way, and you’d done it with him. In the early stages of your relationship, Marc had asked you about your last relationship. You hadn’t told him it was with Captain America himself. Instead, you gave him the gist of things and eluded it ended amicably. What a crock of shit. It hadn’t ended amicably. You’d cried, and hurt for months, years. Hell, when you met Marc, you were still hurting, and perhaps he helped distract you from that hurt, but before you moved in together you’d often wake from dreams with tears streaming down your face.
“Walk me down?” You nodded and left your hand in his as you walked out of the room. As the elevator took its trip down to the lobby you saw Steve going down. You watched his stride, even that had changed, but only slightly. He was slightly bow-legged, and every step he took his toes pointed to the side, it was the sexiest thing. You felt your stomach flutter, and you took a breath trying to calm your rising anxieties. “Does that sound good?” Your head snapped to Marc. You hadn’t heard a thing he said. “Uh, let’s see, yeah.” He walked out before you and took your hand as you walked out the front door. Steve stopped at the glass but didn’t walk outside. “Take it easy, Captain,” Marc said with a smile. Steve nodded once but kept the sternness in his jaw and features.
Once outside, Marc turned to you, clasped his hands on your cheeks and kissed you, pulling you against his body. You felt his hand snake down to your backside before he squeezed. Your moan caught you off guard and just as his hand did. Marc quickly took control and intensified the kiss. He moaned on your lips; he held you so tightly. You knew Steve was standing there most likely watching. Pulling your lips from his you took a breath. “Oh my god, Marc--.” He smiled and kissed you again then dropped his lips to your neck, the same spot Steve kissed. “I’m sorry, I’m going to miss you. I literally want to sneak you back inside.” He lifted your leg and wrapped it around his back. You moaned and allowed him to kiss you once more before he pulled back.
“Can’t believe I get to spend the rest of my life with you. you’re amazing.” You felt like a world-class asshole, but you had to keep yourself in check. His car pulled up, and he kissed you again, then your forehead. “Five days,” Marc said. You nodded. “Five days, be safe.” Marc smiled and got into the car. As he drove off you watched his car disappear. You knew you should go back inside, but you knew the minute you turned around he would be right there. You couldn’t do this right now. You walked back inside and avoided his eyes like the plague.
“Korral.” Ignoring him, you scurried to the elevator and pressed the call button. As if sensing the need to fuck with you, it took forever. “Come on!” Somehow you knew he was coming closer. “Korral.” Finally, the elevator doors opened, and you rushed onto it. Just when you thought you were home free, Steve stepped onto the elevator just as the doors closed, sealing your fate. “Really, so you ignore and avoid me for a week then you try to run. Korri.” Steve took a step to you, and you backed up. “Steve, stop.” As if hitting a glass wall, he automatically stopped and dropped his hands to his side. “Let’s talk.” You shook your head and stared at the indicator watching the numbers increase. “There is nothing to talk about.” Taking another step to you, you staggered to the other side of the elevator. You didn’t trust yourself being in such close proximity to him. You could smell him, and just that was wreaking havoc on your emotions.
You’d thought you were over all of this. You thought you’d move on and that you were way past this being possible. Somehow you thought that even if he did come home that you’d be able to look at him and feel nothing, speak to him and not remember anything and be close to him and remain in control. What a big fucking joke, you thought. That lasted literally weeks, weeks and you’d busted it down already. “What do you mean there’s nothing to talk about? We have a lot to talk about. Let me explain. We have to talk about that--.” You cleared your throat in an obnoxious way, intentionally overriding his voice. “Shh, be quiet. We can’t talk about this here. Are you kidding!”
Steve took a deep breath and leaned his back against the glass of the elevator. “We have to talk though Korri.” Every time he said your name, it gave you chills and flashbacks of all the times he’d said it. Every intimate moment sped through your mind, and with it came the feelings. The elevator doors opened, and you wasted no time rushing off it and down the hall. When you turned the corner, you looked back and saw him glaring at you. You had no idea what you were going to do.
That night as you laid in your bed staring at the ceiling, you had no idea why you didn’t just go back to the city. No matter what Tony said about it being smarter for everyone to stay at the compound in case of an attack because the cannister was there. His priority was the virus canister. You knew that was the only priority, but you were going through a crisis. You couldn’t sleep, truth be told you were afraid to sleep, afraid you’d have salacious dreams. The catch was you didn’t know who you’d dream about or who you wanted to dream about.
Everyone had dinner together, everyone but you. You took your food back to your office and tried to get some work done. You didn’t know if anyone suspected anything and part of you didn’t care. After you ate you took a turn in the gym hoping to burn off the anxious energy that was bouncing around in your body. After nearly two hours of going to the max, you were still wired. You then stared at your shower for almost thirty minutes before you swallowed the nerves and used it. It was the quickest shower of your life. Now you were still awake at nearly two in the morning.
Groaning you sat up and stared out the window. You took up your robe and wrapped it around yourself as you walked to your balcony. The property around the compound was private and quiet and you loved the contrast to the noisy city. Usually, when you slept here you got the best sleep of your life, but tonight you were shit out of luck.
“What the hell did you do Korral?” You sat there quietly for several long minutes just enjoying the sound of nature and the silence of the night. Though it was dead silent, you almost missed the barely-there knock at your door. Piquing your ears, you listened closer and there it was again, tap-tap, pause, tap-tap-tap-tap. Your breath caught, you knew this knock, you’d heard it every night for a year. Frozen still you sat there just staring at the door, again the knock came. tap--tap, pause, tap-tap-tap-tap. Slowly you walked into the room and across to the door. You didn’t speak; you just listened pressing your ear to the cold door. You couldn’t deny the part of yourself that wanted to fling open the door. Nor could you ignore the part of you that wanted to throw yourself in his arms, but what came next. There was no going back. It was impossible, too much time had passed, too much had happened. He knocked again this time the softest of all; tap--tap, pause, tap-tap-tap-tap. You could hear the hesitation in it, normally he came off smug so self-assured but this knock screamed vulnerability.
Your hands moved of their own accord, turning the knob and opening the door. As you did you saw him taking steps away from your door back down the hall. Steve paused and glanced over his shoulder back to you. Leaning your head against the jamb you felt the colossal mistake you were making, but it was as if you were watching a movie play out completely unable to push stop. Shit, you didn’t know if you even really wanted to. Neither of you spoke, you just stared. The war within you raged on, and he waited. After a few minutes, you took a few steps back into your room leaving the door open. Steve slowly walked to you until he crossed the threshold and closed the door behind him.
All of a sudden, it was the two of you alone in the room you’d practically lived in together, and it felt entirely too small. Pressing your back to the cool glass doors of your balcony you watched him as he walked toward the bookshelf. He perused the books there absentmindedly, then turned to lean against it and again stared at you. The only light in the room was that of the glow of the moon. Your eyes roamed over his figure, his white men’s tank that showcased his incredible shoulders and arms, the lite colored sweatpants that hugged his powerful thighs and teased his thick manhood straining and begging for your attention, then down to his bare feet. God, you couldn’t believe you were wet. With that thought, Steve slowly stalked toward you; every step he took you only got wetter. You wanted him. You should have felt shame, but you couldn’t muster it.
Once he stopped in front of you, his eyes scanned every detail of your face before they dropped to the gape of your robe and down your body. Hesitantly, he took the final steps closing the space between your bodies; his hand gripped your hip pulling you into his body. Releasing a breathy gasp, you instinctively grabbed his triceps. Steve softly touched your cheek tipping your chin higher, so you looked into his eyes. You saw pain, sadness, shame and something else that you didn’t dare think about. “I’m sorry,” Steve began. Shaking your head, you clasped your hand over his mouth to silence him.
“Don’t—just don’t say them.” He kissed your palm and moved his head to trail kisses around your wrist then over each finger. “Then what do you want me to say Korri?” You watched his lips move across your hand then grazed your fingers against his beard covered jaw. It was soft and full and absolutely sexy. Your fingers led to his lips and traced them, remembering the feel of them. “Nothing, don’t say anything.” You felt his hand trail from your hip, over your stomach to the knot of the robe. Your breath caught, and you should have felt panic, but you didn’t. His hand paused there as his eyes searched yours. You should have pulled away and told him to get out, and you should have said no this is wrong, but you didn’t.
Steve loosened the knot and slid his hand inside the material to graze the back of his hand against the skin of your hip. You clenched your bottom lip between your teeth and felt the goosebumps prickle your skin. He pushed the robe aside, revealing you to his eyes. Steve groaned as his greedy eyes drank every inch of you up. You always loved the way he looked at you, always loved the way your belly always did somersaults whenever he was close. Now it felt like torture, the best torture, torture that felt good. “Korri you are so beautiful. There was not a day that went by that I didn’t dream of touching you, of being here like this with you.” They sounded like beautiful lies, the lies of a man who broke your heart, lies of a man your body still yearned for. Closing your eyes for a moment you shook off his empty words, words he couldn’t mean, words you wanted to believe more than anything. “Korri--.” You slapped your hand over his mouth again, this time more forcefully. “No talking.” His eyes darkened, and before you knew it his lips were against yours. God, a simple kiss should not elicit so much desire in you, especially a kiss from a man who was not your fiancée.
Steve moaned on you and pressed your back more forcefully into the glass door. You could feel his hardness pressing against your stomach. Steve dipped down, grabbed your thigh, and lifted you into his arms. Wrapping your legs around his waist, you sunk your fingers into his hair and moaned while he expertly kissed you. You’d been his first all those years ago. In the 40s when he began his journey as Captain America he’d been a scrawny thing, one that women quickly looked over then came his deep freeze and reentry into a modern world. At the time you couldn’t believe he’d never had the opportunity. He’d told you he had plenty of opportunities but didn’t want to, he didn’t see a need, until you.
Seven years later, he was not an amateur. He kissed like a man; held you like a man. When his lips left yours to trail to your neck your desires betrayed you in the sign of an audible moan. Your head swung back granting him more access to your neck, access to fully take advantage of by sinking his teeth into the nape of your neck. The pressure was everything you needed, but you needed more. Rocking against him for any friction Chris lifted you high then sucked your nipple into his mouth. “Fuck!” as he licked, sucked and flicked the hardened peak his body held you firmly against the glass surface while his free hand kneaded your other breast. When he squeezed your flesh tightly your groan echoed in the room.
Soon his head was traveling lower while he lifted you higher. Before you knew what was happening, Steve’s head was between your legs with you hoisted several feet into the air. He held you where the back of your thigh met your ass and spread your legs wider so he could delve into your folds with more freedom. “Aaah!” His mouth against your sex felt so good—too good. You planted your heels onto his shoulders and began bucking your hips, riding his face. Steve moaned and picked up the speed and urgency of his mouth. There was no method to his claiming of you, no sequence, no repetition that you could get used to so you’d expect, it was pure chaos and desperation and that in itself was a method, it was a technique one that drove you crazy in a matter of minutes. Gripping his head more tightly you pressed his head onto your sex and panted while your orgasm ripped through you. “Aaaa, yes, yes, Steve!”
The sound that came from his mouth was one you’d never heard before, one that sounded more animal than man. He walked to the bed and dropped you onto it before he hovered over your body kissing you, allowing you to taste yourself. You moaned into his mouth and clawed at the shirt across his back. Without pulling his lips from yours, Steve peeled his shirt over his head. Your feet anxiously pushed at the waistband of his sweats as your fingers relished the feel of his toned back. You didn’t even realize when he’d peeled off the material until you felt his hardened flesh bob against your thigh. Your core clenched already anxious to feel him. Steve finally tore his lips from yours then thrust into you in one full, forceful snap of his hips. You released a strangled gasp arching your back off the bed completely as your body convulsed and clenched around him.
He didn’t thrust again; he rotated his hips so his thick, member touched every wall inside you. When he grazed the tight bundle of nerves within you, your nails found sunk into his back. Steve hissed then slammed into you again. “Holy Shit!” The way he took you then was gentle but passionate, he always seemed in control, but now there was no gentleness or hesitation. The way he claimed control of your body spoke of experience, authority, and power. Every time his hips stroked forward the fire in you blazed hotter and hotter until you felt the burn all over your body. Steve grunted and moaned not caring who heard, shit you didn’t care either. Touching his bearded cheek again your eyes met. He kissed the palm of your hand again before he pushed your arms back to the bed, holding them down by the wrist with one of his large hands. Hoisting your backside off the bed with the other, he held you suspended in the air and drilled into you.
You screamed at the new angle, unable to control your eyes rolling to the back of your head. his moans became gruffer as you lied there and took all of him. Steve let your wrist go and held on to your hips as he directed you onto his need. “Aaah, Korri!” Hearing your name on his lips brought out a fresh wave of desire. You gripped him behind his neck and used it as leverage to pull your body from the bed locking your legs around his back. Steve groaned and sunk back remaining on his knees. You straddled him and took control, rocking your hips back and forth then into half circles. Every rotation your hips made he squeezed tighter as if trying to hold you in place.
When you began bouncing on his lap, you started slow, but after a few moments, Steve was thrusting his hips up meeting each of your dips. After the first few connections, you allowed yourself to fully feel your need for him, allowed yourself to fully be present and when you gave yourself that permission your body rewarded you. Every time your breasts bounced Steve bit down onto your nipple then released it and every time he released it he thrust harder into your heat. In a matter of minutes, you were a panting, moaning and shaking mess. “Look at me, Korri.” It wasn’t a request; it was an order spoken in the voice of Captain America. Your eyes peered into his, and your heart lurched. His mouth was open, and you could hear the shallow pants escaping him.
Steve squeezed your waist, slowing your circling hips to a near tortoise pace. He grounded his hips along with yours. Your body wanted more, but when you tried to speed up his easily stopped you with his strength. Every second you stared into his eyes the closer and closer you came to saying something you knew you’d regret. He lifted you to a few inches off his lap then rose to his knees and plowed into you with a quickness that pulled another orgasm from you. You screeched with the force of the pleasure whipping through you as Steve’s hips show you just how your body needed to be claimed, how it has always should have been claimed. When he grunted louder you knew he’d reached his point of no return. You felt his release coat your walls, and even that felt incredible. You held on to his body afraid if you let go he’d disappear, and you’d wake up to find it was a dream, and he was gone. Slowly your back came down onto the mattress, but you didn’t release him. Steve kissed your ear, along your jaw, your cheek, neck, and shoulders and held just as tightly to you.
“Korri, I’m sorry.”
With those words, reality came crashing down on you once again. It brought everything back including the pain. You groaned and untangled your fingers from his hair and put your hand between your bodies and began pushing him away. Steve didn’t budge, so you pushed more forcefully. “Stop, get off.” He didn’t, and it made you angrier, making you rebel more. No matter how hard you pushed him or tried to separate yourself from him he wouldn’t move, he just held you closer. “Stop darlin’; just stop. Let me explain.” There was nothing to explain, nothing to talk about. You pushed him again and grunted when he didn’t move back. “Steve, get off me! I don’t want to listen. I don’t need your explanations or any more of your lies. Just get off of me!”
“I did lie to you. I told you the worst lie I’ve ever told, and I am so sorry darlin.” You stopped resisting and lied still. “What? What’re you talking about!?” You felt wetness against your neck and heard him sniffle. Was he crying? You pushed at his body again, and he pulled back. You felt a drop land on your breast—a tear. Steve pulled away from you and slid to the foot of the bed before he rubbed his face, then raked his fingers through his hair to the back of his neck. In the moonlit room, you saw a haunted look on his face. Curiosity filled you. What was he talking about? Why was he crying? Was he about to tell you that your entire relationship was a lie? Was he about to tell you once and for all he’d lied about loving you?
“What’re you talking about Steve?” His eyes landed on you, and he looked as if he were struggling. He bolted from the bed and paced the space at the foot of your bed. Your eyes couldn’t help but roam his perfect, lean body. The thought of the power he held in him was enough to make you want him again. You groaned and grabbed the sheet beside you to cover yourself. When you looked back to him he was engulfed in darkness. “I lied to you.” rolling your eyes you sighed out. “No shit, you lied to me for an entire year every time you told me you loved me!”
Steve lunged toward the foot of the bed out of the darkness into the light of the moon. “I have never lied about that, Korri!” The intensity in his eyes was bright; he sauntered over to you and sat before you filling his palm with your cheek. “That is the one thing I meant with everything in me.” his forehead pressed to yours and then his nose nuzzled yours before his lips claimed yours in another scorching kiss. The passion you felt clouded your head and made you forget for a few moments. You pulled away. “You’re a liar! Your letter said--.” He kissed you again. “Lies Korri. How could they have been anything but. You can’t fake what we have; you can’t fake any of this. I loved you more than I’ve ever loved anything.”
Your head was spinning. You didn’t know if you could believe him, didn’t understand at all. “You said you didn’t love me; you said it had always been Peggy.” You didn’t realize you were crying until his thumbs wiped at your cheeks. “No. I was so obsessed with her then. I loved her, yes, but Korri with you I’ve never loved like this.” Gaping at him you couldn’t believe your ears. Nothing made sense.
“You’re lying! God, stop lying, Steve!” Pushing him away, you moved from him scurrying to the opposite side of the bed. Once there you stood and glared at him. “I’m not lying darlin’. That letter was bullshit.” Your jaw dropped, and so did a new wave of tears. He made up his face and tried to cross over to you, but you evaded him and rushed to the bookshelf. “What does that mean? What the fuck does that mean!?”
“I had to write it Korri. I knew that if I left and you knew I didn’t want to, and that I would love you for the rest of my life you’d have followed me. You would have dropped everything and gone with me. You would have lived the life I lived with the danger, the blood, the pain, the darkness. I knew you’d never accept anything else.” Your heart froze as a plethora of thoughts raced through your mind. You remained silent for longer than you intended. “What’re you saying, Steve?”
He raked his fingers through his hair again and approached you slowly and cautiously like you were a skittish gazelle. “I’m sorry, I didn’t mean it, it meant nothing. I didn’t feel that way. None of it was true.” Your breath hitched again, and your heart sank. Try as you did you couldn’t catch a breath. All that kept coming to your mind was that he lied, he lied to you though he swore he never would. Steve touched your hand softly. You swatted it away and moved again.
“You lied to me? You fucking lied to me, Steve? How—how could—do you know what—oh my god! You son of a bitch!” Again, he tried to touch you and yet again you hit his hand away. “What the fuck Steve! You didn’t know that. You didn’t know what I would have done!” Turning your back to him you looked out the door to the trees. “Come on Korri, I know. You know. What we felt then—there was no walking away, there was no way.” Lashing out, you turned to him and pushed him back with all the rage bubbling in you. “Yet you walked away and never looked back! You did that shit, Steve! God!” You didn’t know what to think you could barely breathe. The last seven years of your life was built on a lie. Everything that happened was because of him and his letter, his lies. Your head jumped to Marc, and you looked to the bed you’d just willingly given yourself in, to another man.
“Oh my god, Marc.” You met him heartbroken, you kept him at arm’s length because you were broken. At times you thought you stayed with him because he was safe and because he loved you so much, a love you thought no one had felt for you before. Now standing here everything was being questioned. You got with Marc on a lie. “What about him?” Steve didn’t sound remorseful at all, looking at him you scanned his features. “What? He’s my fiancée, and here I am—oh, god.” You walked away keeping your back to him. “You can’t be serious Korri, not after last week, not after tonight.” You could feel him coming up behind you. He touched your back bringing his hand down to your waist and turned you to face him.
“Not after what I just said. I love you Korri, I’ve never stopped loving you. I needed to protect you. Being on the run was no life for you; you didn’t deserve that.” Steve pressed his forehead to yours again, crowding you much more than physically. You couldn’t think, all you could do was feel everything he did to you, every effect he had on you. “I’m sorry darlin’.
You groaned, but his lips swallowed the sound. You kissed him back with just as much heat and need as he kissed you. When his hand snaked down your back to your backside his growing length pressed urgently against you. Steve then bent and lifted you before sliding into your needy canal.
Reason and thought were gone, you were going with what felt good, what felt right even though it also felt wrong, but it didn’t feel wrong for the reasons it should have. Steve slowly rocked in and out of you creating a delicious friction that stroked the kindles he’d reignited. You held him close and relished in how good he felt, and how good it felt being in his arms after so long. So many nights you’d cried thinking the one man you loved more than air itself didn’t love you, didn’t want you. Now you were faced with the truth, or the truth, according to Steve. He could have been lying yet again. It was clear he was not the same man you knew. He was different.
The way he controlled your body shook you from your thoughts. He possessively held you and kissed you where he knew you loved. Every rock, moan, grunt, and grind hazed your mind even further and made your body comply with every single command. It had never been like this with Marc. You’d never felt half the things with him that you felt with Steve and that realization shook you.
Once the heat of the moment passed, the two of you laid entangled across your bed. Steve’s chest heaved as he tried to catch his breath with a hand possessively draped across your backside. You sat up on him forcing a hiss from him. Avoiding his eyes, you pulled away getting off the bed. “Get out.” You walked toward the bathroom when you heard him mutter your name. “Go. I can’t do this.” Walking away from him you closed the bathroom door fearing this would not be the last time.
~~~~~~~~~~~~~~~~~
***If you want to be tagged please SEND AN ASK SO IT WILL BE EASIER FOR ME TO KEEP TRACK OF. Thank you for reading!!!
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#going through motions fic#Steve Rogers#Steve Rogers fanfiction#steve rogers x you#steve rogers x black reader#steve rogers x reader#steve rogers smut#angst fanfic#slow burn fanfic
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My Top 5 Arina Tanemura Series
This is a rather loaded question, so get ready for A List that Massively Overcomplicates What Should Have Been a Simple, One-and-done Affair! Ft. extensive reviews of all the series named.
This is a very subjective list, but I do try and work in what is objectively high quality vs. what I simply Like (which imo is just as important in a genre that’s all about fluttery hearts and feeeelings!). Mild spoilers for Tanemura’s work ahead.
#5: Full Moon O Sagashite
Cue gasps from the peanut gallery for what some (especially international audiences) might consider Tanemura’s magnum opus being ranked so low. Here’s the thing: if this list had been about objective quality, I would concede that this series is too good for just spot five. But since this is about personal favourites, FMoS still straddles the bottom of my own list of bests only because I read it in a time in my life when the themes of cancer! and death! just didn’t sit well when I had to confront those demons in real life as well as on the page. Such personal biases might have also explained why I never fully connected with the characters: Mitsuki, sweet child she is, felt too idealistic for a girl who’d been my age and going through similar struggles, like a distant fairytale princess. I loved and admired her but never fully stepped into her shoes, creating a disconnect the rest of the equally lovable cast could never overcome.
The “She Knew!!” Twist was a game changer in my perception of Mitsuki and the series, however, and the series remains a showcase of what Tanemura does best: classic-literature-worthy monologues, true-to-life humour (because no real life tragedy is all gloom and doom!), and breathlessly emotive art. It’s a love letter to and deconstruction of a tropey genre in equal measure; Full Moon takes the Pierrot idols by STORM in showing that transforming into a new body can mean more than just surface-level wish fulfillment for some in our society. Its shinigami mythology deftly communicates heavy themes without getting bogged down by irrelevant details, and the pacing balances its diverse plot lines without tonal whiplash—not an easy task to do so seamlessly when you really consider how ambitious and complex the series’ premise is.
For one, it definitely runs the Tragic Back Story Gamut in a more organic manner than SHK, letting the past actually affect the present in a satisfyingly circular way. And the romance! If you squint past some of the more forceful scenes and the Takuto-age-debacle, it’s got one of the most wholly original main pairings around, swoony and engrossing because of the tragedy edging in on the sides and the Found Family aspect, but also because you’re never quiiiite sure until the very end if you’re getting the happy ending less creative shoujo setups promise. And, confession: even though FMoS is #5 here, I actually like its anime adaption better than my precious KKJ’s. It had music worthy of its source material and changes that didn’t completely uproot what the illusively elaborate manga stood for.
#4: Time Stranger Kyoko
TSK could have been good. Like, really, really good. It’s an exercise in What Could Have Been, if only the editorial staff had given the series a chance to settle into its voice, yes, but also if Tanemura had exercised more focus and constraint in her execution of this weird, weird tale’s starting chapters. I’ve heard reviewers call it confusing on a worldbuilding level, and I’d be inclined to agree, but the logistical ramifications of its admittedly scattered lore are captivating. The details of the Earth Kingdom’s technology and governing system might be questionable, but the details Arina embeds in the relationships between the central love triangle, the intersections of the twelve strangers’ side stories with that of the main one (the witch story in SDC, actually Yume’s story upon conception, is proof of how lovely even the stories we never got to see were D:), and the heroine’s unconventional personality (they say they cut the series short because of her?! every complaint about Tanemura’s heroines being too heroic, too candy-like should be addressed to the editors that shut down Kyoko—the girl who struggles to connect with the tragedies in her friends’ lives because she’s never experienced strife like that and can’t will tragedy upon herself or anything! That’s. So. Relatable. To readers! And relevant to the very tropes Tanemura plays with! AUGHHHH!) elevate the manga waaaay above your standard MacGuffin Hunt, which could have been interesting in itself when you have all of time as well as space to explore. The fact that the rushed ending not only makes story-sense but feels emotionally satisfying, like you wouldn’t even have guessed there was that much behind-the-scenes drama to what’s presented, proves Tanemura’s talent as a storyteller.
Still, you can’t give an award to the imagined greatness of What Could Have Been, and Tanemura’s storytelling wasn’t entirely faultless in inciting what was essentially the series’ cancellation. As entertaining as they were, characters like the thieves and Chocola detracted from the story’s forward momentum and frankly made the series strange in ways that weren’t creative but rather just uncomfortable. The inexplicably incessant focus on the harassment of the teenaged girl characters unsettled me—odd for a series that contains one of the sweetest, most consensual pairings in Arina’s career.
Kyoko and Sakataki, as a couple but also as separate characters, saved so much else about the series for me. The brash, lazy princess and her stoic, loyal knight...They’re such well-established characters that even with the mounds of untold chapters, you can sort of fill in the blanks on what their love line and separate characters arcs Could Have Been.
And also, since this is a list of my self-indulgent personal favourites, I just really love elementalists and twins, y’all. TSK has BOTH elementalists AND twins, PLUS angsty brothers and secret royalty trying to blend in in high school (it was only the first chapter, but whatever). TSK checks so many of my boxes. That’s why it ranks so high despite its flaws.
#3: Sakura Hime Kaden / Sakura Hime: The Legend of Princess Sakura
Full disclosure: I grew up with Asian period dramas, with its stunning sets and sweeping costumes. Sometimes they had demons and magic swords. Sometimes they just dealt with the cutthroat machinations of palace politics. Either way, I loved them, and so how could I not love Tanemura’s take on the genre with a series that deals with BOTH?!
SHK’s pacing gets so muddled later in its run you can see the boom mike and stunt wires trying to very mechanically drive the once-promising series to an abrupt end, and the lack of very distinct features in the main character’s personality made it hard to sympathize with her as her destructive fate came into fruition…
but Y’ALL. As a period fantasy and romance and showcase of East Asian myths and even as a shounen manga, something the series is technically not, it is a MASTER CLASS. Tanemura excels in taking what you expect and not so much as stomping on those expectations as much as perfecting them and filtering out the impurities holding them back. Tanemura’s art is also at the top of its game here; the drama and dynamism her detailed style and heavy screen tones deliver fit the series like a glove. The perfunctory bumps along the way to the expansive legend Arina is trying to tell are disregardable in light of how epic and original this series is. With its massive cast of demons and royalty and everything in between, it tries to do a LOT, and for everything it does wrong, it does twenty other things right—and most of the time, it’s the first to do it, in what might be the only period-magical girl series out there.
Its strengths are especially evident in the first three volumes, before the story is bogged down by the Princess Rescue arc, which caused a halt in forward momentum that the series never really recovers from. These starting chapters are perfectly paced, with gorgeous worldbuilding (the soul symbols! what a clever character device!) and deliciously dark stakes that seem to get higher and higher without running out of steam—and we haven’t even met our main villain yet!
As interesting as the main villain is, though (I absolutely despise him but understand where he’s coming from—finally, Arina has broken the Weak Villains curse she and the MCU had both been cursed by), the introduction of him and his demon posse bloats the series to the point where, like TSK, we get sad about What Could Have Been because a lot of what these beginning chapters achingly builds up to, like the xenophobic tension between the emperor and the demons, or Asagiri’s character arc regarding personal sacrifices, falls to the wayside in favour of later, less promising developments.
BUT STILL. Those beautiful transformations. The unconventional way Sakura and Aoba’s swoony romance unfolds (even if the Yuri arc was misplaced). The lush costumes and backdrops. The breathless revelations Tanemura doles out with ease throughout...SHK is severely underrated in the overseas fandom, in my opinion, and I highly implore everyone to at least give the 12-volume series a try, especially now that the series is complete and you won’t wreck your heart agonizing at the cliffhangers between the chapters. If you think you’ve grown out of Tanemura, SHK might just change your mind. It’s dark without being cynical, with a heroine who proudly exclaims that she loves the sensation of just BEING ALIVE even as the world collapses around her. Maron and Mitsuki would be proud.
#2: The Gentlemen’s Alliance Cross / Shinshi Doumei Cross
In the grand tradition of Hana Yori Dango, and the Heirs and Gossip Girl-types that followed, GAC is a story about the dramatic lives of rich kids at a rich school, with Cinderella imagery to boot.
But this is an Arina Tanemura series, so YOU KNOW it’s going to take the outdated, melodramatic clichés that plague such seemingly unintellectual stories, like birth secrets and arranged marriages, and turn them into something new and deeply meaningful…just like how the Fairy Godmother makes magic happen with Cinderella’s old rags.
The junk-food quality of other (to borrow a word from Korean dramas) “makjang” Cinderella stories is still there, to ensure maximum entertainment and enthralment, but with SDC and the surprisingly deep themes it has to convey, we discover that it was never the genre itself or even its well-worn tropes that was lazy—it was the previous writers, who could never quite pace character arcs or plant plot twists in the masterful manner Arina does. Ouran takes standard shoujo tropes and parodies them. SDC makes a convincing argument defending them by showing how, in the right hands, these devices can work and work well without irony.
Is the series unrealistic? Sure, but instead of treating it like the simplistic slice-of-life it was never meant to be, read it from the lens you’d use for a lore-heavy fantasy novel or palace drama, and you’ll see the genius in Arina’s intricate storytelling, ambitious themes, and breathtaking academy politics. It’s got surprisingly nuanced messages to convey about relationships of all kinds (not just romance!) and enough self-respect to never repeat a plot line, never let a character remain a stereotype, never let the story be as simple as “plucky girl falls in love with cold heir”… The situations the characters are thrown in may not be familiar to us, but their emotions always are. These emotions bounce off the page and speak volumes even when we’re reading between the lines—even when they’re so heart wrenchingly, humanly complex only one of Tanemura’s transcendent analogies could do them justice.
SDC is shoujo at its best: fluffy and fun, but even when your heart gets on its rollercoaster to sink and fly per a wave of Fairy Godmother Tanemura’s magic pen, your brain comes along for the ride. You get as much out of SDC intellectually as you would emotionally—and that’s a whole lot.
(Now if only I could get that live action adaption!)
(Also, btw for those who haven’t read it, SDC is a little funky with its LGBTQ+ representation. It’s there (I saw my bi daughter Ushio’s cameo in idol dreams the other day, and CRIED), and it’s mostly positive, but definitely a lil tone-deaf and misguided. Just a forewarning. This is also partially why this series isn’t #1.)
#1: Kamikaze Kaitou Jeanne / Phantom Thief Jeanne
I don’t really need to write a blurb on why I love KKJ, do I? This whole blog, despite it being my personal, already feels like a 7-year-old shrine to the series. I’ve talked a bit about my relationship with the series here and here. I honestly can’t remember if I’ve ever divulged on Tumblr how important this series is to my very core, however: at a time when I was having the darkest of thoughts and my family came tumbling down around me, I took solace in reading and re-reading KKJ. I looked up to Maron but connected with her as well; at a time when I felt abandoned, she showed me how to survive...because it’s ok not to thrive 100% of the time. You can see in Arina’s freetalks, for better and for worst, she really put her truest self into the pages of the manga. It remains to be one of the rawest works of fiction I’ve ever read–and thanks to KKJ itself, I was able to move on from that dark period and later interact with Pretentiously Serious Fiction in my academic career, but nothing’s ever quite hit the genuineness and vulnerability Tanemura expresses within KKJ’s 7 volumes.
Even when Maron’s lessons ended, the series introduced me to an online community that I can honestly say saved my life. The debt I owe to KKJ as a reader, a creator, and a living human being is immense.
And that’s not even getting into how good it genuinely is, you guys. Even if you aren’t big on Tanemura’s nuanced approach to human feelings and sweeping universal truths about the human connection, you gotta admire the genius of her pacing. The series is so fluid, with no moving parts missing nor extraneous–a rarity in this genre. KKJ’s plot twists and character arcs unspool organically, with unmatched grace. Looking at some of the male characters’ actions, I’ll admit it’s not perfect, but the experience it provides very well may be. Dear reader, even if KKJ is not your #1, I hope your #1 book, song, film, whatever provides you with the same kind of sanctuary that KKJ was for me, way back when.
As if this list wasn’t long enough, some honourable mentions:
Almost made the cut: (Absolute awakening angels) Mistress Fortune It’s so cute! And does what it sets out to do so well! It’s a short, sweet romcom starring a magical girl duo...what more could you want? I used to agonize over how the side story left their feelings (Arina had promised to go back to them! She’d PROMISED!) but after having lived, loved, and learned past the duo’s age bracket, I totally get it now, Kisaki. I do.
Now if only Giniro hadn’t been quite so forceful, and if the weight loss plot lines could have been dropped entirely...
Favourite oneshot: The Short-Tempered Melancholic I love both parts of this duology! Even if it’s straightup silly in what I think is supposed to be feminism, the romance is adorable and it’s ultimately inoffensive. Like with Kyoko, the well-crafted heroine and hero carry this one home, and I wouldn’t have minded an entire series just about them and those ninja hijinks. Runner-up for oneshots would be Shoujo Eve: 24 Hours.
Favourite *new* Arina series: Idol Dreams/ 31 idream The pacing’s a little messy and the story’s logistics don’t quite click as well as, say, FMoS, but of the smaller projects Arina has taken on since SHK, this one’s definitely my favourite. Even with all of its cameos and references, it stands alone well enough as a good josei series, rather than a TanemuraTM series. As with KKJ, here she tackles subjects that feel personal to her, and the authenticity works.
Phew! That was probably more than you asked for, which is why I left this post until Reading Week to write. As well as a Top 5 list, I think this doubles as a Top Recommendations list–so feel free to message me if you’re interested in anything I listed! ;)
#arina tanemura#full moon o sagashite#kamikaze kaito jeanne#shinshi doumei cross#sakura hime kaden#time stranger kyoko#kkj#phantom thief jeanne#kamikaze kaitou jeanne#full moon wo sagashite#fmos#fmws#sdc#the gentlemen's alliance cross#the gentlemens alliance#gac#shk#sakura hime: the legend of princess sakura#tanemura arina#fsc speaks#top 5#my arina tanemura#edit#long post
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Niantic’s Harry Potter: Wizards Unite is a sorcerous smorgasbord for the Pokémon GO generation
Niantic’s follow-up to the absurdly popular Pokémon GO, the long-awaited Harry Potter: Wizards Unite, has one major drawback: unlike its predecessor, you can’t explain it in a single sentence. There’s so much to do in this game that it may repel some casual players — but while its depths of systems and collectibles may be nigh endless, don’t worry: you still basically just walk around doing wizard and witch stuff.
I got to spend a short time playing the game at Niantic’s office in San Francisco, and while they didn’t reveal all their secrets, I saw enough to convince me that HP:WU (I await a catchier nickname, like PoGO) will be a huge time sink for any Harry Potter fan and will probably convert or cannibalize many players from GO.
If you were worried this would be a slapdash cash-in effort like some of the HP tie-ins we’ve seen… don’t be. This is legit. Rowling isn’t involved, and the voice actors are sound-alikes, but still legit.
And just to get some of the major facts out of the way before we move on: it’s coming out sometime in 2019 (I’d guess before Summer but they wouldn’t say), in 17 languages (listed at bottom; actual countries where it’ll be offered unknown), there’s no wand accessory yet (I asked and they all looked nervous), minimum specs are reasonable and AR is optional, and it’s free but there are in-app purchases.
So what is this game? While it would be misleading to say it’s just HP:GO, the similarities are deep. But there’s a lot more going on. Perhaps I’d best summarize it in bullet point form before I embark on the many details. In HP:WU you:
Walk around a wizarding-themed version of the real world looking for locations at which to resupply and “foundables” to encounter
Dispel, battle, or otherwise deal with the “confoundable” associated with these
Earn reward items from encounters and for entering foundables in your registry
Use reward items to level up in various professions, brew potions, and battle alongside others at “fortresses”
Find rare foundables that advance the overall plot of why this is all happening anyway
So let’s take that piece by piece.
(By the way: The few images I have here were provided by Niantic and Portkey Games, the studio under WB Games who co-developed the game; I actually saw much more than what the shots show, so if something I describe isn’t illustrated directly, don’t worry — it’s in there.)
Walkable Wizarding World
Yes, this was the only image of the map we got.
“For Harry Potter fans, the line between the real world and the wizarding world is paper thin,” said WB Games’s Jonathan Knight. So they wanted to make it seem like, as with the pervasive hidden nooks and secrets of the HP world, “magic is all around you.”
The plot that enables all this is that, in a post-Deathly Hallows HP world, a macguffin event has caused magical items and creatures to appear all over the muggle world, threatening to expose the existence of magic; Witches and wizards are being recruited to track these things down and deal with them.
Conveniently, the event snatched these things and people from all throughout history and the world, laying them down willy-nilly — so you’re just as likely to find Fleur Delacoeur as Hermione Granger, or a young Dumbledore as an old one.
As a member of the SOS squad (enforcing the “Statute Of Secrecy” mandating separation between the magic and muggle worlds, you know), you’re tasked with tracking down these various things wherever they appear and reporting back to the ministry.
The map is, like in Pokémon GO, where you’ll be spending most of your time.
As before, it reflects the streets and features nearby: streets, parks, landmarks, and so on. It’s decidedly busier this time, however, both with gameplay elements and set dressing. Brooms and owls zip overhead, potion ingredients clutter the ground around you, and locations to visit sprinkle every block. (Although I’d hoped they’d use the Marauder’s Map aesthetic, they were probably right not to: it would probably get old fast.)
You interact with these locations as you would spin Pokéstops in GO, with “inns” and “greenhouses” giving you a semi-randomized reward every time (and starting a 5-minute cooldown). Encounters and ingredients pop up like Pokémon did, appearing semi-randomly but with some tendencies or affinities — for example, you’re more likely to find school-related foundables by actual schools, and so on. These places are helpfully noted by a little flag that highlights the affected area, such as: “Golden Gate Park – you’ll encounter more magical creatures here.”
The equivalent to lures are “dark detectors,” which will cause encounters to pop up with more frequency around the location you attach it to — and you can stack them! These will no doubt be a popular purchase.
One nice touch: when you move quickly, your character flies on a broom. No more “running” along the highway. That always did bug me.
Of course you’ll also be able to customize your appearance, and you even get to make a (non-public) “wizarding passport” complete with a moving photo you can outfit with various AR props. Your Hogwarts house is just something you select and which has no gameplay effect — for now.
Swish and flick
When you tap an encounter, you enter an AR minigame where you may, for instance, have to cast a spell to free Buckbeak the gryphon from a magical ball and chain, or defeat a monster threatening a character from the books.
You do this generally by tracing a shape with your finger on the screen to cast a spell. You don’t get to choose the spell, unfortunately, it’s built into the encounter. The more accurate and quick your trace is, the better the power of the spell — a bit like throw quality in Pokémon.
It’s similar in combat except you’ll also have to quickly cast protego when the enemy attacks you. That’s right, there are hostiles in this game! And although you can’t “die,” running out of stamina will fail the encounter or mission. More combat options open up later, though, as you’ll see. Encounters also vary in difficulty, which can be determined from the map or within the encounter — you may find some foes or rescues are beyond your power until you pump up a bit (or quaff a potion).
There are other little twists on the formula, though — the team said they have over 100 unique encounters, all fully realized in AR. And although you can only interact with them from a sweet spot that appears on the ground in AR, you can take your time to walk around or closely inspect the scene.
Foundables and confoundables and the other 20 things
There are a ton of these little pages.
Everything you’ll encounter is a foundable, and falls under one of numerous categories: magic zoology, dark arts, oddities, magical games and sports, Hogwarts, and so on.
And every foundable is listed in a sort of sticker book you’ll fill in bit by bit as you encounter them. Free Buckbeak however many times and it’ll be fully filled in, giving you various bonuses and, perhaps more importantly, the ability to take AR photos with the creature or character in question.
The creatures and characters range from common to very rare, of course, and you’ll need to get dozens of the former to fill in the book, but only one or a handful for certain plot-related items. They only shared the bare bones of the story, which will be revealed through in-game text and events, but a “deep, multi-year narrative arc” is promised. You can probably expect new foundables and ingredients and such to be added regularly.
One detail I found highly compelling was that weather, time of day, and even astral phenomena like moon phase will affect what you encounter. So for instance, werewolves may only come out on the full moon, while certain potion ingredients only appear (or appear more) when it’s raining, or in the evening. This kind of real-world involvement is something I’ve always appreciated and one that Niantic’s games are uniquely suited to take advantage of.
Potions will be necessary for healing and buffing yourself and others, so you’ll want to collect ingredients all the time; you mix them in a sub-screen, and can follow recipes or try your luck making something new.
One very cool thing they showed off that doesn’t really show well in images is a Portkey — you know, the objects in HP that transport you from here to there. It’s not exactly a canon treatment in the game, as they create portals instead, but it makes for a great AR experience. You put the portal down and literally step through it, then look around at a new scene (for instance, Ollivander’s shop or Dumbledore’s office) in which you can find items or presumably encounter monsters and other stuff. Portkey “Portmanteaus” are a bit like egg incubators in that you charge them up by walking, and can find or buy more powerful ones.
Min-maxing managed
What perhaps surprised me most in the team’s presentation of the various systems of the game was the extent of the stats and professions. There are three “professions,” they explained: auror, magical zoologist, and professor (“if you’re a bit of a goody-goody” — I resent that).
I figured these would be a bit like a play style bonus — one gives you more combat prowess, another is better for taming creatures, and so on. Boy, is there a lot more to it than that!
First of all, you should know that you have stats in this game. And not weird hidden ones or a relatively meaningless one like your trainer level in Pokémon GO. No, you have a straight-up stat screen filled with all kinds of stuff.
And your profession isn’t just a bonus or special ability — it’s a whole skill tree, and one to rival those of many a “serious” RPG.
As in many other games, some nodes are simple things like an increase in stamina or spell power — some you can even upgrade several times to increase the effect. But others are entirely new abilities you’ll be able to use in various circumstances. I probed through a bunch in my limited time and found things that, for instance, healed allies, debuffed enemies, improved potion effectiveness, etc. These are definitely going to have a significant effect on gameplay.
You can advance in any of the professions you want, however you want, though of course the further you progress down a tree, the more powerful abilities you unlock. You do this with tokens you earn from encounters, leveling, and challenges, so you get a steady trickle. It should take a good while to fill these out, though no doubt we’ll have some real tiresome types who’ll do it in a week.
Fortress of Jollitude
(It’s a portmanteau of solitude and jolly cooperation, because this is the teamplay part… let me have my fun.)
The last major aspect of the game is Fortresses. These are a bit like Gyms from Pokémon GO, in that they are multiplayer focused, but for now they’re strictly player vs enemy.
Fortresses are large, obvious locations on the map where you and up to four other players can join battle against a host of enemies in order to receive rare foundables and other rewards. How it works is that you and whoever else wants to play get within range of the Fortress and tap it. (They didn’t provide any images of one, inside or out, but you can see the roof of one just at the top left of the paw circle in the map image above.)
You’ll then have a chance to join up with others by presenting a special item called a runestone. You’ll be getting these from normal encounters now and then or a few other sources, and there are 10 different kinds with multiple rarities — and depending on which you use, or which combination your team presents, the Fortress will have any of a variety of challenges and encounter types. (I only saw combat.)
This is where the combat complexity comes in, because all the enemies are presented to all the players at once, and you can take on whichever you choose. Have you leveled your magical creature taming? You better take on that hippogriff. Do extra damage against human foes? You’re on Death Eater duty. Stocked up on spells that hinder opponents or heal allies? You can use them from the select screen in real time, for instance if your friend is about to be knocked flat by a high-level Dementor and needs a hand.
I only got to test a small amount of this, but the possibilities for actual strategy and team synergy were very exciting, especially compared to the extended slugfests of Pokémon GO raids.
“Your forever Harry Potter game”
That’s how the team described Wizards Unite, and although a small-screen experience will never equal the immersion or magic (so to speak) of the cinema or the richness of the books, this does look like a dandy game and it will certainly be a heck of a time sink for countless players worldwide.
I only got to see a few minutes of the game in person, so there are parts I missed and parts that weren’t being shown; for instance, your Hogwarts house will likely figure later in multiplayer games, and more abilities are on the way.
I worry a bit that the simplicity and casual serendipity that defined Pokémon GO have been abandoned for a level of complexity that may be daunting for some. Yet at the same time I worry that the grind of collecting however many Buckbeaks you need to complete a page of the registry isn’t as satisfying as catching (and grinding up) a dozen Charmanders to power up your favorite ‘mon. And the AR experiences so far exhibit much visual variety but (that I saw) didn’t differ much from one another except in the trace you had to draw.
But there’s a great deal here and a great deal to like. It’s new, it’s fun, and it’s HP. I know I’m going to be playing.
(Lastly, the game will be released in the following languages: English, French, Italian, German, Spanish, Brazilian and European Portuguese, Polish, Russian, Swedish, Norwegian, Dutch, Danish, Turkish, Simplified and Traditional Chinese, Japenese, Korean, and Latin American Spanish.)
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Niantic’s Harry Potter: Wizards Unite is a sorcerous smorgasbord for the Pokémon GO generation
Niantic’s follow-up to the absurdly popular Pokémon GO, the long-awaited Harry Potter: Wizards Unite, has one major drawback: unlike its predecessor, you can’t explain it in a single sentence. There’s so much to do in this game that it may repel some casual players — but while its depths of systems and collectibles may be nigh endless, don’t worry: you still basically just walk around doing wizard and witch stuff.
I got to spend a short time playing the game at Niantic’s office in San Francisco, and while they didn’t reveal all their secrets, I saw enough to convince me that HP:WU (I await a catchier nickname, like PoGO) will be a huge time sink for any Harry Potter fan and will probably convert or cannibalize many players from GO.
If you were worried this would be a slapdash cash-in effort like some of the HP tie-ins we’ve seen… don’t be. This is legit. Rowling isn’t involved, and the voice actors are sound-alikes, but still legit.
And just to get some of the major facts out of the way before we move on: it’s coming out sometime in 2019 (I’d guess before Summer but they wouldn’t say), in 17 languages (listed at bottom; actual countries where it’ll be offered unknown), there’s no wand accessory yet (I asked and they all looked nervous), minimum specs are reasonable and AR is optional, and it’s free but there are in-app purchases.
So what is this game? While it would be misleading to say it’s just HP:GO, the similarities are deep. But there’s a lot more going on. Perhaps I’d best summarize it in bullet point form before I embark on the many details. In HP:WU you:
Walk around a wizarding-themed version of the real world looking for locations at which to resupply and “foundables” to encounter
Dispel, battle, or otherwise deal with the “confoundable” associated with these
Earn reward items from encounters and for entering foundables in your registry
Use reward items to level up in various professions, brew potions, and battle alongside others at “fortresses”
Find rare foundables that advance the overall plot of why this is all happening anyway
So let’s take that piece by piece.
(By the way: The few images I have here were provided by Niantic and Portkey Games, the studio under WB Games who co-developed the game; I actually saw much more than what the shots show, so if something I describe isn’t illustrated directly, don’t worry — it’s in there.)
Walkable Wizarding World
Yes, this was the only image of the map we got.
“For Harry Potter fans, the line between the real world and the wizarding world is paper thin,” said WB Games’s Jonathan Knight. So they wanted to make it seem like, as with the pervasive hidden nooks and secrets of the HP world, “magic is all around you.”
The plot that enables all this is that, in a post-Deathly Hallows HP world, a macguffin event has caused magical items and creatures to appear all over the muggle world, threatening to expose the existence of magic; Witches and wizards are being recruited to track these things down and deal with them.
Conveniently, the event snatched these things and people from all throughout history and the world, laying them down willy-nilly — so you’re just as likely to find Fleur Delacoeur as Hermione Granger, or a young Dumbledore as an old one.
As a member of the SOS squad (enforcing the “Statute Of Secrecy” mandating separation between the magic and muggle worlds, you know), you’re tasked with tracking down these various things wherever they appear and reporting back to the ministry.
The map is, like in Pokémon GO, where you’ll be spending most of your time.
As before, it reflects the streets and features nearby: streets, parks, landmarks, and so on. It’s decidedly busier this time, however, both with gameplay elements and set dressing. Brooms and owls zip overhead, potion ingredients clutter the ground around you, and locations to visit sprinkle every block. (Although I’d hoped they’d use the Marauder’s Map aesthetic, they were probably right not to: it would probably get old fast.)
You interact with these locations as you would spin Pokéstops in GO, with “inns” and “greenhouses” giving you a semi-randomized reward every time (and starting a 5-minute cooldown). Encounters and ingredients pop up like Pokémon did, appearing semi-randomly but with some tendencies or affinities — for example, you’re more likely to find school-related foundables by actual schools, and so on. These places are helpfully noted by a little flag that highlights the affected area, such as: “Golden Gate Park – you’ll encounter more magical creatures here.”
The equivalent to lures are “dark detectors,” which will cause encounters to pop up with more frequency around the location you attach it to — and you can stack them! These will no doubt be a popular purchase.
One nice touch: when you move quickly, your character flies on a broom. No more “running” along the highway. That always did bug me.
Of course you’ll also be able to customize your appearance, and you even get to make a (non-public) “wizarding passport” complete with a moving photo you can outfit with various AR props. Your Hogwarts house is just something you select and which has no gameplay effect — for now.
Swish and flick
When you tap an encounter, you enter an AR minigame where you may, for instance, have to cast a spell to free Buckbeak the gryphon from a magical ball and chain, or defeat a monster threatening a character from the books.
You do this generally by tracing a shape with your finger on the screen to cast a spell. You don’t get to choose the spell, unfortunately, it’s built into the encounter. The more accurate and quick your trace is, the better the power of the spell — a bit like throw quality in Pokémon.
It’s similar in combat except you’ll also have to quickly cast protego when the enemy attacks you. That’s right, there are hostiles in this game! And although you can’t “die,” running out of stamina will fail the encounter or mission. More combat options open up later, though, as you’ll see. Encounters also vary in difficulty, which can be determined from the map or within the encounter — you may find some foes or rescues are beyond your power until you pump up a bit (or quaff a potion).
There are other little twists on the formula, though — the team said they have over 100 unique encounters, all fully realized in AR. And although you can only interact with them from a sweet spot that appears on the ground in AR, you can take your time to walk around or closely inspect the scene.
Foundables and confoundables and the other 20 things
There are a ton of these little pages.
Everything you’ll encounter is a foundable, and falls under one of numerous categories: magic zoology, dark arts, oddities, magical games and sports, Hogwarts, and so on.
And every foundable is listed in a sort of sticker book you’ll fill in bit by bit as you encounter them. Free Buckbeak however many times and it’ll be fully filled in, giving you various bonuses and, perhaps more importantly, the ability to take AR photos with the creature or character in question.
The creatures and characters range from common to very rare, of course, and you’ll need to get dozens of the former to fill in the book, but only one or a handful for certain plot-related items. They only shared the bare bones of the story, which will be revealed through in-game text and events, but a “deep, multi-year narrative arc” is promised. You can probably expect new foundables and ingredients and such to be added regularly.
One detail I found highly compelling was that weather, time of day, and even astral phenomena like moon phase will affect what you encounter. So for instance, werewolves may only come out on the full moon, while certain potion ingredients only appear (or appear more) when it’s raining, or in the evening. This kind of real-world involvement is something I’ve always appreciated and one that Niantic’s games are uniquely suited to take advantage of.
Potions will be necessary for healing and buffing yourself and others, so you’ll want to collect ingredients all the time; you mix them in a sub-screen, and can follow recipes or try your luck making something new.
One very cool thing they showed off that doesn’t really show well in images is a Portkey — you know, the objects in HP that transport you from here to there. It’s not exactly a canon treatment in the game, as they create portals instead, but it makes for a great AR experience. You put the portal down and literally step through it, then look around at a new scene (for instance, Ollivander’s shop or Dumbledore’s office) in which you can find items or presumably encounter monsters and other stuff. Portkey “Portmanteaus” are a bit like egg incubators in that you charge them up by walking, and can find or buy more powerful ones.
Min-maxing managed
What perhaps surprised me most in the team’s presentation of the various systems of the game was the extent of the stats and professions. There are three “professions,” they explained: auror, magical zoologist, and professor (“if you’re a bit of a goody-goody” — I resent that).
I figured these would be a bit like a play style bonus — one gives you more combat prowess, another is better for taming creatures, and so on. Boy, is there a lot more to it than that!
First of all, you should know that you have stats in this game. And not weird hidden ones or a relatively meaningless one like your trainer level in Pokémon GO. No, you have a straight-up stat screen filled with all kinds of stuff.
And your profession isn’t just a bonus or special ability — it’s a whole skill tree, and one to rival those of many a “serious” RPG.
As in many other games, some nodes are simple things like an increase in stamina or spell power — some you can even upgrade several times to increase the effect. But others are entirely new abilities you’ll be able to use in various circumstances. I probed through a bunch in my limited time and found things that, for instance, healed allies, debuffed enemies, improved potion effectiveness, etc. These are definitely going to have a significant effect on gameplay.
You can advance in any of the professions you want, however you want, though of course the further you progress down a tree, the more powerful abilities you unlock. You do this with tokens you earn from encounters, leveling, and challenges, so you get a steady trickle. It should take a good while to fill these out, though no doubt we’ll have some real tiresome types who’ll do it in a week.
Fortress of Jollitude
(It’s a portmanteau of solitude and jolly cooperation, because this is the teamplay part… let me have my fun.)
The last major aspect of the game is Fortresses. These are a bit like Gyms from Pokémon GO, in that they are multiplayer focused, but for now they’re strictly player vs enemy.
Fortresses are large, obvious locations on the map where you and up to four other players can join battle against a host of enemies in order to receive rare foundables and other rewards. How it works is that you and whoever else wants to play get within range of the Fortress and tap it. (They didn’t provide any images of one, inside or out, but you can see the roof of one just at the top left of the paw circle in the map image above.)
You’ll then have a chance to join up with others by presenting a special item called a runestone. You’ll be getting these from normal encounters now and then or a few other sources, and there are 10 different kinds with multiple rarities — and depending on which you use, or which combination your team presents, the Fortress will have any of a variety of challenges and encounter types. (I only saw combat.)
This is where the combat complexity comes in, because all the enemies are presented to all the players at once, and you can take on whichever you choose. Have you leveled your magical creature taming? You better take on that hippogriff. Do extra damage against human foes? You’re on Death Eater duty. Stocked up on spells that hinder opponents or heal allies? You can use them from the select screen in real time, for instance if your friend is about to be knocked flat by a high-level Dementor and needs a hand.
I only got to test a small amount of this, but the possibilities for actual strategy and team synergy were very exciting, especially compared to the extended slugfests of Pokémon GO raids.
“Your forever Harry Potter game”
That’s how the team described Wizards Unite, and although a small-screen experience will never equal the immersion or magic (so to speak) of the cinema or the richness of the books, this does look like a dandy game and it will certainly be a heck of a time sink for countless players worldwide.
I only got to see a few minutes of the game in person, so there are parts I missed and parts that weren’t being shown; for instance, your Hogwarts house will likely figure later in multiplayer games, and more abilities are on the way.
I worry a bit that the simplicity and casual serendipity that defined Pokémon GO have been abandoned for a level of complexity that may be daunting for some. Yet at the same time I worry that the grind of collecting however many Buckbeaks you need to complete a page of the registry isn’t as satisfying as catching (and grinding up) a dozen Charmanders to power up your favorite ‘mon. And the AR experiences so far exhibit much visual variety but (that I saw) didn’t differ much from one another except in the trace you had to draw.
But there’s a great deal here and a great deal to like. It’s new, it’s fun, and it’s HP. I know I’m going to be playing.
(Lastly, the game will be released in the following languages: English, French, Italian, German, Spanish, Brazilian and European Portuguese, Polish, Russian, Swedish, Norwegian, Dutch, Danish, Turkish, Simplified and Traditional Chinese, Japenese, Korean, and Latin American Spanish.)
source https://techcrunch.com/2019/03/11/niantics-harry-potter-wizards-unite-is-a-sorcerous-smorgasbord-for-the-pokemon-go-generation/
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Niantic’s follow-up to the absurdly popular Pokémon GO, the long-awaited Harry Potter: Wizards Unite, has one major drawback: unlike its predecessor, you can’t explain it in a single sentence. There’s so much to do in this game that it may repel some casual players — but while its depths of systems and collectibles may be nigh endless, don’t worry: you still basically just walk around doing wizard and witch stuff.
I got to spend a short time playing the game at Niantic’s office in San Francisco, and while they didn’t reveal all their secrets, I saw enough to convince me that HP:WU (I await a catchier nickname, like PoGO) will be a huge time sink for any Harry Potter fan and will probably convert or cannibalize many players from GO.
If you were worried this would be a slapdash cash-in effort like some of the HP tie-ins we’ve seen… don’t be. This is legit. Rowling isn’t involved, and the voice actors are sound-alikes, but still legit.
And just to get some of the major facts out of the way before we move on: it’s coming out sometime in 2019 (I’d guess before Summer but they wouldn’t say), in 17 languages (listed at bottom; actual countries where it’ll be offered unknown), there’s no wand accessory yet (I asked and they all looked nervous), minimum specs are reasonable and AR is optional, and it’s free but there are in-app purchases.
So what is this game? While it would be misleading to say it’s just HP:GO, the similarities are deep. But there’s a lot more going on. Perhaps I’d best summarize it in bullet point form before I embark on the many details. In HP:WU you:
Walk around a wizarding-themed version of the real world looking for locations at which to resupply and “foundables” to encounter
Dispel, battle, or otherwise deal with the “confoundable” associated with these
Earn reward items from encounters and for entering foundables in your registry
Use reward items to level up in various professions, brew potions, and battle alongside others at “fortresses”
Find rare foundables that advance the overall plot of why this is all happening anyway
So let’s take that piece by piece.
(By the way: The few images I have here were provided by Niantic and Portkey Games, the studio under WB Games who co-developed the game; I actually saw much more than what the shots show, so if something I describe isn’t illustrated directly, don’t worry — it’s in there.)
Walkable Wizarding World
Yes, this was the only image of the map we got.
“For Harry Potter fans, the line between the real world and the wizarding world is paper thin,” said WB Games’s Jonathan Knight. So they wanted to make it seem like, as with the pervasive hidden nooks and secrets of the HP world, “magic is all around you.”
The plot that enables all this is that, in a post-Deathly Hallows HP world, a macguffin event has caused magical items and creatures to appear all over the muggle world, threatening to expose the existence of magic; Witches and wizards are being recruited to track these things down and deal with them.
Conveniently, the event snatched these things and people from all throughout history and the world, laying them down willy-nilly — so you’re just as likely to find Fleur Delacoeur as Hermione Granger, or a young Dumbledore as an old one.
As a member of the SOS squad (enforcing the “Statute Of Secrecy” mandating separation between the magic and muggle worlds, you know), you’re tasked with tracking down these various things wherever they appear and reporting back to the ministry.
The map is, like in Pokémon GO, where you’ll be spending most of your time.
As before, it reflects the streets and features nearby: streets, parks, landmarks, and so on. It’s decidedly busier this time, however, both with gameplay elements and set dressing. Brooms and owls zip overhead, potion ingredients clutter the ground around you, and locations to visit sprinkle every block. (Although I’d hoped they’d use the Marauder’s Map aesthetic, they were probably right not to: it would probably get old fast.)
You interact with these locations as you would spin Pokéstops in GO, with “inns” and “greenhouses” giving you a semi-randomized reward every time (and starting a 5-minute cooldown). Encounters and ingredients pop up like Pokémon did, appearing semi-randomly but with some tendencies or affinities — for example, you’re more likely to find school-related foundables by actual schools, and so on. These places are helpfully noted by a little flag that highlights the affected area, such as: “Golden Gate Park – you’ll encounter more magical creatures here.”
The equivalent to lures are “dark detectors,” which will cause encounters to pop up with more frequency around the location you attach it to — and you can stack them! These will no doubt be a popular purchase.
One nice touch: when you move quickly, your character flies on a broom. No more “running” along the highway. That always did bug me.
Of course you’ll also be able to customize your appearance, and you even get to make a (non-public) “wizarding passport” complete with a moving photo you can outfit with various AR props. Your Hogwarts house is just something you select and which has no gameplay effect — for now.
Swish and flick
When you tap an encounter, you enter an AR minigame where you may, for instance, have to cast a spell to free Buckbeak the gryphon from a magical ball and chain, or defeat a monster threatening a character from the books.
You do this generally by tracing a shape with your finger on the screen to cast a spell. You don’t get to choose the spell, unfortunately, it’s built into the encounter. The more accurate and quick your trace is, the better the power of the spell — a bit like throw quality in Pokémon.
It’s similar in combat except you’ll also have to quickly cast protego when the enemy attacks you. That’s right, there are hostiles in this game! And although you can’t “die,” running out of stamina will fail the encounter or mission. More combat options open up later, though, as you’ll see. Encounters also vary in difficulty, which can be determined from the map or within the encounter — you may find some foes or rescues are beyond your power until you pump up a bit (or quaff a potion).
There are other little twists on the formula, though — the team said they have over 100 unique encounters, all fully realized in AR. And although you can only interact with them from a sweet spot that appears on the ground in AR, you can take your time to walk around or closely inspect the scene.
Foundables and confoundables and the other 20 things
There are a ton of these little pages.
Everything you’ll encounter is a foundable, and falls under one of numerous categories: magic zoology, dark arts, oddities, magical games and sports, Hogwarts, and so on.
And every foundable is listed in a sort of sticker book you’ll fill in bit by bit as you encounter them. Free Buckbeak however many times and it’ll be fully filled in, giving you various bonuses and, perhaps more importantly, the ability to take AR photos with the creature or character in question.
The creatures and characters range from common to very rare, of course, and you’ll need to get dozens of the former to fill in the book, but only one or a handful for certain plot-related items. They only shared the bare bones of the story, which will be revealed through in-game text and events, but a “deep, multi-year narrative arc” is promised. You can probably expect new foundables and ingredients and such to be added regularly.
One detail I found highly compelling was that weather, time of day, and even astral phenomena like moon phase will affect what you encounter. So for instance, werewolves may only come out on the full moon, while certain potion ingredients only appear (or appear more) when it’s raining, or in the evening. This kind of real-world involvement is something I’ve always appreciated and one that Niantic’s games are uniquely suited to take advantage of.
Potions will be necessary for healing and buffing yourself and others, so you’ll want to collect ingredients all the time; you mix them in a sub-screen, and can follow recipes or try your luck making something new.
One very cool thing they showed off that doesn’t really show well in images is a Portkey — you know, the objects in HP that transport you from here to there. It’s not exactly a canon treatment in the game, as they create portals instead, but it makes for a great AR experience. You put the portal down and literally step through it, then look around at a new scene (for instance, Ollivander’s shop or Dumbledore’s office) in which you can find items or presumably encounter monsters and other stuff. Portkey “Portmanteaus” are a bit like egg incubators in that you charge them up by walking, and can find or buy more powerful ones.
Min-maxing managed
What perhaps surprised me most in the team’s presentation of the various systems of the game was the extent of the stats and professions. There are three “professions,” they explained: auror, magical zoologist, and professor (“if you’re a bit of a goody-goody” — I resent that).
I figured these would be a bit like a play style bonus — one gives you more combat prowess, another is better for taming creatures, and so on. Boy, is there a lot more to it than that!
First of all, you should know that you have stats in this game. And not weird hidden ones or a relatively meaningless one like your trainer level in Pokémon GO. No, you have a straight-up stat screen filled with all kinds of stuff.
And your profession isn’t just a bonus or special ability — it’s a whole skill tree, and one to rival those of many a “serious” RPG.
As in many other games, some nodes are simple things like an increase in stamina or spell power — some you can even upgrade several times to increase the effect. But others are entirely new abilities you’ll be able to use in various circumstances. I probed through a bunch in my limited time and found things that, for instance, healed allies, debuffed enemies, improved potion effectiveness, etc. These are definitely going to have a significant effect on gameplay.
You can advance in any of the professions you want, however you want, though of course the further you progress down a tree, the more powerful abilities you unlock. You do this with tokens you earn from encounters, leveling, and challenges, so you get a steady trickle. It should take a good while to fill these out, though no doubt we’ll have some real tiresome types who’ll do it in a week.
Fortress of Jollitude
(It’s a portmanteau of solitude and jolly cooperation, because this is the teamplay part… let me have my fun.)
The last major aspect of the game is Fortresses. These are a bit like Gyms from Pokémon GO, in that they are multiplayer focused, but for now they’re strictly player vs enemy.
Fortresses are large, obvious locations on the map where you and up to four other players can join battle against a host of enemies in order to receive rare foundables and other rewards. How it works is that you and whoever else wants to play get within range of the Fortress and tap it. (They didn’t provide any images of one, inside or out, but you can see the roof of one just at the top left of the paw circle in the map image above.)
You’ll then have a chance to join up with others by presenting a special item called a runestone. You’ll be getting these from normal encounters now and then or a few other sources, and there are 10 different kinds with multiple rarities — and depending on which you use, or which combination your team presents, the Fortress will have any of a variety of challenges and encounter types. (I only saw combat.)
This is where the combat complexity comes in, because all the enemies are presented to all the players at once, and you can take on whichever you choose. Have you leveled your magical creature taming? You better take on that hippogriff. Do extra damage against human foes? You’re on Death Eater duty. Stocked up on spells that hinder opponents or heal allies? You can use them from the select screen in real time, for instance if your friend is about to be knocked flat by a high-level Dementor and needs a hand.
I only got to test a small amount of this, but the possibilities for actual strategy and team synergy were very exciting, especially compared to the extended slugfests of Pokémon GO raids.
“Your forever Harry Potter game”
That’s how the team described Wizards Unite, and although a small-screen experience will never equal the immersion or magic (so to speak) of the cinema or the richness of the books, this does look like a dandy game and it will certainly be a heck of a time sink for countless players worldwide.
I only got to see a few minutes of the game in person, so there are parts I missed and parts that weren’t being shown; for instance, your Hogwarts house will likely figure later in multiplayer games, and more abilities are on the way.
I worry a bit that the simplicity and casual serendipity that defined Pokémon GO have been abandoned for a level of complexity that may be daunting for some. Yet at the same time I worry that the grind of collecting however many Buckbeaks you need to complete a page of the registry isn’t as satisfying as catching (and grinding up) a dozen Charmanders to power up your favorite ‘mon. And the AR experiences so far exhibit much visual variety but (that I saw) didn’t differ much from one another except in the trace you had to draw.
But there’s a great deal here and a great deal to like. It’s new, it’s fun, and it’s HP. I know I’m going to be playing.
(Lastly, the game will be released in the following languages: English, French, Italian, German, Spanish, Brazilian and European Portuguese, Polish, Russian, Swedish, Norwegian, Dutch, Danish, Turkish, Simplified and Traditional Chinese, Japenese, Korean, and Latin American Spanish.)
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Niantic’s Harry Potter: Wizards Unite is a sorcerous smorgasbord for the Pokémon GO generation
Niantic’s follow-up to the absurdly popular Pokémon GO, the long-awaited Harry Potter: Wizards Unite, has one major drawback: unlike its predecessor, you can’t explain it in a single sentence. There’s so much to do in this game that it may repel some casual players — but while its depths of systems and collectibles may be nigh endless, don’t worry: you still basically just walk around doing wizard and witch stuff.
I got to spend a short time playing the game at Niantic’s office in San Francisco, and while they didn’t reveal all their secrets, I saw enough to convince me that HP:WU (I await a catchier nickname, like PoGO) will be a huge time sink for any Harry Potter fan and will probably convert or cannibalize many players from GO.
If you were worried this would be a slapdash cash-in effort like some of the HP tie-ins we’ve seen… don’t be. This is legit. Rowling isn’t involved, and the voice actors are sound-alikes, but still legit.
And just to get some of the major facts out of the way before we move on: it’s coming out sometime in 2019 (I’d guess before Summer but they wouldn’t say), in 17 languages (listed at bottom; actual countries where it’ll be offered unknown), there’s no wand accessory yet (I asked and they all looked nervous), minimum specs are reasonable and AR is optional, and it’s free but there are in-app purchases.
So what is this game? While it would be misleading to say it’s just HP:GO, the similarities are deep. But there’s a lot more going on. Perhaps I’d best summarize it in bullet point form before I embark on the many details. In HP:WU you:
Walk around a wizarding-themed version of the real world looking for locations at which to resupply and “foundables” to encounter
Dispel, battle, or otherwise deal with the “confoundable” associated with these
Earn reward items from encounters and for entering foundables in your registry
Use reward items to level up in various professions, brew potions, and battle alongside others at “fortresses”
Find rare foundables that advance the overall plot of why this is all happening anyway
So let’s take that piece by piece.
(By the way: The few images I have here were provided by Niantic and Portkey Games, the studio under WB Games who co-developed the game; I actually saw much more than what the shots show, so if something I describe isn’t illustrated directly, don’t worry — it’s in there.)
Walkable Wizarding World
Yes, this was the only image of the map we got.
“For Harry Potter fans, the line between the real world and the wizarding world is paper thin,” said WB Games’s Jonathan Knight. So they wanted to make it seem like, as with the pervasive hidden nooks and secrets of the HP world, “magic is all around you.”
The plot that enables all this is that, in a post-Deathly Hallows HP world, a macguffin event has caused magical items and creatures to appear all over the muggle world, threatening to expose the existence of magic; Witches and wizards are being recruited to track these things down and deal with them.
Conveniently, the event snatched these things and people from all throughout history and the world, laying them down willy-nilly — so you’re just as likely to find Fleur Delacoeur as Hermione Granger, or a young Dumbledore as an old one.
As a member of the SOS squad (enforcing the “Statute Of Secrecy” mandating separation between the magic and muggle worlds, you know), you’re tasked with tracking down these various things wherever they appear and reporting back to the ministry.
The map is, like in Pokémon GO, where you’ll be spending most of your time.
As before, it reflects the streets and features nearby: streets, parks, landmarks, and so on. It’s decidedly busier this time, however, both with gameplay elements and set dressing. Brooms and owls zip overhead, potion ingredients clutter the ground around you, and locations to visit sprinkle every block. (Although I’d hoped they’d use the Marauder’s Map aesthetic, they were probably right not to: it would probably get old fast.)
You interact with these locations as you would spin Pokéstops in GO, with “inns” and “greenhouses” giving you a semi-randomized reward every time (and starting a 5-minute cooldown). Encounters and ingredients pop up like Pokémon did, appearing semi-randomly but with some tendencies or affinities — for example, you’re more likely to find school-related foundables by actual schools, and so on. These places are helpfully noted by a little flag that highlights the affected area, such as: “Golden Gate Park – you’ll encounter more magical creatures here.”
The equivalent to lures are “dark detectors,” which will cause encounters to pop up with more frequency around the location you attach it to — and you can stack them! These will no doubt be a popular purchase.
One nice touch: when you move quickly, your character flies on a broom. No more “running” along the highway. That always did bug me.
Of course you’ll also be able to customize your appearance, and you even get to make a (non-public) “wizarding passport” complete with a moving photo you can outfit with various AR props. Your Hogwarts house is just something you select and which has no gameplay effect — for now.
Swish and flick
When you tap an encounter, you enter an AR minigame where you may, for instance, have to cast a spell to free Buckbeak the gryphon from a magical ball and chain, or defeat a monster threatening a character from the books.
You do this generally by tracing a shape with your finger on the screen to cast a spell. You don’t get to choose the spell, unfortunately, it’s built into the encounter. The more accurate and quick your trace is, the better the power of the spell — a bit like throw quality in Pokémon.
It’s similar in combat except you’ll also have to quickly cast protego when the enemy attacks you. That’s right, there are hostiles in this game! And although you can’t “die,” running out of stamina will fail the encounter or mission. More combat options open up later, though, as you’ll see. Encounters also vary in difficulty, which can be determined from the map or within the encounter — you may find some foes or rescues are beyond your power until you pump up a bit (or quaff a potion).
There are other little twists on the formula, though — the team said they have over 100 unique encounters, all fully realized in AR. And although you can only interact with them from a sweet spot that appears on the ground in AR, you can take your time to walk around or closely inspect the scene.
Foundables and confoundables and the other 20 things
There are a ton of these little pages.
Everything you’ll encounter is a foundable, and falls under one of numerous categories: magic zoology, dark arts, oddities, magical games and sports, Hogwarts, and so on.
And every foundable is listed in a sort of sticker book you’ll fill in bit by bit as you encounter them. Free Buckbeak however many times and it’ll be fully filled in, giving you various bonuses and, perhaps more importantly, the ability to take AR photos with the creature or character in question.
The creatures and characters range from common to very rare, of course, and you’ll need to get dozens of the former to fill in the book, but only one or a handful for certain plot-related items. They only shared the bare bones of the story, which will be revealed through in-game text and events, but a “deep, multi-year narrative arc” is promised. You can probably expect new foundables and ingredients and such to be added regularly.
One detail I found highly compelling was that weather, time of day, and even astral phenomena like moon phase will affect what you encounter. So for instance, werewolves may only come out on the full moon, while certain potion ingredients only appear (or appear more) when it’s raining, or in the evening. This kind of real-world involvement is something I’ve always appreciated and one that Niantic’s games are uniquely suited to take advantage of.
Potions will be necessary for healing and buffing yourself and others, so you’ll want to collect ingredients all the time; you mix them in a sub-screen, and can follow recipes or try your luck making something new.
One very cool thing they showed off that doesn’t really show well in images is a Portkey — you know, the objects in HP that transport you from here to there. It’s not exactly a canon treatment in the game, as they create portals instead, but it makes for a great AR experience. You put the portal down and literally step through it, then look around at a new scene (for instance, Ollivander’s shop or Dumbledore’s office) in which you can find items or presumably encounter monsters and other stuff. Portkey “Portmanteaus” are a bit like egg incubators in that you charge them up by walking, and can find or buy more powerful ones.
Min-maxing managed
What perhaps surprised me most in the team’s presentation of the various systems of the game was the extent of the stats and professions. There are three “professions,” they explained: auror, magical zoologist, and professor (“if you’re a bit of a goody-goody” — I resent that).
I figured these would be a bit like a play style bonus — one gives you more combat prowess, another is better for taming creatures, and so on. Boy, is there a lot more to it than that!
First of all, you should know that you have stats in this game. And not weird hidden ones or a relatively meaningless one like your trainer level in Pokémon GO. No, you have a straight-up stat screen filled with all kinds of stuff.
And your profession isn’t just a bonus or special ability — it’s a whole skill tree, and one to rival those of many a “serious” RPG.
As in many other games, some nodes are simple things like an increase in stamina or spell power — some you can even upgrade several times to increase the effect. But others are entirely new abilities you’ll be able to use in various circumstances. I probed through a bunch in my limited time and found things that, for instance, healed allies, debuffed enemies, improved potion effectiveness, etc. These are definitely going to have a significant effect on gameplay.
You can advance in any of the professions you want, however you want, though of course the further you progress down a tree, the more powerful abilities you unlock. You do this with tokens you earn from encounters, leveling, and challenges, so you get a steady trickle. It should take a good while to fill these out, though no doubt we’ll have some real tiresome types who’ll do it in a week.
Fortress of Jollitude
(It’s a portmanteau of solitude and jolly cooperation, because this is the teamplay part… let me have my fun.)
The last major aspect of the game is Fortresses. These are a bit like Gyms from Pokémon GO, in that they are multiplayer focused, but for now they’re strictly player vs enemy.
Fortresses are large, obvious locations on the map where you and up to four other players can join battle against a host of enemies in order to receive rare foundables and other rewards. How it works is that you and whoever else wants to play get within range of the Fortress and tap it. (They didn’t provide any images of one, inside or out, but you can see the roof of one just at the top left of the paw circle in the map image above.)
You’ll then have a chance to join up with others by presenting a special item called a runestone. You’ll be getting these from normal encounters now and then or a few other sources, and there are 10 different kinds with multiple rarities — and depending on which you use, or which combination your team presents, the Fortress will have any of a variety of challenges and encounter types. (I only saw combat.)
This is where the combat complexity comes in, because all the enemies are presented to all the players at once, and you can take on whichever you choose. Have you leveled your magical creature taming? You better take on that hippogriff. Do extra damage against human foes? You’re on Death Eater duty. Stocked up on spells that hinder opponents or heal allies? You can use them from the select screen in real time, for instance if your friend is about to be knocked flat by a high-level Dementor and needs a hand.
I only got to test a small amount of this, but the possibilities for actual strategy and team synergy were very exciting, especially compared to the extended slugfests of Pokémon GO raids.
“Your forever Harry Potter game”
That’s how the team described Wizards Unite, and although a small-screen experience will never equal the immersion or magic (so to speak) of the cinema or the richness of the books, this does look like a dandy game and it will certainly be a heck of a time sink for countless players worldwide.
I only got to see a few minutes of the game in person, so there are parts I missed and parts that weren’t being shown; for instance, your Hogwarts house will likely figure later in multiplayer games, and more abilities are on the way.
I worry a bit that the simplicity and casual serendipity that defined Pokémon GO have been abandoned for a level of complexity that may be daunting for some. Yet at the same time I worry that the grind of collecting however many Buckbeaks you need to complete a page of the registry isn’t as satisfying as catching (and grinding up) a dozen Charmanders to power up your favorite ‘mon. And the AR experiences so far exhibit much visual variety but (that I saw) didn’t differ much from one another except in the trace you had to draw.
But there’s a great deal here and a great deal to like. It’s new, it’s fun, and it’s HP. I know I’m going to be playing.
(Lastly, the game will be released in the following languages: English, French, Italian, German, Spanish, Brazilian and European Portuguese, Polish, Russian, Swedish, Norwegian, Dutch, Danish, Turkish, Simplified and Traditional Chinese, Japenese, Korean, and Latin American Spanish.)
Via Devin Coldewey https://techcrunch.com
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