#despite being actually quite decent at graphic design.
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Spring break is next week, and holy fucking shit I'm so ready for that. I was just home the other weekend, but I'm so burnt out on school I already need another break. I have NO IDEA how I'm gonna make it through March and April without literally losing my mind.
And to make things worse, I have to somehow come up with 7 more credits next year in order to graduate, but I've already take all my required classes (I'm 99% sure), and everything else I'd want to take either had a zillion pre-reqs or overlaps with one of my classes I actually need to take.
#I just want to go home and spend my days petting my cats and playing video games and dnd and reading the 13 books in my TBR.#there's a theatre tech class (WITH A LAB) that doesn't have any pre-reqs and I wanna take it SO BADLY.#but the lecture (which is required to take the lab) overlaps by 20 minutes with my organic chemistry lecture#and my only other option for orgo is to take it from 6-7:30pm and I would rather die. I already know that class is gonna make me wanna die.#I don't need to make it worse by taking away my evenings.#but it sucks cause i really really miss doing theatre tech.#and there's some graphic design classes but they all require at least 4 studio art classes first and I am TERRIBLE at physical art#despite being actually quite decent at graphic design.#(I do think you need to understand basics like color and shape but you can just as easily learn that digitally as you can with trad. art)#morrigan.text#personal#delete later
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Today I'm gonna play: Final Fantasy I (PSP)
The origin for my love of RPGs, FF as a series, anime style characters and fantasy settings all originate from this game. Originally played on a friend's PSP as a child, I got my own copy a few years later.
The combat is your typical simple turn-based RPG. Nothing too out of the ordinary for an old game. Though it's interesting to see how the magic system back then was divided into levels, and you could only learn about 3 for each level (depending on white/black/red mage classes). Luckily if you choose white or black mage, the choices given allow you to take everything that's provided. That's not the case for red mages as you'd have to choose what exactly you'd like to specialize them as and cannot cast the highest tier magic. Additionally the job evolution system is also pretty neat, unlocking potential magic for some classes like Knight (white magic) and Ninja (black magic), and the rest just being stat upgrades. Despite its simplicity, there's a decent amount of customization on how you want to form your party and mold them based on their roles. I actually love that you can choose names and classes for your party and set out on an imaginary grand adventure. I'm quite surprised that apart from FF3, and maybe Dragon Quest 9 (which I heard is customizable), there's actually not many games out there that follow the same structure as this one, considering how so many JRPGs tend to have self inserts, including in this series itself up to 10.
The graphics are the biggest pros in this version (I also like the original and pixel remaster versions too!). They're so pretty to look at and it's probably how I got invested into this series and genre. Not many other JRPGs on the PSP look as good as this when it comes to spritework (if there's a possibility that I've missed a hidden gem then I'd really love to get recommendations). In terms of sound, it's classic. Nobuo Uematsu doesn't miss. There's not many tracks though which makes it repetitive, especially the battle theme. But there are two tracks I loved in particular which I'll link.
There are some cons though. One is that this game is VERY grindy. It's expected for this genre, but by the time I beat this game, I was quite burnt out. Items are expensive early game but if you're like me and grind like a maniac, it's pretty easy to get rich to the point that I max'ed my gil amount by the time I reached the final boss. Another issue is that the dungeon design feels like an afterthought. There's no sense of pattern on how to navigate especially if at some point the entire room starts to look the same, so there's no landmark or similar telling you where you are. I've had to use a visual guide multiple times to get through instead. which made it more fun for me since it was like having a map. In addition to that, the game is not great at truly guiding you on where you should go, other than giving a few vague hints. In a way I like it since it's like listening to rumours while on a journey, but it felt quite hard to keep track. Apart from that, I wasn't fond of the amount of random encounters, but I knew that coming into playing this. I've seen some games that allow the player to make notes, such as The Legend of Zelda: Phantom Hourglass for the DS. A space to mark important locations on a world map or dungeons would be great (and if they want to immerse the exploration aspect, then make the map reveal areas as they pass through them, like in FF13 or Persona 3), I believe Genshin Impact does this? As for the NPCs giving hints part, FF2's keyword system could come in handy in an altered way, such as being able to register keywords or phrases that you can access in a menu and read about, so that you can remind yourself at all times anywhere. And for random encounters, I think more modern JRPGs nowadays have enemies in the overworld that you can voluntarily fight. Early games like Chrono Trigger to modern games like Persona 5 are both iconic examples that implement this well.
But overall, I'm glad I finally beat this game for my younger self. In fact, I actually wouldn't mind playing more games like this. It's nice to go old-school (seeing as Square constantly releases remasters of 1-6), but I'd also like to see some quality of life updates that could breathe new life to titles/systems like this, and also open them to more audiences rather than only sticking to a tried already formula for nostalgia.
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#final fantasy#ff1#ffI#jrpg games#game analysis#youtube#final fantasy 1#final fantasy I#PSP#PSP games#retro gaming#Youtube
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Art of Aardman
I found myself a cheap copy of the Shaun the Sheep movie, so I was rewatching a bunch of Aardman films earlier this month and decided to hunt down some books too. For anyone that doesn’t know, Aardman is a British stop-motion studio that does fantastic work like Wallace and Gromit, Shaun the Sheep, Chicken Run, Early Man… tons of cool stuff. They’re always quirky and funny and warm-hearted. This was just a very nice art book for anyone that’s a fan of Aardman stop motion and wants to see a bit extra; it shows some cool concept art and blows up the neat details in Aardman work, especially in their intricate stuff like The Pirates! In an Adventure with Scientists!
Asterix and the Picts (Asterix and the Chariot Race, and How Obelix Fell Into The Magic Potion)
I decided to try a couple of the new Asterix comics that were done by the new team, just to see if they stand up to the old ones (that and How Obelix Fell Into The Magic Potion cause I’d never read that one before). They were pretty decent! Asterix and the Picts was my favourite of the two though I wouldn’t say either are going to contest for my favourite Asterix comic... but still! The art looks good and the stories felt like what I would expect, they made for a pleasant couple evenings of reading especially since it’s been so long since I’ve read a new Asterix comic. If you’ve never read Asterix it’s one of the biggest name French comic series in North America, as far as I know and very worth the read. It’s about a single Gaulish village that’s holding out against the invading Romans through sheer force of will, slapstick hijinks, and a magical super-strength potion brewed by their druid. Lots of fantastic visuals and cute wordplay, even in the English translations.
Bear
I found out about this bastion of Canadian literature via tumblr post that was losing its collective mind over the fact that some bizarre bear-based erotica novella somehow won the most prestigious literary prize available in Canada. Since I too found this hilarious and unspeakably bizarre I had to give it a read, obviously. And yes, the flat surface level summary is... a librarian moves out into rural Ontario and falls in love with a literal for-real not-supernatural-not-a-joke bear. And I have to say… it is actually worthy of an award, which I was not expecting given that I was there for a laugh. It has beautiful writing, and the subtextual story is pretty interesting… it kind of makes me think of The Haunting of Hill House actually in terms of themes. (Womanhood, personhood, independence, autonomy partially achieved through escaping the male gaze by claiming non-human lovers... listen if I were still in university I would right a paper comparing the two novels).
I dunno man, it’s fucking weird. Actually a well-written book, but sure is about a woman falling in love with a literal bear. Give it a read if you want something bonkers but like… high-brow bonkers.
Hunger Pangs: True Love Bites
Best book I have read in like… a while. A long while. I am not a fast reader, and I consumed 90% of this book over a weekend. It’s not at all like Terry Pratchett, but at the same time it scratched an itch for me that I haven’t had satisfied since Pratchett’s death. A very clever, hilariously funny poly romance between a disabled werewolf, an anxious vampire lord, and an incredibly powerful woman, with heaps of social satire, political commentary, and sinister undertones. The whole thing reads a bit like fanfiction and I say that in the most flattering way possible -- it is so easy to jump right in and be immediately taken over by the characters and the world and the plot, you never feel like you’re fighting to engage even though the world-building is fascinating and expansive. It welcomes you in right away, it was the book equivalent of a quilt and a hug which is something I sorely needed with all this pandemic bullshit. If you read any of the books on this list, go read that one while I sit here in pain waiting for the sequel.
Kid Paddle
I watched the cartoon of Kid Paddle as a kid and was thinking about it recently, so I decided to hunt down some of the original comics online. They’re fun and weird, with a cute art style and fantastic monsters designs. (My favourites are always about Kid either daydreaming or playing games that involve Midam’s weird warty troll creatures. It’s like a cross between Calvin and Hobbes and Foxtrot with the fun sort of quirks that I love in Belgian comics. Unfortunately, unlike Asterix, I’ve only come across these ones in French, but if you can read French it’s totally worth popping over to The Internet Archive and reading the ones they have available.
The Last Firehawk: The Golden Temple
The lastest Firehawk book. Despite being written for quite young readers, I did enjoy the early books in this series quite a bit. They’re about a young owl and squirrel who found an egg for a magical species that was believed to be extinct. With the newly hatched firehawk, the three of them head off on a mission to find an ancient firehawk magic that could save the entire forest. Very basic adventure story but a good intro to the tropes for children. Unfortunately the quality really feels like it drops with each subsequent book; this will probably be the last one I bother reading.
Lumberjanes: The Moon Is Up
I honestly think I enjoy these Lumberjanes novels even more than the comics just because it really gives time to delve into each story and examine how the camper are really thinking and feeling about everything. (Also I’m always weak for novelizations of anything.) The Moon Is Up is a book that focuses more on Jo, and takes place during the camp’s much anticipated Galaxy Wars, a competition between cabins that goes over several days. While the campers prepare for these challenges though, they also run into a strange little creature with a penchant for cheese and theft. Roanoke cabin needs to keep ahead in Galaxy Wars and somehow deal with the fearsome Moon Pirates that a closing in...
Lumberjanes v4 (Out Of Time)
One of the Lumberjanes comics, a cool, girl-focused, queer comic series. Honestly, this is just a fun series that I never got as into as I should have. My advice is honestly to skip book one because it gets better as it continues, and I’ve really been enjoying the later books now that I’ve given it another go. It follows five campers at Miss Qiunzella Thiskwin Penniquiqul Thistle Crumpet’s Camp for Hardcore Lady Types (Jo, April, Molly, Mal, and Ripley) as they handle all sorts of challenges, from friendship to crushes, camp activities to supernatural horrors, getting badges to not being brutally killed. Great if you liked the vibe of Gravity Falls but want it to be queer-er.
Mooncakes
Another queer graphic novel, but unfortunately not a very good one. It really looked appealing and I had high hopes, but the book itself really didn’t hold up… I actually couldn’t even finish it, the plot was just too… non-existent. The art is fairly mediocre once you actually look at it, especially backgrounds, and it feels very… placid. Not much conflict or excitement or even a very compelling reason to keep reading. If you just want a soft queer supernatural you may get more mileage out of it than me, but it didn’t really do it for me. There’s better queer graphic novels out there.
New Boy In Town
One of the worst books I have ever read. My girlfriend had ordered a very different book online but through a frankly stupendous error was sent this 1980s pulp romance instead. Absolutely nauseating on levels I couldn’t even begin to enumerate here. Naturally we read the whole thing out loud. Probably took us 10 times longer to finish than it warranted because I had to stop every two sentences to lose my mind. If you like bad decisions, baffling hetero courting rituals, built-in cultural Christianity without actually calling it that, and gold panning then boy howdy is this the book for you.
(seriously, you better have patience for gold-panning if you attempt this one, because I sure learn that I don’t)
Piggies
This was a picture book I enjoyed as a kid and had a reason to reread recently. Honestly it’s just very cute and simple, and the art is completely mesmerizing. Wonderful if you know a young child that would enjoy a simple goofy boardbook.
Shaun the Sheep: Tales From Mossy Bottom
Related to my Aardman fascination earlier this month. I tried reading a varieties of Shaun the Sheep books — most of which are mediocre at best — but the Tales From Mossy Bottom Farm series is genuinely good. Just chapter books, of course, but the illustrations match the series’ concept art and each story feels like it could have jumped directly out of an episode. They’re just cute and feel-good! Kinda like Footrot Flats but more for kids, and from the sheep’s perspective moreso than the dog’s.
#aardman animation#shaun the sheep#lumberjanes#kid paddle#asterix#the last firehawk#hunger pangs: true love bites#marian engel#bear#canadian literature#canlit#queer lit#book review#book reviews#chatter
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hi!! ( ´∀`)ノ congratulations on 100 followers!!
my choice of anime is haikyuu and my location is the thrift shop! my style/aesthetic is very 90s so baggy jeans and a crop top. my pronouns are she/her.
thank you!! ~ ♡
Thank you lovely elliethomp! Completely off topic but I adore that aesthetic, it's so cool (>‿◠)✌ With that out of the way, Virtual Matchup loading...
‧͙⁺˚*・༓☾。・:*:・゚★。*✧・゚:˚۰˚☽˚。・:
I Match you with: Bokuto Koutarou
Location: Thrift Store
Aesthetic: 90s
‧͙⁺˚*・༓☾。・:*:・゚★。*✧・゚:˚۰˚☽˚。・:
Drabble
Bokuto is kind of a messy person; despite his volleyball abilities he can be quite clumsy and wreckless in his day-to-day life, ask literally any of his friends. So, keeping a decent wardrobe proved to be a challenge considering how frequently he managed to somehow ruin his clothes. Because of that, the silver-haired man turned to thrift shops so his clumsiness didn't have such an expensive price for his wallet and the environment. The added bonus was that thrift shopping is really fun, almost like treasure hunting in his eyes, his favorite finds usually being cool (or sometimes questionable in taste) graphic tees. Coincidentally, the same day he went to one of his favorite thrift stores, you decided you needed some additions to your wardrobe. In the end, you opted for a thrift shop, considering the clothes matched your style and you wouldn't have to pay extra for brands that made old/used-looking clothes. After all, why buy an overpriced crop top when you could find an actual 90's t-shirt and crop it? However, what you didn't expect was that walking into a promising-looking thrift store you were going to be surprised by a loud crash near the back. After an equally loud yet apologetic "SORRY" from the source of the crash, you turned to see a store employee sighing before standing up from their chair. "Not him again," they muttered under their breath as they disappeared down an aisle, piquing your interest; "again?" Though you were curious about the mysterious tornado-like regular somewhere within the store, you decided to not stress out the employees more and just mind your business. Another thing that you weren't anticipating was that the tornado would come to you. There you were, finally having found a cool t-shirt at the end of a rack. It was a bit on the larger side but you figured it'd make the perfect crop top, so you went to grab it when you saw a flash of silver appear next to you as a hand reached for the same item. Too shocked to react or let go, you let the mystery guy pull the shirt off the rack whilst still holding it and stared at him in slight confusion, to say the least.
It took Bokuto a solid 30 seconds to realize that the shirt he'd been so busy examining its design was being held by someone else, looking up to meet your intrigued gaze. He just blinked at you, not expecting the other person to be a pretty girl, and trying to remember if you'd been there before he practically snatched the item off the rack. He mentally cursed at himself for not being more careful and could see Akaashi scolding him in his head, but decided to ignore everything in favor of talking to you. "Oops, didn't see ya there," he beamed happily as he let go of the shirt, wiping his hands on the sides of his shorts, how did his palms get sweaty so quickly? "No worries," you replied instantly, trying to soothe the muscular yet nervous-looking guy in front of you. "I kind of have a habit of not looking where I'm going, I dunno if you were here earlier but I dropped a whole shelf of stuff back there, I come here often so I should know the place, do you..." You just chuckled as the guy started rambling and giggling nervously as he simultaneously told you about him and asked about you. Talking to him felt like taking an energy drink, and despite just knowing you, to him, your company had the same effect. "I'm sorry," you interrupted politely in an attempt to do something other than nod or shake your head in response to his questions, "but I don't think I caught your name. I'm (y/n)!" He finally seemed to calm down a bit and introduced himself back, shaking your hand excitedly. "Y'know Bokuto, I think you should have the shirt, you were very deadset on getting it," you said as you extended the item of clothing out to him. "Oh no," he replied while shaking his head, "it'd look way prettier on you anyways." Your eyes widened a fraction at his compliment, and to your surprise, his did too when he realized he had said that last part out loud. However, when you smiled giddily and thank him he was back to his regular happy self. Deciding to finish your shopping together to keep each other company, when you exited the store side by side later you didn't miss the cashier's eyes following Bokuto wearily. That's when it clicked, he was the cause of the ruckus earlier, which is why his voice seemed familiar. Turns out the guy was indeed intriguing and tornado-like, but you didn't expect the whirlwind of emotions he'd bring along too.
‧͙⁺˚*・༓☾。・:*:・゚★。*✧・゚:˚۰˚☽˚。・:
#Cassie's 100 follower event!#Cassie likes HQ!#haikyuu drabbles#haikyuu fluff#bokuto x reader#bokuto fluff#bokuto x you#bokuto drabble#haikyuu matchups#koutarou x you#koutarou x reader
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Crusher Elaborations #1: Thoughts on the Aesthetic of Sonic’s World
If someone came up to me and asked “Which do you prefer, Classic Sonic or Modern Sonic?”, my answer would start off with “Well, technically Classic Sonic because...”, and then I'd get cut off by the other person immediately lecturing me on why I'm wrong and why I'm the worst kind of fan imaginable. Should they finish their rant, I would then explain to them in the midst of them basking in their flock of easy Twitter likes that I didn't necessarily mean it in the way they predicted.
If we were talking about the games, the characters, or the character design, I'd be fairly neutral, since I like both halves equally for the most part. In fact, when it comes to characters, Modern might actually have the edge believe it or not, since the sheer number of characters introduced from SA1 onwards naturally means a lot of my favourites were introduced from that point on, such as Tikal, Rouge, Gamma, Omega, Blaze... But then again, Classic introduced Eggman and Tails, and the Hard-Boiled Heavies are technically Classic as well despite being relatively new...
Anyway, the point is, I'm not talking about any of that today. I'm talking about the world that Sonic and his multicolored chums live in. Or rather, the aesthetic of it.
NOTE: This is purely about the game universe. While I do have my thoughts on Sonic’s world as presented in other continuities, that won’t be the focus here.
If you're familiar with my blog, you'll know that as a general rule of thumb, I much prefer colorful and creative worlds in my Sonic universe, and that rings true for my reasoning here. And I know what you're gonna say: “But Crusher, isn't there plenty of that in the Modern games as well?” Yes, there is, and I appreciate them very much. But this is why I feel the need to make a post of this sort to begin with, because I'm NOT saying “Classic cool, Modern boring” and calling it a day. There's a little more nuance to my tastes here.
When I say I prefer the Classic aesthetic for Sonic's world, I don't mean it in the literal sense of disregarding everything about the Modern aesthetic. Let's put it like this: when you're asked to paint a picture of these two sides of Sonic's universe in your head, a specific image will likely come to mind. When you think of Classic, you'll probably think of Green Hill first and foremost, whereas with Modern, you'll probably think of something like City Escape or Rooftop Run before anything else. In other words, when you think Modern Sonic, you're probably imagining the more realistic kind of locations first. And between the two mental images that come to mind, I personally prefer the Classic image. Shock, horror.
I wish I could swim in a sea that’s probably radioactive.
Now keep in mind, I'm not saying that City Escape, Rooftop Run, and all similar environments in the series look bad, because they don't. Unless they're painted with the '06 brush, they generally look fine, and the locations in Unleashed in particular are undeniably beautiful from an graphical standpoint. The problem is that although I can picture this as a world that Sonic could be in, I can't necessarily picture it as Sonic's world specifically. Because when it comes to the more realistic environments, I feel there's not much of an attempt to let it branch out as its own thing.
I know that might seem harsh, especially for Unleashed, since the real world angle was the deliberate theme of that game. And Sonic taking cues from real places is a fine concept, there's no issue there. I'm not gonna complain if there's a France Zone with an Eiffel Tower in the background. In fact, Sandopolis Act 1 has one of my favourite aesthetics in a Classic zone (mainly because the background is really pleasant to look at), and that zone is essentially Egypt Zone. But if you're making a Real World Zone, there needs to be more to it than that, otherwise you don't truly get a Sonic interpretation of our world... you instead have our world as it is with Sonic characters awkwardly stapled on.
When I look at City Escape, it may not be completely unfitting for Sonic (the posters and billboards in particular are actually a really nice touch), but when I look at it, I don't see Sonic's interpretation of San Francisco. I see San Francisco with Sonic shoved in. When they morph these places to Sonic's liking, they'll add rings, loops... and that's it. They rarely take the concept any further, which is a huge shame, particularly in the case of Rooftop Run, where I otherwise do like its visuals a lot, but it just doesn't go far enough with the concept for my liking.
At least you get to murder car owners, and give G.U.N. a legitimate reason to arrest you.
So which Modern games do I feel did the best job at making Sonic's world... er, Sonic's world? Well the truth is, most of them actually do a decent job in this area, regardless of the level design quality or the game’s quality period. SA2 has Pumpkin Hill, Eggman's Pyramid Base, and... SOME levels aboard the A.R.K (mainly the “outside” ones, like Final Rush). Shadow the Hedgehog, a game that reveled in how brown and gritty it was, still had highlights like Circus Park and Digital Circuit. Even '06 of all games had Aquatic Base, which was pretty cool from a conceptual standpoint. And although Unleashed as a whole might be a touch too vanilla in the creativity scale, it still had the glorious Eggmanland at the very end. But if I had to say which of the Modern installments did the best job overall...
- For starters, I'm gonna give a shoutout to SA1, because even though it was the first Modern game, and thus it was technically responsible for the more focused angle of realism in Sonic's world in the first place, it didn't take it quite as far as later games would, and although it may not be a perfect 1-to-1 representation of the world we saw in the Classic games, it does well enough with what it brings to the table that I can still accept it without any issue at all. Some of that has to do with the fact that you still have wilder areas like Windy Valley and Red Mountain to balance things out, but even with the other half, the game's use of colour is enough for it to go a long way, oddly enough. Take the At Dawn section of Speed Highway for instance:
From innocent times, when the radar wasn’t a piece of shit.
Technically, it's really not that different to the urban environments you see in SA2 or Unleashed. But something about the sleepy morning approach gives it a subtle, almost dream-like edge to it that I really dig, and despite it being pretty similar to the likes of City Escape, somehow I have an easier time buying into the idea of this place being part of the same world as zones like Sky Sanctuary.
And seeing how I already mentioned Red Mountain, let me compare it to Flame Core:
Yes, I know bringing '06 into this discussion at all is inherently and hilariously unfair, but let's put aside the game that Flame Core comes from for a moment. Aside from maybe the purple crystal caves indoors (and that's assuming you can even see where the fuck you're going in there), Flame Core is pretty boring to look at as far as Sonic levels go. Red Mountain is vastly more interesting, even though it's basically the exact same concept, and a lot of that has to do with - you guessed it - colour. Sure, it's day time, that's one thing, but you'll also notice that for a lava/mountain stage, it surprisingly has a few grassier sections, sort of like Hill Top in that regard. A little bit of green among the brown and red, and a great contrast to the volcanic nightmare you'll experience when you head inside.
Now this might seem like a fairly minor detail... and yeah, it is, but the thing that SA1 does so well is that it combines so many of those small details to make a complete, well-rounded package. This is why SA1 meshes well with the Classic style despite not being an exact replica, because just as the Classics excelled at, it wasn't afraid to use colour in interesting ways. It understood that a fire level could have more than just red and orange, in the same way that a grassy level could have more than just green and blue.
But of course, as I mentioned, SA1 is not an exception. There are other Modern games that did a great job on the whole...
- Heroes is an obvious answer, since it's translation of Genesis-style environments to 3D is probably one of the most recurring praises the game receives, and rightly so. Not much to say here, except that Hang Castle is still cool as hell.
And plenty of opportunity to admire the not-broken-in-half moon.
- Colours is another obvious one, though something of an ironic one given that the premise of the game involved going to other worlds, and those worlds were all converted against their will by Eggman. Yet, they did an equally superb job at creating fun, unique locales, and Aquarium Park in particular remains a favourite of mine.
Gotta love that red/blue contrast.
- The Riders series has a more futuristic bend compared to the rest of the series, but even when it's not all high-tech, it's got some pretty cool environments of its own, and I feel they even do well at mixing the real world side of things on top of that. Gigan Rocks comes to mind, as does Aquatic Capital.
Reminds me of when Perfect Chaos peacefully protested against Station Square.
- Regardless of my thoughts on the game itself, Secret Rings had some undeniable winners in this depertment. You tell me with a straight face that Night Palace doesn't look amazing.
A wonderful palace for a domestic abuser.
- And lastly, they might have had an early advantage since they're already 2D, but the Advance trilogy and Rush duology deserve a mention. They had some fantastic ideas for zones, like Planet Sonata Music Plant, and they did great with the colours as well. Hell, throughout these five games, the sky was practically every shade of the rainbow at one point or another.
Oh look, another completely whole moon.
Also, quick shoutout to another minor detail akin to the grassy sections of Red Mountain: these pink tunnel sections in Ice Mountain. No elaborate point to make here, just another perfect example of how much I adore these games' use of colour and contrast.
Seriously, I could go on for hours about good contrast.
Although I do bring up these small details for another reason, and in turn, another layer to my more nuanced take on Sonic aesthetics. By this point, we get the basic jist: Crusher likey when Sonic levels unique and pretty. But this can - and has - lead to a couple of misconceptions, so I'd like to address those and then laugh at them.
“So you want Sonic's world to be exactly like Mario?”
A common complaint that Lost World received was that it was too much like Mario, in more ways than one, and part of this was to do with the game's visual style. The zones may have been upbeat, but they often consisted of a bunch of things floating in the air and not much else, ala 2D Mario. While I didn't outright hate it, it’s definitely not what I have in mind for Sonic.
Of course, all complaints about being too much like Mario suddenly turn into praise when Eggette gets brought up...
And why is that? Because yes, I like my Sonic locations to be fun and lively... but I also want them to be firmly established within the context of this universe. The Lost World approach is fine with Special Stages and the sort, but outside of that... well, Studiopolis is a perfect example of what I'm talking about:
On one hand, it's very unique when compared to other cities in this franchise, and it's full of quirkiness, great use of colour, and all that good stuff I've went on about. But at the same time, it's grounded just enough so that it still feels like an actual city that the people of Sonic's world could feasibly live in, rather than a basic and empty video game level with a tacked on city background. Studiopolis may be a level from a video game, but you can totally believe it's a fully fleshed out place from its own perspective.
Naturally, this praise also rings true with the Modern games I listed earlier, and is yet another reason for why I approve of their settings.
“So you think Sonic can't have darker locations?”
It might be easy to take my compliments at face value, and assume that I'm immediately opposed to a zone that's not brightly colored. This is... very obviously false, as even the Classic games have their share of less-than-cheery areas, such as Scrap Brain and the Bad Futures in Sonic CD.
However, when you're making a grittier location in Sonic's world, regardless of the context, it still needs to be interesting. The problem with a lot of them in Modern installments is that they're boring. Crisis City is a generic city on fire. Westopolis is a generic city with aliens firing lasers from above. The prison levels in SA2 - and the indoor ARK levels not named Cannon's Core - are just grey hallways for the most part. That shit isn't exciting, and it doesn't get my mind speculating. It just makes me want to move on.
Let the eggsperts take care of this.
By contrast, Eggmanland is a prime example of how to do it right. Eggmanland is a magnificent theme park as envisioned by the good doctor, but it's also, at its core, a giant metal hellscape fueled by the energy of a dark entity, and it only gets more ominous the further you go through it or try to before you give up because it’s too fucking long and you died at the end. So it sets the mood to be sure, but it's still visually compelling to look at, and interesting to think about.
And since Eggman is apparently the only one who can show us how it's done, here's a shoutout to Titanic Monarch as well:
Like Heavy King, but Heavier and Kingier.
When comparing the final zones in Sonic games, I especially love this zone's visual approach, because it manages to be dark and colorful at the same time, and in a strangly organic way. It's got a spooky atmosphere, with a moody moonlight backdrop to match, and the titular robot is foreboding as hell as you climb up it and traverse through it... all the while having red floors, green and yellow wires, blue and pink buildings, and stained glass windows of Eggman and the Heavies for you to marvel at. So even putting aside the unique scenario of climbing up and then through a Kaiju-sized mech, the mood of the zone alone manages to be extremely memorable.
So what have we learned from all this? Aside from the fact that I’m way too interested in this subject? We now know that when I say I prefer the Classic “style” over Modern when it comes to the way that Sonic's world is presented:
- I don't mean that literally.
- There are certain qualities that although both of them possess, they tend to be more immediately associated with Classic in the collective consciousness, even within the fandom.
- The environments that I love the most in Modern games are often the ones that would also fit perfectly in the Classic style.
So whenever I express the basic nature of this opinion in the future... just imagine a small asterisk at the end of my sentence.
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Okay just for u !!!! 💖💖💖 (and anyone who's curious also, it's spoiler-free!!)
My thoughts boil down mostly to this: the game holds up really well, and has aged like fine wine imho. The art direction carries it to the finish line even as the graphics have become outdated, the writing is quite good, and the soundtrack is excellent.
But my main point of praise is that despite the edgy aesthetic, the game is actually quite purposeful in how it uses said aesthetic. It's not just a "mature" retelling of Alice in Wonderland, nor is it Alice in Wonderland with some gothic paint slapped on top of it. It feels like a plausible extension of the existing stories, skewed and distorted after the trauma Alice has suffered. There is clear care and thought put into every aspect of the level designs, even the goriest parts feel like they have a point beyond just "oooh look what we did to fuck up this children's story!" It's pretty clear the devs did their homework and also put a lot of heart into the look of the game.
I also think it helps that the core of the story is still one of empathy and compassion, and that it's told from Alice's POV. We get to see the world crumble around her as the adults who should've protected her fail to do so, or in fact, abuse her instead. She's pretty firmly framed as a victim of both individual abuse but also systemic abuse, but the framing doesn't go the typical route of exploiting her pain for torture porn points. Like, we see the state she's in at times, but it doesn't linger there, even while we get a very clear image of what's happened to her. But at the same time, since we play as Alice, she's still afforded the agency of a video game protag, so she gets to both be a victim of suffering and an agent of her own fate (and others' fates) in a way that feels very true to life and believable.
My only complaint is that the ending chapters were a bit heavy-handed with the "twist" villain, and the level design definitely went a little over the top in trying to convince us that what said villain did was bad. Don't get me wrong, what [villain] did was obviously extremely bad, but it being so obviously bad made some of the, uh, choices redundant and indulgent at times. Like, it's not very subtle at all, to the point where some of it does creep into that edgy-just-to-be-edgy feel the rest of the game largely avoids. But then again, given the game's entire vibe, I guess I shouldn't have expected too much subtlety? Especially when the point the story is trying to make is one that I think is quite important, and it's trying to make it very earnestly, without being exploitative about it. I guess it's fair enough to hang up warning signs everywhere and going "this is bad!" about a thing that's very bad, I just wish it had kept the restraint reflected in the rest of the game to the very end.
I think the game probably also has decent replay value, because there are a lot of hints about what's actually happening peppered (😏) throughout and from the very beginning, so it's definitely solidly written as well.
Sooo. Yeah. I liked it. That is all dlfjghdkfjgfd
I'm on the last chapter of Alice: Madness Returns and boy. Hoo boy.
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I saw [STEPHANIE ‘STEVIE’ DUPREE ] at a coffee shop in [BROOKLYN] today. I forgot how much [SHE/HER] looks like [DAKOTA JOHNSON]. They are a [TWENTY-EIGHT] year old [GRAPHIC DESIGNER] who’s been in NYC for [TEN YEARS] now. Every time we run into each other, they are always [CARING & CREATIVE] but I’ve heard people say they can also be [MEEK & INDECISIVE]. [FIND MY HERE BY HAYLEY WILLIAMS] reminds me of them every time it comes on the radio. — [gabs, she/her/ 24, est]
hi everyone!! my name is gabs and i bring u my bean baby stevie. i’m so excited to be in this wonderful group, and i’m SO excited to write with you all! pls give this a like if you’d like to plot with me and stevie (and dinah, who’s intro will come later today!) | @villagestart
tw: alcoholism, cheating
about —
full name: stephanie brianne dupree age: 28 birthday: june 23rd, 1992 sexual orientation: bisexual gender: cis female pronouns: she/her
bio —
TW ALCOHOLISM. stevie is known as steph back in her hometown of westport, connecticut. she grew up in a seemingly normal household: the only child of a clean-cut couple, a lawyer and a nurse. it always appeared that the dupree family was perfect. but, behind the scenes, her father was battling with some intense alcoholism that tore the family apart from its roots.
the girl always had bigger dreams than the small coastal city she lived in. like every teenager, she wanted to live in new york — an apartment with a view to central park. her family supported her dreams, but was apprehensive about her living in a city quite as big as new york by herself ( which was of course, stevie’s plan )
she was an overall good student, and began dating one of the smart boys in high school, although she knew for sure she had a crush on the cheerleading squad captain. being so young and having no knowledge of the spectrum of sexuality, she repressed it. she liked her boyfriend, but she never managed to keep her eyes off her crush.
and still, she dated this boy throughout high school. when she got accepted to nyu and he to yale ( he was really smart ), they decided to keep dating, just make it long-distance. it worked for a decent amount of time, they would facetime for hours while stevie lived in dorms, he would help her study for her exams, and they tried to meet every so often.
TW CHEATING. it was all going well for stevie, until she formed a more solid friend group. and within this friend group, she started meeting very open girls. it was during this time where she first kissed a girl. enamored by the feeling, she started secretely going on dates, making out and hooking up with girls she met on campus. all while her boyfriend studied his ass off at yale.
it was all just experimenting, until she met bowie. they were assigned the same dorm room — in her eyes, bowie was the coolest girl she’d ever met. it was almost impossible not to crush on her. they became friends, best friends, bowie changed her nickname to stevie… and in return, stevie kissed her. after that kiss, the young dupree sort of switched her point of view, and became pretty devoted to the artist.
but she handled this coming of age experience kind of poorly. instead of giving her boyfriend the peace of mind of a breakup, she sort of just… ghosted him. never answered another text, e-mail call… nothing. she just decided to start her life anew as stevie, in new york, with bowie.
their relationship got pretty serious, and the couple moved in together into a brooklyn apartment after graduating, and thought they’d just figure it out from then on out. it wasn’t smooth sailing all the way, as the couple would very often break up and get back together, both of them finding solace in some other people during the in betweens. stevie knew that the relationship would most likely not be good for either of them, but after sacrificing so much for bowie, she thought she’d have to ride it out. so all the pain other people had gone through at both of their expenses was worth it.
sooner than later, stevie got her first graphic designer job out in the real world, which taught her more about herself than the actual job. from there, she decided her goal as a visual artist would be to have her own studio where she got to choose the clients she worked with, and how she’d work with them. in the meantime, she held various designer and even art director jobs in different companies.
despite her new life seemingly going great, not too long ago bowie decided stevie was too boring for her, and decided to end their on-and-off five-year relationship for good. very soon after, stevie came to find that the woman had been scared her off after she suggested marriage — something she had wanted since the moment their relationship got serious. bowie practically moved out overnight, leaving stevie in an apartment that is way too big for her... all alone. the moment she saw all of bowie’s stuff gone, down to the most insignificant things... she knew it was really over. somehow, the same lack of closure she gave her high school boyfriend came to bite her back, and the whole process has been hard to move on from.
headcanons —
stevie really wants children. she’s too afraid of rejection though, so she hasn’t made any steps towards achieving that goal. maybe she’ll get a cat tbh?
she’s a crazy plant lady. the apartment if practically a jungle at this point.
ever since she started dating bowie, stevie hasn’t gone home to her parents’ in connecticut. she’s too afraid of what her father will say. plus, there was a yelling altercation at a family gathering, so it’s only given her more reasons not to visit.
after hers and bowie’s breakup, stevie took up a ridiculous amount of “hobbies” to keep herself busy: baking/cooking, writing, and many sorts of crafting.
stevie is terrified of ending up an alcoholic like her father, so she drinks very, very little.
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Here is my collection so far. It is a mixture of print and eBooks. I like eBooks mostly for my ability to quickly search for something, some word or phrase or name, and get right there, so I made sure to buy the New Annotated Sherlock Holmes and the complete collection, unannotated, in eBook format.
It's also nice to be able to make highlights and notes without cluttering up a real life book with such things. Plus, it's sacrilege to highlight a book.
Anyway. It started a couple years ago when I bought the complete, The Strand-facsimile collection of stories by Midpoint Press. I wanted a book with all the tales but also all of Sidney Paget's gorgeous illustrations. It was tough, but I found this beautiful and heavy tome. The pages are gold trimmed and it's quite nice, however it is often too heavy to use for a quick read.
Then I've got these others: the DK Big Ideas Simply Explained book on Sherlock, Ian McQueen's "Sherlock Holmes Detected", T.S. Blakeley's "Sherlock Holmes: Fact or Fiction?", and by William S. Baring Gould, a man many regard as the ultimate Sherlockian, "Sherlock Holmes of Baker Street".
I adore the DK book, as there are many charts and timelines and very decent summaries for every single case. It's fun to consult after reading a particularly puzzling case.
The others are prime examples of literature from The Game, which I explained before. McQueen's analysis of The Red-Headed League is what frustrated me, so I might put it down for now lol. Blakeley's little paperback is a useful little breakdown of everything worthwhile, and with annotations and ample examples to support his claims, it makes for a good, brief read.
I have yet to delve into Baring Gould's book. This man is the reason we have the New Annotated Sherlock Holmes, for in the 60s, he released the original annotated editions. I'm still waiting on those to come in the mail. I'd like to read his opinions in that book before I read his other works.
And here are my eBooks. There's two complete collections, one with illustrations and one without. I much prefer the topmost edition, by Maplewood Books, as the typesetting is cleaner and there's an actual little example of The Dancing Men placed within! The Private Life of Sherlock Holmes is another of those scholarly works.
I still have much to get - the New Annotated book on the four novels, for one - but I'm happy with the collection so far. It's remarkably cheap, too, despite the older books being basically out of print.
I highly recommend the eBooks for the older works, as some DO get pricy. Yet the DK book in its ebook format is a real mess, and the printed pages are a masterpiece of graphic design, so it's worth the $25 price tag.
#sherlock#sherlockian#sherlock holmes#sherlock holmes books#sir arthur conan doyle#acd#arthur conan doyle#conan doyle
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Coming off of true trainwrecks the likes of Mars of Destruction and Skelter Heaven, I actually came out of Dark Cat with a sense of respect and gratitude for its competence.
For the uninitiated, Dark Cat is a notoriously bad OVA from 1991 that you will see listed in many Worst Anime Ever countdowns. It follows 2 brothers, “dark cats” Hyoi and Rui, who investigate supernatural happenings and purify evil with their somewhat undefined powers of shapeshifting and increased strength/agility. The majority of the story in the OVA is about a school girl named Aimi, who is pining after her childhood friend Koizumi, who since the rejection and sudden death of his crush, has been suffering a depressive episode and ignoring her. Hyoi and Rui sense dark forces are manifesting at the school, and they keep an eye on Aimi while fighting off the increasingly brazen appearances of demonic enemies.
A monstrous ex-dark cat named Jukokubo is revealed to be manipulating Aimi with his dark powers, and Hyoi and Rui fight him, but not before Aimi succumbs to the evil magic -- as well as her own violent jealousy and overprotectiveness of Koizumi -- and transforms into a horrific tentacle monster that kills seemingly everyone in the school.
In the end, Koizumi realizes that Aimi was in love with him the entire time, and doesn’t fight her when she engulfs him completely. Apparently this act of selfless love was enough to purify them both, and although they do indeed die, their souls are “light” and able to ascend. This throws a wrench in Jukokubo’s plan to prove that humans are The Worst, so he turns tail and leaves his boss fight against Hyoi, threatening to return again. In the epilogue, Hyoi and Rui reflect on the mission and wax poetic about the nature of humanity while crossing a busy street.
… Ehm… happy ending, yes?
Now then: there are actually quite a few things I enjoyed about Dark Cat, and they are all very simple things that I had come to miss after days of watching other entries from the Bottom of the Barrel.
It had a narrative, and was -- mostly -- comprehensible in its storytelling, as rushed as it may have been. There was an undeniable presence of an art director, something I’m not convinced was present in a few of the other similarly rated titles I have seen. Some of the shots were noticeably well composed and even clever, and required an artistic vision and some decent effort to create. The animation wasn’t awful, the designs ranged from serviceable to genuinely charming (I like the subtlety of Hyoi and Rui’s cat-like features!), and I liked that the characters actually emoted. It wasn’t as generic as I expected and took some risks, even if they didn’t pay off and left it with a reputation of being “too grotesque to be enjoyable”.
I can understand the common criticisms of the gore and body horror being poorly animated, but I won’t decry it for existing and “being ugly”... of course it’s ugly, it’s body horror reminiscent of The Thing from The Thing. (Now would be a good time to warn people not to look this OVA up, unless they are sure they are okay with body horror and gore of this calibre. Tentacles with teeth and spines rip out of people’s skin from the inside and deform their hosts, it is quite awful! I would also include a warning for trypophobia -- there are shots where the mutations form clusters of holes on the skin.) The body horror in Dark Cat being disgusting and making my skin crawl isn’t a fault -- I think it’s the intended purpose. Though I will concede that:
The phallic imagery of the horrific flesh mutations, particularly that of the teacher who attacked Rui, was… bizarre, considering that otherwise the OVA isn’t particularly dark in tone or otherwise sexually graphic.
Perhaps having grotesque body horror is completely unexpected in a story about two bishounen teens (?) who can turn into cats and fight ghosts.
Yes, Dark Cat, the OVA put on Worst Anime Ever lists for being a grotesque spectacle, is just as commonly placed on those lists for being a dumb anime about guys that can transform into house cats and who fight supernatural entities with not so amazing powers. This is a gripe I’ve seen in a few popular reviews, but there was no point during my watching experience that I thought, “Man, these teens are pansies, they don’t even turn into big scary lions or anything! What’s the point, it’s practically a power-down! cinemasins ding” because I don’t go into anime expecting every single male character I see to be Big & Strong & Cool, because I uh… don’t have brain worms I guess? I don’t know what to say about this criticism really, other than people who watch a lot of shounen have very strange hang ups about super powers.
Otherwise, it seems the biggest reason Dark Cat is lauded as One of the Worst -- perhaps even ahead of the silly concept and nauseating gore -- is actually because of the abysmal english dub. It’s my honour to say that I didn’t watch the dub, so it doesn’t factor in at all into my impressions!
So in the end, perhaps my only true gripes with Dark Cat are:
Despite having no particular issue with body horror and gore existing, the extent of destruction and graphic death gave the OVA a bit of a snuff film vibe.
The conclusion to the story was quite bad.
It could be surmised by the brief plot outline I wrote earlier that Dark Cat isn’t a very complicated story. Demons and ghosts exist and wreak havoc on emotionally vulnerable humans, and supernatural soldiers try to mediate between the realms by purifying tortured ghosts and saving those dragged into darkness by evil entities. These beats are common in the supernatural genre of anime, but Dark Cat’s handling of its tragic morality tale left me more confused than anything.
Koizumi didn’t do anything wrong -- he shouldn’t have had to die for the sin of not reciprocating Aimi’s feelings, nor for developing depression after the rejection and death of his classmate and crush. Aimi… did things wrong, but was nevertheless the most compelling character in the OVA. Throughout Aimi was kind, patient, and forgiving when it came to being treated badly by Koizumi. In the finale however, it is revealed that Aimi was the one responsible for Koizumi’s crush’s death, assumedly having murdered her out of jealousy or out of revenge on Koizumi’s behalf for hurting his feelings. Prior to this, the first students to be killed by the tentacle monsters just happened to be the ones that had bullied Koizumi in class earlier that day -- implying that Aimi was getting revenge on them, as well.
It was with these revelations that I started to wonder: Why not just let the flesh monster manifest as a direct result of Aimi’s negative feelings? Aimi confessed to murdering Koizumi’s crush before the events of the OVA -- would she have done so if she wasn’t being influenced by the malignant force set on her by Jukokubo? I feel that her arc would have been much more interesting without the introduction of a non-compelling and badly designed villain like Jukokubo, because then we would know it was all her. Even if she was influenced by forces exacerbating her pre-existing jealousy and rage, that is a more satisfying option than having a big dumb green cat of a villain to trace everything back to so neatly.
And really, what did Jukokubo do in the story beyond take the spotlight, and the blame, from Aimi? He had some previous relation to Hyoi and Rui, but it’s not developed at all, and his ideological rivalry with Hyoi was trivial. Hyoi could have come to the same conclusions about holding out hope for humanity without Jukokubo there to insist he be a guest to debate on his political podcast.
The lack of accountability regarding Aimi is a part of why the resolution to her conflict with Koizumi feels so wrong -- he succumbs to her feelings because he realizes the evil was born from her suffering, and he feels that he has to sacrifice himself to make up for unknowingly hurting her so much that she turned into a monster from hell. In the end she is absolved via being purified and getting to die with her spirit entwined with Koizumi’s, and he apologizes for having not recognized how he was hurting her.
Aimi kills his crush, kills his bullies, and ends up -- inadvertently, at least -- killing almost all of their classmates, because she was tilted about her childhood friend not realizing she had romantic feelings for him. And when Koizumi learns all of this, he apologizes and dies with her, and this is proof of humanity’s goodness? The dark clouds part and the rain stops and Aimi and Koizumi ascend in a heavenly ray of light, because he decided, while she was devouring him, that he was wrong to ignore his murderous best friend’s love for him?
I guess it’s fine -- it was probably mostly Jukokubo’s fault anyway, and everyone was just an unfortunate victim of his meddling… 😒
Other than the bad writing, the string of deaths that happen in the finale when the monster lets loose in the school are quite uncomfortable to behold. Deformed student bodies are splayed and strewn around classrooms, and the bullies are rendered into unrecognizable mounds of pulsating flesh in their homes. The violence of a fight against a monster like this, I can handle, but the graphic images of helpless death were difficult to stomach. And in this OVA, there is no miraculous reversal of the demon’s damage once it is purified -- there is no implication whatsoever that everyone who died isn’t still just as dead as Aimi and Koizumi in the end.
The main thing I was actually worried about when I watched Dark Cat was that there would be sexual assault, thanks to reviewers griping it for “generic hentai tentacles”. I am relieved to say that there is none, at least not insofar as deserving a comparison to actual porn. There is sexual content scattered throughout the horror scenes: The occasionally phallic appearance of the tentacles, shots of the tentacles coming down from under skirts, and there is one shot of nudity when Aimi’s shirt is ripped open as she transforms, though I would say it’s too horrific and ugly to be sexualized or otherwise considered “fanservice”.
What is the point of the hits of sex imagery in Dark Cat? I have no idea. This isn’t Alien, it isn’t about the horror of sexual assault or the violence of creation -- though the main horror of the scene where Rui is ambushed by the teacher seems to be that she uses magic to seduce him, only to reveal a very phallic tentacle from her mouth that she means to kill (or infect…?) him with, which can have multiple, potentially offensive readings… it is a one off, however -- and there doesn’t seem to be any moral posturing about it as is often seen in slashers. I couldn’t parse any sort of consistent STI allegory regarding the plague of tentacles upon the student body, despite how many summaries I have read that describe the tentacles as that, a “plague”.
… I realize I am probably the only person on earth to give any aspect of Dark Cat’s production this much thought. To sum up: It seems to just exist for the shock value. Considering the extent of disgusting imagery already present a la The Gore and Deformation of Human Bodies, I don’t think this OVA benefitted from featuring some explicit looking tendrils, beyond cementing its abhorrent reputation.
Is this all to say that I think Dark Cat is a good OVA? No, of course not. It’s tone deaf, and tasteless, and has awkward pacing and bad writing. But compared to the utterly soulless and artistically devoid works the likes of Skelter Heaven and Mars of Destruction, I would say the fact I was able to write this much about Dark Cat is testament to that fact that it at the very least, contains content -- and some of that content was like, decent! Skelter+Heaven was such a mess it was all I could do to understand the sequence of events, and Mars of Destruction was so bland I literally have no posts about it on the blog despite watching it more than once. Psychic Wars was a snoozefest I barely finished that similarly has no mention on the blog, and Hanoka’s production gimmick couldn’t save it from being a totally forgettable romance story.
Therefore, Dark Cat is the best worst title I have seen thus far, by virtue of being executed with an average amount of competency for an OVA from the early 90s, and for having a balance of good and bad elements that gave me something to hold onto and mull over after viewing.
3/10.
Oh, and I loved the bad 80s insert songs.
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Let me tell you guys a little bit about what it's like to be institutionalized under psychiatric care. For context, between the years of 2014-2022 (that was between the ages of 18-26 for me) I have been put under inpatient psychiatric care seven times across four institutions and three states.
Out of these seven instances, only one of those times did I actively consent to inpatient treatment (and I was 19 and literally did not know of any other options available to get myself help when alarmingly suicidal). Every other time I was admitted without a chance of appeal, without an option to try other treatments, without question of whether or not an inpatient facility environment would actually benefit my current mental state.
One of those times I was not in any mental distress. My catatonia was worsening, which was concerning, as at the time I didn't know what was really going on, but it was not distressing to the point of putting myself in danger. But one night I went catatonic, the people with me didn't understand what was happening and neither did I, and the only thing they knew to do was take me to the ER. I was not assessed on my mental state once I became verbal again. I was admitted to the psych ward without any other evidence of mental distress beyond "well, she has a history".
One of those times I was attempting to express to a therapist how suicidal ideation is something I regularly experience, but have little drive to ever act on, and while it wasn't causing me distress it did bother me that I couldn't seem to move past this, and I wanted this to stop being a normal part of my headspace. I was not allowed to leave my therapist's office (despite school starting back in three days) and I was transported to inpatient without any chance of a different response.
One time I just had a really bad anxiety attack and I felt physically ill, so my sister called 911 because she was worried about my health, and the cops barged into our home and yelled in my face if I had taken anything and then cuffed me for eight hours. I was not allowed to see my sister while waiting in the ER for a doctor to come by and declare I go back to the facility.
These are not outlier experiences, by the way. People have been institutionalized for far less, and for far longer than my usual stay times.
And it doesn't get better inside those places. We all know they take your phone, there's no internet, at best you might have cable to watch the local news and maybe there's a dvd player with a decent supply of 10+ year old dvds that aren't completely scratched to hell, and maybe there's even a payphone or two on the hall that you can use at designated hours for a designated period of time. But you have to share those payphones with every other patient, and they aren't available to use at any time of the day that you want, and you aren't allowed to be on the phone for as long as you want, because again, you are probably sharing those phones with some 20+ other people.
You know that they take your clothes, though? When you first arrive, they make you take off all your clothes, all of them, so they can inspect you for anything hidden and to keep track of any injuries that you have when you came in, to see if you have any new ones show up while there. You get privacy, sure, but you're still in a closed room with two complete strangers who are watching you undress and observing the entirety of you. If you're lucky, you get scrubs afterwards. If not, you get two gowns worn on top of each other one forwards and one backwards so that you're modest, at least. But it's cold. And the warmest thing you have are hospital socks that never fit quite right.
Your family or friends can bring you clothes (that the hospital rigorously investigates to approve first -- no strings, no graphic tees, no metal, no zippers), but only if you have someone to bring you anything at all. And even if you do, who knows when the staff will find time to actually go through those items and sort out what they'll actually give you. And god forbid you have a comfort item that you try to get your family/friends to bring you (it took me arguing with the nurses and repeatedly asking my psychiatrist for two days to get them to allow me to keep my cube -- literally just a plush square with pink hearts on it).
There's no music. Maybe you'll have one of those group therapy sessions where someone will come by the unit and let you listen to the radio for an hour, but that happens maybe once or twice a week, if it happens at all. Your family can bring you books, but you won't be allowed a magnifier if you need that to even read them. I pretty much spend all my free time in those places just. making dozens and dozens and dozens of paper cranes, because that's about all they'll let you have for entertainment.
Oh yeah, you can't have pencils, either. Sure, you can ask the nurses for one, but you have to use them only in the community rooms, you can't take it back to your own room. It could be a weapon.
And the food. God forbid you have any food allergies or restrictions. Maybe your hospital is nice enough to give you a list of food you can pick from for each meal, but likely everyone will just get the same thing, whatever the kitchen happened to make that day. If your nurses on staff are nice you can request a pb&j instead? If they remember. They do ask if you have any dietary restrictions, and they don't completely ignore them, at least not in my experience, but the substitute options they have are, well, pb&j. It gets really old after eating pb&j for every meal for an entire week. Strawberry jam becomes really exciting.
Snacks, if they have any, are usually nothing more than cups of lemonade and saltine crackers. You learn to live with the hunger. You learn to live with the freezing cold.
You have to ask and wait anywhere from 20 minutes to two hours if you need something as simple as an ibuprofen for a headache. Your bathrooms do not lock, and you often share them with other patients (maybe just one, but possibly six, and you quickly learn how vital being able to lock your stalls in public bathrooms is). Every day is a game of roulette for when you feel safest to change your clothes, or use the toilet, or request to take a shower (which those also don't lock, but at least you get a designated time slot by request, and then you only get a designated amount of shampoo (and only shampoo) and no dry place to actually put your clean clothes you plan to wear after the shower).
Everything you do is monitored. There is no privacy. There is nothing given to you to relax, or feel safe, or feel comfortable or feel normal. You are not even guaranteed to see your doctor every day -- they show up whenever they feel like and don't show up if they don't. Your ability to get out is determined by how often you leave your room and socialize with other patients, attend your group therapy which are the same lessons on CBT Every. Single. Day. or the AA meetings (which are Grossly Christian, btw, like overbearingly so) (even if you aren't an addict you're expected to attend those), how respectful and non confrontational you are with the staff, even when denied fucking pants because it's goddamn freezing and you are literally just given a stupid fucking gown, and when your psychiatrist says you are sane enough to walk out those doors.
Yeah, you can imagine they don't take well to you refusing medications. Good luck trying that.
And all of this. All of this. You are expected to endure while possibly in some of your darkest moments. The only glimpses of familiarity, of safety, of comfort, are whatever small tokens your family was able to give you either before you got admitted or during your stay, and the AT BEST daily visiting hour, AT WORST no visiting hours at all. Maybe a facetime, if the hospital offers that. If your family is able to figure out how to actually schedule that (they make it unreasonably complicated, would you believe?)
You are expected to recover from whatever terrible circumstances led you to this place where you can't even be human. Where you are no longer you. And then when they do release you, they dump you out having gained nothing, because you've already done this Seven Other Times. You have it memorized at this point. It doesn't work. It never worked. And you leave feeling worse.
Maybe I'm just a bit cynical, a bit jaded. Maybe my experiences are on the worse end of the spectrum, and plenty of people had great times in the psych ward. I don't know. I'm not other people. But if the greatest thing we can think of to take care of our most vulnerable, of those who are in so much distress or who are living with so great a disability that they need the intervention of others in their life to help care for them, is...institutionalization...? And this is what institutionalization is?
Then you can go to hell, actually.
We really just lock very vulnerable people up in some of the most stressful and terrifying environments under the guise of "healing" and somehow this is treated as ok and good??
#ableism#i really tried to like leave out some of the more horrific details but honestly most of the details are horrific#still left out some of the worst bits though#because yeah. it gets worse.#i am. very angry about this actually#i am so angry about this#like legit people who say that psych wards are horrific places are not being dramatic actually#it is genuinely Like That#and we deserve better care for mental illness and disability than This#GOD I DIDN'T EVEN GO INTO THE FACT THAT THE LAST PLACE WOULDN'T LET ME HAVE MY CANE#THE ABLEISM ON DISABILITY UNRELATED TO THE MENTAL ILLNESS IS SO RAMPANT#i have seen. so many other disabled patients treated downright dangerously with the accommodations not provided to them#like literally Putting Patients' Lives In Danger because the staff couldn't be fucking Bothered#anyways here's that rant i promised like a week ago
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2020 Videogames
In 2020 I’m newly retired, so I’ve had free time. I think it’s fun to do reviews, so without further ado here’s every video game I played in 2020!
I recommend:
(4/5) Among Us – Very fun. It’s only fun with voice chat with friends, so I’ve only gotten to play once or twice. I’ve been watching it more than playing it. Also free to play for mobile gamers–I’m tired of the “everyone buys a copy” model of group gameplay.
(4/5) Brogue. Brogue is an ascii-art roguelike. It’s great, and it has a nice difficulty ramp. It’s a good “quick break” game. I play it in preference to other roguelikes partly because I haven’t done it to death yet, and partly because I don’t need a numpad?
(4/5) Cook Serve Delicious 3. One of the more fun games I played this year. You get really into it, but I had trouble relaxing and paying attention to the real world when I played too much, haha. I own but haven’t played the first two–I gather this is pretty much just a refinement.
(4/5) Green Hell. Price tag is a bit high for the number of hours I got out of it, but I haven’t finished the story. Great graphics, and the BEST map design I’ve seen in a 3D game in a long time. It feels like a real place, with reasonable geography instead of copy-pasted tiles. I love that as you walk along, you can just spot a cultivated area from the rest of the jungle–it feels more like it’s treating me like an adult than most survival games. Everything still gets highlighted if you can pick it up. I played the survival mode, which was okay but gets old quickly. I started the story mode–I think it would be fine, but it has some LONG unskippable scenes at the start, including a very hand-holdy tutorial, that I think they should have cut. I did start getting into the story and was having fun, but I stopped. I might finish the game some time.
(4/5) Hyperrogue. One of my recent favorites. The dev has made a fair number of highly experimental games, most of which are a total miss with me, but this one is fun. I do wish the early game wasn’t quite as repetitive. Failing another solution, I might actually want this not to be permadeath, or to have a save feature? I bought it on steam to support the dev and get achievements, but it’s also available a version or two behind free, which is how I tried it. Constantly getting updates and new worlds.
(4/5) Minecraft – Compact Claustrophobia modpack. Fun idea, nice variety. After one expansion felt a little samey, and it was hard to start with two people. I’d consider finishing this pack.
(4/5) Overcooked 2. Overcooked 2 is just more levels for Overcooked. The foods in the second game is more fun, and it has better controls and less bugs. If you’re considering playing Overcooked, I recommend just starting with the second game, despite very fun levels in the first. I especially appreciate that the second game didn’t just re-use foods from the first.
(4/5) Please Don’t Press Anything. A unique little game where you try to get all the endings. I had a lot of fun with this one, but it could have used some kind of built-in hints like Reventure. Also, it had a lot of red herrings. Got it for $2, which it was well worth.
(5/5) Reventure. Probably the best game new to me this year. It’s a short game where you try to get each of about 100 endings. The art and writing are cute and funny. The level design is INCREDIBLE. One thing I found interesting is the early prototype–if I had played it, I would NOT have imagined it would someday be any fun at all, let alone as amazing as it is. As a game designer I found that interesting! I did 100% complete this one–there’s a nice in-game hint system, but there were still 1-3 “huh” puzzles, especially in the post-game content, one of which I had to look up. It’s still getting updates so I’m hoping those will be swapped for something else.
(5/5) Rimworld. Dwarf fortress, but with good cute graphics, set in the Firefly universe. Only has 1-10 pawns instead of hundreds of dwarves. Basically Dwarf Fortress but with a good UI. I wish you could do a little more in Rimworld, but it’s a fantastic, relaxing game.
(5/5) Slay the Spire. Probably the game I played most this year. A deckbuilding adventure through a series of RPG fights. A bit luck-based, but relaxing and fun. I like that you can play fast or slow. Very, very well-designed UI–you can really learn how things work. My favorite part is that because it’s singleplayer, it’s really designed to let you build a game-breaking deck. That’s how it should be!
(4/5) Stationeers. I had a lot of fun with this one. It’s similar to Space Engineers but… fun. It has better UI by a mile too, even if it’s not perfect. I lost steam after playing with friends and then going back to being alone, as I often do for base-building games. Looks like you can genuinely make some complicated stuff using simple parts. Mining might not be ideal.
(5/5) Spy Party. One of my favorite games. Very fun, and an incredibly high skill ceiling. There’s finally starting to be enough people to play a game with straners sometimes. Bad support for “hot seat”–I want to play with beginners in person, and it got even harder with the introduction of an ELO equivalent and removing the manual switch to use “beginner” gameplay.
(4/5) Telling Lies. A storytelling game. The core mechanic is that you can use a search engine for any phrase, and it will show the top 5 survellance footage results for that. The game internally has transcripts of every video. I didn’t really finish the game, but I had a lot of fun with it. The game was well-made. I felt the video acting didn’t really add a huge amount, and they could have done a text version, but I understand it wouldn’t have had any popular appeal. The acting was decent. There’s some uncomfortable content, on purpose.
(4/5) Totally Accurate Battle Simulator (TABS). Delightful. Very silly, not what you’d expect from the name. What everyone should have been doing with physics engines since they were invented. Imagine that when a caveman attacks, the club moves on its own and the caveman just gets ragdolled along, glued to it. Also the caveman and club have googley eyes. Don’t try to win or it will stop being fun. Learn how to turn on slo-mo and move the camera.
(4/5) We Were Here Together. Lots of fun. I believe the second game out of three. Still some crashes and UI issues. MUCH better puzzles and the grpahics are gorgeous. They need to fix the crashes or improve the autosave, we ended up replaying a lot of both games from crashes. It’s possible I should be recommending the third game but I haven’t played it yet.
The Rest
(3/5) 5D Chess with Multiverse Time Travel. More fun that it sounds. If you play to mess around and win by accident, it’s pretty good. Definitely play with a second human player, though.
(1.5/5) 7 billion humans. Better than the original, still not fun. Soulless game about a soulless, beige corporation. Just play Zachtronics instead. If you’re on a phone and want to engage your brain, play Euclidea.
(3/5) A Dark Room. Idle game.
(1/5) Amazing Cultivation Simulator. A big disappointment. Bad english voice acting which can’t be turned off, and a long, unskippable tutorial. I didn’t get to actual gameplay. I like Rimworld and cultivation novels so I had high hopes.
(3/5) ADOM (Steam version) – Fun like the original, which I would give 5/5. Developed some major issues on Linux, but I appreciate that there’s a graphical version available, one of my friends will play it now.
(4/5) agar.io – Good, but used to be better. Too difficult to get into games now. Very fun and addictive gameplay.
(3/5) Amorous – Furry dating sim. All of the hot characters are background art you can’t interact with, and the characters you can actually talk to are a bunch of sulky nerds who for some reason came to a nightclub. I think it was free, though.
(0/5) Apis. Alpha game, AFAIK I was the first player. Pretty much no fun right now (to the point of not really being a game yet), but it could potentially become fun if the author puts in work.
(4/5) Autonauts. I played a ton of Autonauts this year, almost finished it, which is rare for me. My main complaint is that it’s fundamentally supposed to be a game about programming robots, but I can’t actually make them do more than about 3 things, even as a professional programmer. Add more programming! It can be optional, that’s fine. They’re adding some kind of tower defense waves instead, which is bullshit. Not recommended because it’s not for everyone.
(3/5) A-Z Inc. Points for having the guts to have a simple game. At first this looked like just the bones of Swarm Simulator, but the more you look at the UI and the ascension system, the worse it actually is. I would regularly reset because I found out an ascension “perk” actually made me worse off.
(5/5) Beat Saber. Great game, and my favorite way to stay in shape early this year. Oculus VR only, if you have VR you already have this game so no need to recommend. Not QUITE worth getting a VR set just to play it at current prices.
(1/5) Big Tall Small. Good idea, but no fun to play. Needed better controls and level design, maybe some art.
(0.5/5) Blush Blush. Boring.
(3/5) Business Shark. I had too much fun with this simple game. All you do is just eat a bunch of office workers.
(3/5) chess.com. Turns out I like chess while I’m high?
(3/5) Circle Empires Rivals. Decent, more fun than the singleplayer original. It shouldn’t really have been a separate game from Circle Empires, and I’m annoyed I couldn’t get it DRM-free like the original.
(3/5) Cross Virus. By Dan-box. Really interesting puzzle mechanics.
(4/5) Cultist Simulator. Really fun to learn how to play–I love games that drop you in with no explanation. Great art and writing, I wish I could have gotten their tarot deck. Probably the best gameplay “ambience” I’ve seen–getting a card that’s labeled “fleeting sense of radiance” that disappears in 5 seconds? Great. Also the core stats are very well thought out for “feel” and real-life accuracy–dread (depression) conquers fascination (mania), etc. It has a few gameplay gotchas, but they’re not too big–layout issues, inability to go back to skipped text, or to put your game in an unwinnable state early on). Unfortunately it’s a “roguelike”, and it’s much too slow-paced and doesn’t have enough replay value, so it becomes a horrible, un-fun grind when you want to actually win. I probably missed the 100% ending but I won’t be going back to get it. I have no idea who would want to play this repeatedly. I’m looking forward to the next game from the same studio though! I recommend playing a friend’s copy instead of buying.
(2/5) Darkest Dungeon. It was fine but I don’t really remember it.
(2/5) Dicey Dungeons. Okay deck-building roguelike gameplay (with an inventory instead of a deck). Really frustrating, unskippably slow difficulty curve at the start. I played it some more this year and liked it better because I had a savegame. I appreciate having several character classes, but they should unlock every difficulty from the start.
(2/5) Diner Bros. Basically just a worse Overcooked. I didn’t like the controls, and it felt too repetitive with only one diner.
(2/5) Don’t Eat My Mind You Stupid Monster. Okay art and idea, the gameplay wasn’t too fun for me.
(2/5) Don’t Starve – I’ve played Don’t Stave maybe 8 different times, and it’s never really gripped me, I always put it back down. It’s slow, a bit grindy, and there’s no bigger goal–all you can do is live.
(3/5) Don’t Starve Together – Confusingly, Don’t Starve Together can be played alone. It’s Don’t Starve, plus a couple of the expansions. This really could be much more clearly explained.
(1/5) Elemental Abyss – A deck-builder, but this time it’s grid-based tactics. Really not all that fun. Just play Into the Abyss instead or something.
(1/5) Else Heart.Break() – I was excited that this might be a version of “Hack N’ Slash” from doublefine that actually delivered and let you goof around with the world. I gave it up in the first ten minutes, because the writing and characters drove me crazy, without getting to hacking the world.
(2/5) Everything is Garbage. Pretty good for a game jam game. Not a bad use of 10 minutes. I do think it’s probably possible to make the game unwinnable, and the ending is just nothing.
(1/5) Evolve. Idle game, not all that fun. I take issue with the mechanic in Sharks, Kittens, and this where buying your 15th fence takes 10^15 wood for some reason.
(4/5) Exapunks. Zachtronics has really been killing it lately, with Exapunks and Opus Magnum. WONDERFUL art and characters during story portions, and much better writing. The gameplay is a little more varied than in TIS-100 or the little I played of ShenZen I/O. My main complaint about Zachtronics games continues to be, that I don’t want to be given a series of resource-limited puzzles (do X, but without using more than 10 programming instructions). Exapunks is the first game where it becomes harder to do something /at all/, rather than with a particular amount of resources, but it’s still not there for me. Like ShenZen, they really go for a variety of hardware, too. Can’t recommend this because it’s really only for programmers.
(1/5) Exception. Programming game written by some money machine mobile games company. Awful.
(4/5) Factorio. Factorio’s great, but for me it doesn’t have that much replay value, even with mods. I do like their recent updates, which included adding blueprints from the start of the game, improving belt sorting, and adding a research queue. We changed movement speed, made things visually always day, and adding a small number of personal construction robots from the start this run. I’m sure if you’d like factorio you’ve played it already.
(3/5) Fall Guys – I got this because it was decently fun to watch. Unfortunately, it’s slightly less fun to play. Overall, there’s WAY too much matchmaking waiting considering the number of players, and the skill ceiling is very low on most of the games, some of which are essentially luck (I’m looking at you, team games).
(3/5) Forager – Decent game. A little too much guesswork in picking upgrades–was probably a bit more fun on my second play because of that. Overall, nice graphics and a cute map, but the gameplay could use a bit of work.
(3/5) Getting Over It – Funny idea, executed well. Pretty sure my friends and I have only gotten through 10% of the game, and all hit about the same wall (the first tunnel)
(3/5) Guild of Dungeoneering – Pretty decent gameplay. I feel like it’s a bit too hard for me, but that’s fine. Overall I think it could use a little more cute/fun art, I never quite felt that motivated.
(1/5) Hardspace: Shipbreakers. Okay, I seriously didn’t get to play this one, but I had GAMEBREAKING issues with my controller, which is a microsoft X-box controller for PC–THE development controller.
(2/5) Helltaker. All right art, meh gameplay. But eh, it’s free!
(3/5) Hot Lava. Decent gameplay. Somehow felt like the place that made this had sucked the souls out of all the devs first–no one cared about the story or characters. It’s a game where the floor is made out of lava, with a saturday morning cartoon open, so that was a really an issue. Admirable lack of bugs, though. I’m a completionist so I played the first world a lot to get all the medals, and didn’t try the later ones.
(3/5) House Flipper – Weird, but I had fun. I wish the gameplay was a little more unified–it felt like a bunch of glued-together minigames.
(2/5) Hydroneer. Utterly uninspiring. I couldn’t care about making progress at all, looked like a terrible grind to no benefit.
(1/5) io. Tiny game, I got it on Steam, also available on phone. Basically a free web flash game, but for money. Not good enough to pay the $1 I paid. Just a bit of a time-killer.
(3/5) Islanders – All you do is place buildings and get points. Not particularly challenging, but relaxing. Overall I liked it.
(3/5) Jackbox – I played this online with a streamer. Jackbox has always felt a little bit soulless money grab to me, but it’s still all right. I like that I can play without having a copy–we need more games using this purchase model.
(3/5) Life is Feudal – Soul-crushingly depressing and grindy, which I knew going in. I thought it was… okay, but I really want an offline play mode (Yes, I know there’s an unsupported single-player game, but it’s buggier and costs money). UI was pretty buggy, and I think hunting might literally be impossible.
(2/5) Minecraft – Antimatter Chemistry. Not particularly fun.
(3/5) Minecraft – ComputerCraft. I played a pack with just ComputerCraft and really nothing else. Was a little slow, would have been more fun with more of an audience. I love the ComputerCraft mod, I just didn’t have a great experience playing my pack I made.
(3/5) Minecraft – Foolcraft 3. Fun, a bit buggy. Honestly I can’t remember it too well.
(1/5) Minecraft – Manufactio. Looked potentially fun, but huge bugs and performance issues, couldn’t play.
(4/5) Minecraft – Tekkit. Tekkit remains one of my favorite Minecraft modpacks.
(3/5) Minecraft – Valhelsia 2. I remember this being fun, but I can’t remember details as much as I’d like. I think it was mostly based around being the latest version of minecraft?
(4/5) Minecraft – Volcano Block. Interesting, designed around some weird mods I hadn’t used. I could have used more storage management or bulk dirt/blocks early in the game–felt quite cramped. Probably got a third of the way through the pack. I got novelty value out of it, but I wouldn’t have enjoyed it if I had ever used the plant mod before–it’s a very fixed, linear progression.
(5/5) Minit. This is a weird, small game. I actually had a lot of fun with it. Then I 100% completed it, which was less fun but I still had a good time overall.
(3/5) Monster Box. By Dan-box. One of two Dan-box games I played a lot of. Just visually appealing, the gameplay isn’t amazing. Also, Dan-box does some great programming–this is a game written in 1990 or so, and it can render hundreds of arrows in the air smoothly in a background tab.
(3/5) Monster Train. A relatively fun deckbuilding card game. It can’t run well on my computer, which is UNACCEPTABLE–this is a card game with 2D graphics. My MICROWAVE should run this shit in 2020. Ignoring that, the gameplay style (summon monsters, MTG style) just isn’t my cup of tea.
(2/5) Moonlighter. Felt like it was missing some inspiration, just didn’t have a sense of “fun”. The art was nice. The credits list is surprisingly long.
(2/5) Muse Dash. All right, a basic rhythm game. Not enough variety to the game play, and everything was based around perfect or near-perfect gameplay, which makes things less fun for me.
(3/5) NES games – various. Dr Mario, Ice Climbers. Basically, I got some Chinese handheld “gameboy” that has all the NES games preloaded on it. Overall it was a great purchase.
(2/5) Noita. “The Powder Game” by Dan-Box, as a procedurally generated platformer with guns. Lets you design your own battle spells. Despite the description, you really still can’t screw around as much as I’d like. I also had major performance issues
(3/5) Observation. I haven’t played this one as much as I’d like, I feel like it may get better. Storytelling, 3D game from the point of view of the AI computer on a space station. I think I might have read a book it’s based on, unfortunately.
(2/5) One Step From Eden. This is a deck-building combat tactics game. I thought it was turn-based, but it’s actually realtime. I think if it was turn-based I would have liked it. The characters were a bit uninspired.
(1/5) Orbt XL. Very dull. I paid $0.50 for it, it was worth that.
(4/5) Opus Magnum. Another great game from Zachtronics, along with Exapunks they’re really ramping up. This is the third execution of the same basic concept. I’d like to see Zachtronics treading new ground more as far as gameplay–that said, it is much improved compared to the first two iterations. The art, writing, and story were stellar on the other hand.
(3/5) Out of Space. Fun idea, you clean a spaceship. It’s never that challenging, and it has mechanics such that it gets easier the more you clean, rather than harder. Good but not enough replay value. Fun with friends the first few times. The controls are a little wonky.
(1/5) Outpost (tower defense game). I hate all tower defense.
(3/5) Overcooked. Overcooked is a ton of fun.
(4/5) Powder Game – Dan-box. I played this in reaction to not liking Noita. It’s fairly old at this point. Just a fun little toy.
(1/5) Prime Mover – Very cool art, the gameplay put me to sleep immediately. A “circuit builder” game but somehow missing any challenge or consistency.
(2/5) Quest for Glory I. Older, from 1989. Didn’t really play this much, I couldn’t get into the writing, and the pseudo-photography art was a little jarring.
(4/5) Raft. I played this in beta for free on itch.io, and had a lot of fun. Not enough changed that it was really worth a replay, but it has improved, and I got to play with a second player. Not a hard game, which I think was a good thing. The late game they’ve expanded, but it doesn’t really add much. The original was fun and so was this.
(3/5) Satisfactory. I honestly don’t know how I like this one–I didn’t get too far into it.
(4/5) Scrap Mechanic. I got this on a recommendation from a player who played in creative. I only tried the survival mode–that mode is not well designed, and their focuses for survival are totally wrong. I like the core game, you can actually build stuff. If I play again, I’ll try the creative mode, I think.
(3.5/5) Shapez.io. A weird, abstracted simplification of Factorio. If I hadn’t played factorio and half a dozen copies, I imagine this would have been fun, but it’s just more of the same. Too much waiting–blueprints are too far into the game, too.
(2.5/5) Simmiland. Okay, but short. Used cards for no reason. For a paid game, I wanted more gameplay out of it?
(0.5/5) Snakeybus. The most disappointing game I remember this year. Someone made “Snake” in 3D. There are a million game modes and worlds to play in. I didn’t find anything I tried much fun.
(1/5) Soda Dungeon. A “mobile” (read: not fun) style idle game. Patterned after money-grab games, although I don’t remember if paid progress was actually an option. I think so.
(4/5) Spelunky. The only procedurally generated platformer I’ve ever seen work. Genuinely very fun.
(4/5) Spelunky 2. Fun, more of an upgrade of new content than a new game. Better multiplayer. My computer can’t run later levels at full speed.
(1/5) Stick Ranger 2. Dan-box. Not much fun.
(3/5) Superliminal. Fun game. A bit short for the pricetag.
(3/5) Tabletop Simulator – Aether’s End: Legacy. Interesting, a “campaign” (series of challenge bosses and pre-written encounters) deckbuilding RPG. I like the whole “campaign RPG boardgame” idea. This would have worked better with paper, there were some rough edges in both the game instructions and the port to Tabletop Simulator.
(4/5) Tabletop Simulator – The Captain is Dead. Very fun. I’d love to play with more than 2 people. Tabletop simulator was so-so for this one.
(2/5) Tabletop Simulator – Tiny Epic Mechs. You give your mech a list of instructions, and it does them in order. Arena fight. Fun, but I think I could whip up something at least as good.
(3/5) The Council. One of the only 3D games I finished. It’s a story game, where you investigate what’s going on and make various choices. It’s set in revolutionary france, at the Secret World Council that determines the fate of the world. It had a weak ending, with less choice elements than the rest of the game so far, which was a weird decision. Also, it has an EXCRUTIATINGLY bad opening scene, which was also weird. The middle 95% of the game I enjoyed, although the ending went on a little long. The level of background knowledge expected of the player swung wildly–they seemed to expect me to know who revolutionary French generals were with no explanation, but not Daedalus and the Minotaur. The acting was generally enjoyable–there’s a lot of lying going on in the game and it’s conveyed well. The pricetag is too high to recommend.
(0/5) The Grandma’s Recipe (Unus Annus). This game is unplayably bad–it’s just a random pixel hunt. Maybe it would be fun if you had watched the video it’s based on.
(3/5) The Room. Pretty fun! I think this is really designed for a touchscreen, but I managed to play it on my PC. Played it stoned, which I think helps with popular puzzle games–it has nice visuals but it’s a little too easy.
(3/5) This Call May Be Recorded. Goofy experimental game.
(4/5) TIS-100. Zachtronics. A programming game. I finally got done with the first set of puzzles and into the second this year. I had fun, definitely not for everyone.
(3/5) Trine. I played this 2-player. I think the difficulty was much better 2-player, but it doesn’t manage 2 players getting separated well. Sadly we skipped the story, which seemed like simple nice low-fantasy. Could have used goofier puzzles, it took itself a little too seriously and the levels were a bit same-y.
(2/5) Unrailed. Co-op railroad building game. It was okay but there wasn’t base-building. Overall not my thing. I’d say I would prefer something like Overcooked if it’s going to be timed? Graphics reminded me of autonauts.
(2/5) Vampire Night Shift. Art game. Gameplay could have used a bit of polish. Short but interesting.
(4/5) Wayward. To date, the best survival crafting system I’ve seen. You can use any pointy object and stick-like object, together with glue or twine, to make an arrow. The UI is not great, and there’s a very counter-intuitive difficulty system. You need to do a little too much tutorial reading, and it could use more goals. Overall very fun. Under constant development, so how it plays a given week is a crapshoot. The steam version finally works for me (last time I played it was worse than the free online alpha, now it’s the same or better). I recomend playing the free online version unless you want to support the author.
(1/5) We Need to Go Deeper. Multiplayer exploration game in a sub, with sidescrolling battle. Somehow incredibly unfun, together with high pricetag. Aesthetics reminded me of Don’t Starve somehow.
(2/5) We Were Here. Okay 2-player puzzle game. Crashed frequently, and there were some “huh” puzzles and UI. Free.
(3/5) Yes, your grace. Gorgeous pixel art graphics. The story is supposed to be very player-dependent, but I started getting the feeling that it wasn’t. I didn’t quite finish the game but I think I was well past halfway. Hard to resume after a save, you forget things. I got the feeling I wouldn’t replay it, which is a shame because it’s fun to see how things go differently in a second play with something like this.
These are not all new to me, and very few came out in 2020. I removed any games I don’t remember and couldn’t google (a fair number, I play a lot of game jam games) as well as any with pornographic content.
2020 Videogames was originally published on Optimal Prime
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See, I have a theory. Okay, I have two theories. Which are based on very little. Okay, they're more like hunches.
The first hunch is that the tumblr demographic skews (relatively) young, which means that for many, Final Fantasy VII probably wasn't Their Final Fantasy. I'm not sure this holds water though. FF7R is getting fairly universal buzz, and FF7 has been widely available on every platform Sqeenix could fit it onto for a long time.
Doesn't explain Noct, as FFXV seems to be rather popular around here, but Noct's poll was also tighter, and I have a guess about why. I think for a lot of younger people on Tumblr, FFXV was Their Final Fantasy. And the window of people for whom that is true is wider than you might think. Final Fantasy XV was the first mainline Final Fantasy game in seven years, because Squeenix put out a series of FFXIII spinoffs instead of making a new FF. In fact the game that became FFXV was supposed to be one of them. And FFXIII wasn't the most popular FF game from the start: while it still reviewed very, very well, it was the first game in a decade to have a metacritic score of less than 90% (yes metacritic is not a good way of measuring quality, it is an average of fundamentally incomparable values, and review scores are nonsense anyways to the point that most reputable sites no longer use them. However, it's a decent way to get a broad-scale sense of the opinions of critics in the Year of our Lord 2009, when they hadn't been quite so discredited). And XIII and especially its sequels had rapidly declining sales figures, made worse by the fact that XIII itself sold worse than FFXII in the opening weeks (I think? FFXII didn't have a unified release, but I am doing my best to make the numbers comparable), despite being a banner release for a brand new console showing off Squeenix's graphical prowess. There was talk of FF being cancelled if FFXV didn't sell well enough. FFXV proceeded to sell very well indeed, which is why I think that it became The Final Fantasy for more younger people.
I would also like to take a minute to say that I am not saying Final Fantasy XIII nearly killed the franchise, nor am I saying it's a garbage game or anything. I honestly haven't played it yet, so I can't comment on quality, but I know there are plenty of people who played it and enjoy it. If I had to guess, I think the slump in both sales and review scores came from a combination of the game's design itself being very divisive (with a confusing story and lore, complaints that it felt like it was too on-rails, and continued experimentation with the combat system that was profoundly love it or hate it being the most cited reasons), but also from FFXII alienating some fans by beginning the more radical combat system experimentation (again, very love it or hate it), broader changing industry trends and Japan's troubled transition to HD development (common wisdom in 2009 was that the west was going to own gaming, and Japanese developers needed to westernize or their games would cease to sell internationally and they would be left behind—no, really, I swear this was a thing), combined with a heightening of existing anti-Japanese sentiment among gamers, critics, and developers now that western developers dominating gaming in a way that they hadn't since 1983, and general critical positivity towards JRPGs and JRPG conventions falling off (Penny Arcade had done an excellent strip about that three years prior)—although Final Fantasy has never been unwilling to throw convention out the window. This was the era of Phil Fish saying Japanese games were garbage, and Bioware founder Greg Zeschuk saying JRPGs were largely failing to innovate (with Demon's Souls getting called out as an exception). Which is really fucking funny, because Dragon Age was Bioware's banner release that year and its combat system was explicitly inspired by Final Fantasy XII. The point is, Final Fantasy XV's critical reception, muted though it was, was actually a reversal of years of much, much worse reception and building hostility and mockery towards the very idea of a JRPG (to the point that Yoshi P said he didn't like the term in an interview about FFXVI because it felt like it denigrated the game).
Also, salty Cloud fans were putting in anti-G'raha protest votes.
My other theory is much simpler: Tumblr has awful, awful discoverability. It's kind of famous for that. The way you find posts on Tumblr is by seeing your mutuals reblog them. Therefore, the winner of a poll on tumblr is as much a function of activism as it is of popularity. I reckon FFXIV fans are almost by definition hardcore fans, because it's such a massive time investment. Like Homestuck, if you didn't get really into it you probably gave up and dropped it. And this compounds because we know we are the underdogs. If you, as an FFVII fan, see Cloud facing off against some random catboy from an MMO, you have very little motivation to share the poll around. If you ask a random person who the most fuckable man in final fantasy is they will probably answer "Cloud I guess?" or maybe "Uh... Sephiroth?" and then they will look at you very strangely. Cloud has been outrageously popular for decades. He is the default choice.
If you're an XIV fan and you see G'raha going against Cloud, well, you have to share the poll, don't you? Assuming you want G'raha to win, at least. Because you know Cloud is the expected winner. You know he's the default winner. Your Blorbo is now david fighting goliath, and you want every edge you can get.
I think part of the reason FFXIV is winning so much is that we're hungrier for it.
Also, look at Emet-Selch's loss. He lost to Snow. both are controversial characters from (as stated above) somewhat underdog entries in the franchise. Both have people who like them but know a lot of other people hate them, and there were a lot of anti-Emet and anti-Snow protest votes.
I know, I know, I keep talking about that damn tournament, but in addition to all the weirdness with the G'raha tournament:
Urianger is beating Sephiroth for the moment (Doubt it'll last)
Haurchefant is just over a percent behind Zack (It also isn't gonna last and go back to 40% soon)
Seriously, how is all this going on? Like, seriously...
There is no way G'raha should have even gotten half the votes of Cloud, let alone win in a 18% lead. He (rightfully) struggled to beat Noct (And the %s should have been the other way around *at best*), and the fact he's become the heel in this tournament means he should have been smote by Biggs immediately with everyone ready.
Urianger has had a relatively mid-tier bracket that let him safely coast into the Sweet Sixteen, but should be dominated by Sephiroth, the posterboy of baddies in the FF franchise.
Haurchefant's first round against a friendly fandom fav was fun and Laguna was a worthy though still defeatable opponent and should be heavily smote by Zack, who is basically almost as popular as Cloud in 7 fandom (And general FF fandom) to my knowledge.
So why are two winning and one is actually managing a tight race? I know XIV fandom is big, but while it respects other FFs, there's only moderate overlap, at best and it shouldn't be getting that much attention.
#final fantasy#polls#fuckability poll#ffxiii#ffvii#ffxiv#i find poll analysis very fascinating#i am rooting for g'raha#but my guess is that cloud in drag will win#i'm fine with that#but it'd be really funny if there was an upset victory#it would be so funny if Snow won
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Demon’s Souls: The first truly next-gen game is a lopsided but impressive showcase
The next generation of gaming is here with the PlayStation 5 and Xbox Series X — except it isn’t, because there are almost no next-generation games to play on them. Demon’s Souls is the first title that can truly be called next-gen, and it shows — even though it’s a remake of a PS3 game… which also shows.
The original Demon’s Souls was an incredibly influential game. Its sequel, Dark Souls, was more popular and improved on the first quite a bit, but much of what made the now major series good had already been established. “Souls-like” is practically a genre now, though the originals are unsurprisingly still the nonpareil.
The comparative few who played Demon’s Souls were elated to hear that it was being remade, and by Bluepoint at that (who also remade the legendary Shadow of the Colossus), but worried that the game might not stand up by modern standards.
Can an old game, the essentials of which are a decade behind its descendants, be given a really, really, really, ridiculously good-looking coat of paint and still act as a blockbuster next-gen debut? Well, it kind of has to — there’s no other option! Fortunately the game really does hold up, and in fact makes for a harrowing, cinematic experience despite a few significant creaks.
I don’t want to give a full review of the game itself; let it suffice to say that, although it looks and runs much better, the core of the game is almost entirely unchanged. Any review from the last decade is still completely relevant, down to the “magic is overpowered” and “inventory burden is annoying.”
As a next-gen gaming experience, however, Demon’s Souls is as yet without comparison. It serves as a showcase not only for the PS5’s graphical prowess, but its sound design, haptics, speed, and OS.
Image Credits: Sony
First, the graphics. It’s clear that Sony and Bluepoint intended this to be a truly lavish remake, and the game’s structure — essentially five long, mostly linear levels — provides an excellent platform for breathtaking visuals carefully tuned to the user’s experience.
The environments themselves are incredibly detailed, and the various enemies you fight very well realized, but what I kept being impressed by was the lighting. Realistic lighting is something that has proven difficult even for top-tier developers, and it’s only now that the hardware has enough headroom to start doing it properly.
Demon’s Souls doesn’t use ray-tracing, the computation-heavy lighting technique perennially on the cusp of being implemented, but the real-time lighting effects are nevertheless dramatic and extremely engaging. This is a dark, dark world and the player is very limited as far as personal light sources, meaning the way you experience the environment is carefully designed.
Although the detailed armor, props, and monsters are all very nice, it’s the realistic lighting that really sets them off in a way that seems truly new and beautiful. Dynamic range is used properly, to have actually dark areas illuminated dramatically, such as the still-terrifying Tower of Latria.
Image Credits: Sony
The game isn’t a huge leap over the best the PC has to offer right now, but it does make me excited for game designers who really want to use light and shadow as gameplay elements.
(Incidentally, don’t bother with the “cinematic” option versus “performance.” The latter keeps the game silky smooth, which for Souls games is a luxury, and the other setting didn’t improve the look much if at all, while severely affecting the framerate. Skip it unless you’re taking glamour shots.)
Similarly sound is extremely well done in the game, though I’m cautious about hyping Sony’s “3D audio” — really, games have had this sort of thing for years on many platforms. Having a decent pair of headphones is the important bit. But perhaps the PS5 offers improved workflows for spatializing sound; at all events in Demon’s Souls it was very good, with great separation, location, and clarity. I have reliably dodged an enemy attack from offscreen after recognizing the characteristic grunt of an attacking foe, and the screeches and roars of dragons and boss monsters (as well as the general milieu of Latria) were suitably chilling.
Image Credits: Sony
This combined well with the improved haptics of the DualSense controller, which seemed to have a different “sensation” for every event. A dragon flying overhead, a demon stomping the ground, a blocked attack, an elevator ride. Mostly these were good and only aided immersion, but some, like the elevators, felt to me more like an annoying buzz than a rumble, like holding a power tool. I hope that developers will be sensible about these things and identify vibration patterns that are irritating. Fortunately the intensity can be adjusted universally in the PS5’s controls.
Likewise the adaptive triggers were nice but not game-changing. It was helpful when using the bow to know when the arrow was ready to release, for instance, but beyond a few things like that it was not used to great advantage.
Hands-on: Sony’s DualSense PS5 controller could be a game changer
Something that had a more immediate effect on how I played was the incredibly short load times. The Souls series has always been plagued by long load times when traveling and dying, the latter of which you can expect to do a lot. But now it’s rare that I can count to three before I’m materializing at the bonfire again.
This significantly reduces (but far from eliminates) frustration in this infamously unforgiving game, and actually makes me play it differently. Where once I could not be bothered to briefly travel to another area or the hub in order to accomplish some small task, now I know I can return to the Nexus, fuss around a bit with my loadout, and be back in Boletaria in 30 seconds flat. If I die, I’m back in action in five seconds rather than twenty, and believe me, that adds up real fast. (Load times are improved across the board in PS4 games running on the PS5 as well.)
Aiding this, kind of, is the new fancy pause screen Sony has implemented on its new console. When hitting the (annoyingly PS-shaped) PS button, a set of “cards” appears showing recent achievements and screenshots, but also ongoing missions or game progress. Pausing in Latria to take a breath, the menu offered up the ability to instantly warp to one of the other worlds, losing my souls but skipping the ordinarily requisite Nexus stop. This will certainly change how speedruns are accomplished, and provides a useful, if somewhat immersion-breaking, option for the scatterbrained player.
The pause menu also provides a venue for tips and hints, in both text and video form. Again this is a funny game to debut these in (I don’t count Astro’s Playroom, the included game/tech demo, which is fun but slight), because one of the Souls series’s distinctive features is player-generated notes and ghosts that alternatively warn and deceive new players. In another game I might have relied on the PS5’s hints more, but for this specific title they seem somewhat redundant.
As arguably the only “real” PS5 launch title, Demon’s Souls is a curious but impressive creature. It definitely shows the new console to advantage in some ways, but the game itself (while still amazing) is dated in many ways, limiting the possibilities of what can be shown off in the first place.
Certainly the remake is the best (and for many, only) way to play a classic, and for that alone it is recommended — though the $70 price (more in Europe and elsewhere) is definitely a bit of a squinter. One would hope that for the new higher asking price, we could expect next-generation gameplay as well as next-generation trimmings. Well, for now we have to take what we can get.
Review: Sony’s PlayStation 5 is here, but next-generation gaming is still on its way
from RSSMix.com Mix ID 8176395 https://techcrunch.com/2020/11/13/demons-souls-the-first-truly-next-gen-game-is-a-lopsided-but-impressive-showcase/ via http://www.kindlecompared.com/kindle-comparison/
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Inception: A Fannish Retrospective
For a while now I’ve found myself craving a fic of a particular hard-to-define quality – something with a bit of grit and maturity – not graphic or grim, but perhaps the kind of seedy underworld setting you might find in the better parts of Tarantino or Guy Richie’s oeuvre. The kind of fic that lets me believe that if the author toned down the slash and published it as a mainstream crime or espionage thriller, I’d still be enthused about reading it. Cord Smithee’s work is a particularly good example, for the UNCLE fans out there, but you can only reread those fics so many times, and fic of that quality has been especially sparse in the last few fandoms I’ve drifted through, and so the craving lingered.
Then it hit me: hey, you know what fandom used to be really good for that kind of fic? Inception.
And after all this time in Venom fandom, it was hardly a big jump to more Tom Hardy, so.
Maybe the bigger wonder is that nearly ten years on, most of the fic is still just as good as I remember it being. Mirabella’s Towards Zero remains one of the most satisfying things I’ve ever read in any fandom, and delires’ chav!Eames AU is better than any idea that cracked has any goddamn right to be, and (at least as long as you’re into the juggernaut ship that is Arthur/Eames) you are spoilt for choice for more.
But revisiting a fandom this much later and binging this much fic, you notice things. We’ll start with…
The Film
Still holds up on rewatching today. It will never be nearly as smart a film as I’ve seen some claim: totems, for one, make no fucking sense (they’re objects with details known only to you, but if Cobb can unintentionally bring a carbon copy of his wife into a dream, why not a top that falls over when spun? And why does it keep spinning indefinitely in dreams, anyway?), and for all the exposition on ‘kicks’, why the kicks need to be synchronised to work under sedation is woefully under-explained, to the point I’m always by distracted trying to make sense of it in the middle of the third act. (Do not even get me started on the ‘it’s actually about filmmaking!’ theory – the mental gymnastics required to explain how Yusuf or Mal fits in or why we’re so fixated on the importance of the set designer, of all roles, is laughable. Some of the parallels are moderately entertaining, but don’t try to tell me you’ve unlocked the secret meaning of the film – Inception is not a movie that makes you work that hard to find its main themes.)
But the film works despite its plotholes because it’s not, ultimately, a story driven by its mechanics: the endlessly spinning top may make no sense, but film is a visual medium, and it’s such a good visual gimmick it’s gets a pass. The practical stunts are still as impressive ever, but what really lifts Inception so far beyond your typical action/heist film – for me, at least – are the characters, and the huge emotional payoffs at the end. Fischer’s reconciliation with his father is no less moving for its falseness, “We did grow old together” has gotten a sniffle out of me time and again, and the final “We’ll be young men together” scene is wonderful in so many ways I could only dream there was the Cobb/Saito fic to live up to. It’s not for nothing I’ve got Inception mentally filed in my very short list of humanist action movies along with Mad Max: Fury Road, Terminator II, and precious few others.
And then there’s…
The Fandom
Film fandoms are always an interesting beast, peaking as they do when the film is still in theatres, when most folks writing fic are working off imperfect memories of having seen an hour or two’s worth of canon maybe once or twice at most. Fanon can go feral in far less conducive environments, is my point here – inevitably, there’ll be the details that get analysed to death or flanderised to the point of parody, and the details that get altogether forgotten. Here’s just one example that hit me on a rewatch: I have lately read god knows how many different theories on just what it means that Arthur knew Eames was in Mombasa – none of them the least bothered by how everything in Cobb’s behaviour in that scene suggests he already knows exactly where he’s going, and may even be right now leaving to catch his flight. We could talk about the artefacts of clunky exposition being shoehorned into the dialogue, or the actual intent of that exchange, but shipper-goggles give you some powerful tunnel-vision (and I say this as someone who ships it like burning).
Binge as much fic as fast as I have in the last few months, and you begin to notice trends. Common themes and popular fanon that have ascended to gospel, and facets of the original film I’d love to see explored that fandom seems to have collectively missed altogether (and the sad lack of decent Cobb/Saito is only one). Below, in no particular order, are some of those observations.
Since most of these come across as critical, I want to emphasise that I have had a ball revisiting the fic in this fandom, and there are probably multiple fics guilty of everything I touch on below which I have loved to bits. It’s only the repetition that really starts to make you sit up and notice.
1. The Cobb-bashing, oh my god the Cobb-bashing! I had forgotten just how much this fandom hates Cobb. In the film, Cobb’s plan is the only reason Arthur and Eames ever end up in the same room at all – yet in fanfic, Cobb has been recast as the only thing keeping them apart. I’m not kidding there – fic with that exact premise is almost its own genre. In Inception fanon, Cobb is crazy and cares only about himself, and Arthur has wasted years of misplaced loyalty keeping him alive. Fanon!Eames hates Cobb for monopolising Arthur’s attention (in the film, Eames seems underwhelmed to learn Cobb is still working with Arthur at all). Fanon!Eames only works with Cobb at all because it’s an excuse to work with Arthur (in the film, they’re barely capable of having a civil conversation). Fanon!Eames never forgives Cobb for concealing the level of sedation they were under Inception job, and nor does Arthur (in the film, no-one even mentions Cobb’s deception after they leave the first level, and Eames’ main disappointment at the end is that he won’t get to see the Fischers’ big reconciliation, but why let that douse a good hateboner?) Meanwhile, Yusuf’s corresponding betrayal and Arthur’s equally-disastrous research-fail are rarely referenced. It’s not every fic, but the base level of Cobb-hate around these parts is pretty astounding. There’s nothing new about fans bashing the main character for having the gall to take screentime away from their OTP, and I’d be the last to play down Cobb’s real failings. But when one finds oneself tempted to leave enthusiastic comments on decade-old fic, praising the author for giving Cobb a minor scene or two where he gets to be a total bro to Arthur for a change… I promise you, it’s not me, it’s this fandom.
2. For all that Eames is basically the single biggest reason I’m reading in this fandom, his fanon characterisation leaves something to be desired. I do get the appeal of flirty!Eames or pining!Eames – it’s just that once in a while, you find yourself longing for fic about the guy who was actually in the movie – y’know, the one who’s first response to Arthur’s name was, “Arthur? Are you still working with that stick-in-the-mud?” I am totally down with the idea he was feigning indifference– maybe for Cobb’s benefit, maybe he’s actively in denial himself, whatevs. But fanon!Eames characterisation typically ranges from “hopelessly in love with Arthur from the moment they met” to “a walking sexual harassment lawsuit in action,” and neither of those guys could convincingly feign indifference to save their lives. It’s also a shame we don’t see more of the side of Eames that got so genuinely, unashamedly invested in what they were doing for Fischer – quite beyond the money and the prestige, Eames loves that they get to fix Fischer’s relationship with his father and reveal Browning as the rat that he is, and it’s a wonderfully humanising side to such a shady character. There should be so much scope in there to cast Eames was a guy with a real idealistic streak, or more conscience than he’d usually admit to, or just an abiding love for melodrama – the possibilities go on and on (and if you can’t think of a dozen ways to tie any of those in as fuel for his rivalry with Arthur for bonus shippy fodder, you aren’t even trying). But that part of Eames never does seem to have found a place in the fandom’s collective headcanon, because hell if I can find any exploration of it in fic, le sigh. (Cynically, I have to wonder if it’s because it clashes with the fanon where Eames spent the Inception job furiously hating Cobb and focused on Arthur, but even that seems somewhat lacking as an answer. Who even knows?)
3. As a corollary to the above, remarkably few fics make any attempt to deal with the fact that Arthur and Eames a) basically hate each other, b) for reasons that do not entirely revolve around how Arthur won’t put out. Obviously, this is a ‘hate’ that covers a much deeper well of underlying respect, but these are two guys who only stop taking potshots at each other when they’re being shot at for real, and to me that is 95% of the fun of the pairing – why does no-one even seem to try to recreate that dynamic in fic? Even 99% of Eames’ infamous ‘flirting’ would be better described as him pulling Arthur’s pigtails. Yet virtually no-one seems to want to tackle their antipathy head-on – even fic that acknowledges it as a past phase of their relationship isn’t set during that phase. I’m all for seeing them eventually end up friendlier, but you’ve got to show me how they get there first – that’s the good bit! Why does everyone skip over it? :((((
4. This fandom has SUCH a thing for underage!Arthur. Fics will go on and on about how young he looks, or theorise that he was actually underaged when he first got into dreamshare, or at least looked it. Seriously, the idea of Eames having mistaken Arthur for a teen when they first met is, like, the accepted pan-fandom headcanon as to why they don’t get on (unless we’re in military-backstory land, in which case it’s that Arthur had to deal with Eames hitting on him during the time of DADT). Then there are the many (MANY) AUs where Arthur really is a teen, hitting on the much-older Eames – there’s that one semi-parody where even twenty-something!Arthur gets cockblocked by his own looks, and there’s even at least one that flips things so that Eames the one who was underage when they met, just for variety.
It’s a real Thing, and I only wish I understood where it comes from, since (to me) Arthur has always looked like the 29yo man JGL legitimately was back when Inception hit screens – I don’t think he’d even passed as a Hollywood!teen for a solid half a decade at that point. So… are there really that many people who thought JGL looked that young when the film came out, or is this just one of those fannish meme things? I may never know.
5. No-one (by which I mean almost no-one) gets how limbo works. Fic after fic treats it as basically just a garden-variety coma, and colleagues can spend days or months moving the victim, gathering a team and planning a complex rescue. Rarely is it ever remembered the whole point of limbo is that you can age and die trapped in your own mind in no more than hours in the real world. When Eames talks about being ‘trapped in limbo until our brains turn to scrambled egg’, I think it’s safe to assume he’s being pretty literal. Basically, if you’re not treating limbo as the temporal equivalent of the Total Perspective Vortex, you’re probably doing it wrong.
6. No-one does anything interesting with Ariadne. This, I have some sympathy for: it’s hard to know where to go with someone who ends the film where she does – her push-pull relationship with the world of illegal dreamshare is not a contradiction that can be easily resolved in a subplot, if at all. But the Ariadne who so quickly had Cobb picked as a loose canon never seems to appear in fic either, and nor does the Ariadne with the guts to sneak into his dream to find answers, or the prodigy whose last-minute moment of inspiration saved the whole job. No, Inception fic is more likely to give you an Ariadne who giggles and drags her teammates out partying than any of that, which is absurd to the point of being genuinely offensive. Seriously, that is some A-grade “all we remembered about her is that she’s female”-bullshit. Even when she’s not saddled with OOC giggle fits, fic!Ariadne also remains frustrating static: years after the film, she’ll still be doing extractions with the Inception team, despite seeming no more at home in their world. Where’s the Ariadne who embraces the underworld wholeheartedly and reaches Arthur or Cobb levels of badassery? The Ariadne whose natural gifts and overconfidence get her into Cobb-levels of trouble? Who takes the Inception job as inspiration to go into therapeutic uses of dreams? Who finds legitimate dream-related work through Miles or Saito, but still lets the old team drag her back into extractions every once in a while (because she’s easily one of the most reliable architects in the whole shady business, and there’s a part of her that still kind of loves it)? WHERE?
The obvious rejoinder to all this is that it’s hardly surprising Ariadne doesn’t get much play when you’re mostly reading Arthur/Eames fic. So (because the land of fic is still terrible at cataloguing character-specific gen) I had a dig through some Arthur/Ariadne fic for comparison – only to run into much the same frustrations all over again. No-one takes her character anywhere very interesting.
So you can imagine my surprised delight when I tried a couple of Arthur/Ariadne/Eames fics on a whim, and almost immediately found not one but two different stories willing to dive headfirst into the questions surrounding Ariadne’s future in the world of illegal dreamshare (plus multiple stories which made a very convincing case that Ariadne should absolutely celebrate their successful Inception by having a threesome with her colleagues, I mean, damn).
I have absolutely no idea what it says about fandom that I had to go looking at threesome fic to find real character development, but at this point, I’ll take it.
7. So, I get why everyone reads Eames as queer (duh), but having discovered two quite excellent straight!Eames fic (which is to say, fic which utterly sells the idea that Eames considers himself straight or had no experience with men until long after meeting Arthur), the fact no equivalent seems to exist for Arthur baffles me. Sure, there’s one or two stories where one smile from Eames is about all it takes to make him change his mind, and one great kink meme fill that might have been just what I was looking for if it had ever been finished. But otherwise, the idea that Arthur (a guy who snogs Ariadne and is given no other obvious sexuality) -- the same Arthur whom every other fic portrays as seriously emotionally repressed – the idea this guy might not be experienced and comfortable dating men just… doesn’t seem to have occurred to anyone. Which is so weird.
Is there not enough RL evidence that Tom Hardy can and does make straight guys reconsider their preferences? Is the idea of an Arthur who’s repressed that side of his own sexuality not a juicy enough explanation for the tension between them? How on earth did we wind up with a fandom where Eames is more likely to be the designated “straight” one at the start of the story than Arthur? The mind boggles.
Holy shit, you’re still reading? Damn! Have some more recs as thanks for listening to me ramble at so much length.
Recs!
Here’s those two from the top again, because I really do love them that much
We Can Do This Until We Pass Out by delires Disturbing London, baby, we about to branch out. (The one where Eames is a chav)
Towards Zero by Mirabella Five levels down, and five to dig yourself back out. Arthur met Eames' projection long before he met Eames.
Where the Dead Live also by Mirabella There's a monster in Arthur's basement. Maybe he shouldn't have invited it in. It’s the vampire!Apocalypse, and this one is intense. Utterly brilliant, but equally unapologetic about the implications of its premise. So, for a somewhat-lighter take on monster!Eames, I will also throw in:
Cthonical’s demon!Eames verse Unfinished -- arguably never even properly started, just a series of ficlets from a ‘verse that never quite got written, but they are scorching hot and still well worth a look.
That’s a lot of darker fic though, probably time to lighten the mood a little.
Anal [Inception] aka Not Now Cobb We're Doing BGs also by cthonical Arthur and Eames both play WoW. They kick ass at Warsong Gulch, and when they team up they’re nigh on unstoppable.They don’t know they’re playing with each other.
Champion Sound by pyrimidine Prompt: Arthur is a DJ, Eames is a bartender.
London Bridge by sorrynotsorry Arthur loves whiskey, and maybe strippers.
My two favourite Arthur/Eames/Ariadne fics
How to Cure Insomnia by wonderfulwrites When she called Arthur for advice on how to deal with the unexpected insomnia - okay, fine, on the pretense of asking for advice – she hadn’t expected to have to wade through a sea of bodies to see him. But then, she also hadn’t expected Eames’s cheerful but surprising, Just come, Ariadne. You can sleep when you’re dead. Or Eames, at all, really. The Wind on the Mountain by Starlingthefool Something in her rebels against this casual, passive seduction. God knows why, but she’s sitting up in the water, taking her foot back from Eames and dislodging Arthur’s hands from her back. She stands, wet underwear clinging ridiculously to her, and says to Arthur, “All right. Your turn.”
Aaand let’s have a few more straight Arthur/Eames to round it out.
Untitled and Untitled, redux by Helenish -- two variants on a theme, and do not let the lack of proper titles put you off, they’re both great.
Unexpected Plot Twist by ethrosdemon Post-Inception -- long and (as promised) twisty, and a very solid read.
Four Corners by Mithrigil In Eames’ line of work, a first impression means nearly everything. It’s always a pity when he doesn’t get off on the right foot.
Kiss With A Fist by cmonkatiekatie Because apparently, to find real Arthur/Eames antagonism, I have to go looking for hate sex. (Not complaining, this is some amazing hate sex.)
And also basically Everything by Wiltling There’s a darker vibe to their work, but it rarely gets oppressive -- just generally a lot of great fic.
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1.1.2 HALLOWEEN NIGHT, SAME TIME
<<PREVIOUS ⏺ <<CONTENTS>>
2️⃣
Haddonfield, Illinois
Chelsea Keane heard a noise downstairs. She was pretty sure it was a door slam, although it was so far away in this big huge house that it was hard to tell. She took one more long pull off of the joint and stubbed out the roach in the ashtray that sat on the little wicker table in front of her. Beside the little ceramic disc decorated in scenes of Tijuana—now covered in soot, and the remains of her joint, sat her purse. It was a bag really, one of those reusable shopping bags from McNary’s Supermarket, covered in floral prints and little orange and yellow suns, birds, and bees, and little green leafy vines that formed letters which read: Earth Day 2014.
Chelsea rummaged in the bag, around tampons and makeup cases, the occasional lipstick, chapstick, selfie-stick, and ladies speedstick and found what she was looking for. A stick of Wrigley’s Gum. She unwrapped the foil, popped the piece in her mouth, balled the wrapper up between her fingers into a nice neat silver ball, and flicked it across the space in front of her where it landed between a hot water heater and the Centra-Vac system.
She returned to her purse, retrieving a small glass cylinder bottle of Dimension, the new perfume by Jennifer Love Hewitt, and bathing herself in the baby powdery aroma, thinking to herself of a Halloween, perhaps almost twenty years previous, when she had sat on this very couch and watched the actress run screaming across a square-shaped television screen while being stalked by a hooded man with a hook for an arm. Chelsea brought a DVD case out of her purse/bag. Ripe Blood. She turned it over and looked at the screenshots on the back…and the rating. Rated R for Graphic Violence.
Haven’t come much far sense my VHS copy of I Know What You Did Last Summer, she thought. Well, at least the picture quality would be better.
Hell..it’d be a lot better.
Ellen had her own theater.
Complete with a fifteen foot by nine foot screen, reclining seats, surround sound, and even a little kitchenette to nuke some popcorn and retrieve a few ice cold pops.
Lifestyles of the rich and famous, she mused.
Well, definitely rich, but only famous if you’re into watching people have sex on camera.
And there were plenty of people who were, and they paid good money for it.
What can you say? Sex sells.
And didn’t Chelsea know it too. Hell, if she hadn’t let Zeke Yates knock her up in the VIP room almost eighteen years ago, she’d probably be doing just as good as Ellen.
Well…probably not.
Chelsea tossed the DVD case back in her purse/bag and stepped toward the door at the far end of the room, careful to stay on the plywood flooring that designated Ellen’s “Smoking Loft” from the rest of the attic.
Ellen had been the smartest girl Chelsea had ever known. Chelsea presumed she would have ended up like her older sister Deborah, who also got her start in life as a dancer at the Rabbit-in-Red, although, perhaps not quite like Deborah. She didn’t see her son turning into a psychopath anytime soon and she didn’t see herself blowing her head off in the forseeable future either. Like her sister Deborah however, who was actually her half-sister, and nearly twenty years older than her, she had commited the Cardinal Sin of the biz.
“Don’t lapse on your birth control,” Deborah had told the young Chelsea and Ellen as they stood behind her on their first day at work, watching her attach fake lashes in the dingy mirror in the back haunts of the Rabbit-in-Red. “Better yet..don’t fuck the customers at all. VIP is for dancing, not fucking.”
She had pointed a picture of her kids, taped to the mirror then. “See those.”
The girls had nodded nervously.
“That’s what I got for fucking a customer.”
Chelsea had made the mistake, which hadn’t been such a big mistake afterall. She of course was quite fond of her son Joshua, but it was safe to say that the nine and a half pound baby had tanked her stripping career and any possibility of moving into the Adult Film Industry. Chelsea had packed on over a hundred pounds during her pregnancy, and post-baby had only been able to shake twenty of it. So she had settled down with Josh’s father, gotten married, enrolled in Illinois Central College, and got her bachelors degree in Communications.
Lou Martini, the owner of Rabbit-in-Red industries had hired her back—as an editor. That, combined with the few bucks her husband Whitey made around town doing the odd handyman job here and there had afforded them a decent life, with a decent house, another child, a beautiful daughter, and an overall pretty damn fine life for herself.
Chelsea stepped out unto the landing and pulled the door shut to the attic behind her and then descended the stairs toward the common room on the third floor. There was a white leather couch and a coffee table. A mini bar sat in the corner of the room with liquor that probably hadn’t been touched in years and a few pieces of modern art on skimpy end tables that probably hadn’t been properly looked at or analyzed in the same amount of time. The room was just for show, just like a giant, lifesize poster on the wall behind a thirty inch flatscreen VIZIO. Ellen in a bikini too small for her surgically enhanced breasts, sprawled on some exotic beach, sand on her knees and elbows.
Ellen was smart.
🎃
“So who is this person?” Penny Cornell asked, popping her bubble gum loudly before she spoke.
Josh looked at her in the soft light of the poolhouse. She was dressed as Velma from Scooby Doo, and he had gone as Fred, only they hadn’t bothered to get wigs or color their hair, so she ended up being a blonde Velma and he ended up being a Fred with black hair, which, in actuality totally ruined the ensemble and had in fact led to many of their peers on the streets that night during their Trick-Or-Treating run to ask, “So..what are you guys again?”
While Josh searched the cabinets in the pool house kitchenette for a proper shot glass for the Captain Morgan he had stowed away, from a mini bar that saw quite a bit more action than the one on the third floor of the main house, Penny circled the Pool Table, the stained glass lamp casting bright and blazing hues on the side of her face as she looked at the pictures on the walls.
Plenty of pictures of a certain blonde woman in lingerie. Some in a bathing suit. Some wearing nothing at all but a properly placed palm frond, or towel, in one, the handlebars of a motorcycle. Many had the blonde woman with various celebrities. Kid Rock, holding her by the waist, holding a cigar and smiling. There was one with Charlie Sheen, another with Myley Cyrus, and an older one, faded a little, starting to yellow, with future President of the United States Donald Trump. Penny’s face as she beheld these pictures was expressionless, her unassuming eyes taking it all in like a pediatrician examining the X-Ray of a kid who just broke his arm in two places.
“She’s known as Misty Dawn.” Josh said, finding a suitable shotglass, this one featuring the skyline of Charlotte, North Carolina. “She works for Rabbit-in-Red Industries. She’s a model.”
“I can see that,” Penny said, popping her gum again. Her eyes didn’t deviate from the pictures.
“She’s been in some movies too.” Josh added, unscrewing the top of the rum, “X-rated movies. Also done some webcam and stuff.”
Penny sighed and leaned against the pool table. “I see.” She said yawning, her pink wad of bubble gum visible in the corner of her mouth. “Porn must pay pretty well to have all this.” She said, waving her hand across the room to indicate that by “this” she meant this particular poolhouse as well as the mansion and the grounds beyond.
Josh poured a shot and held it out to her. “She’s kind of a star.”
Penny grunted and took the shot glass. She downed it, winced, coughed, and held it back to him. “And your mom knows her from work?”
Josh took the glass and poured another shot. “She and my mom grew up together. They were best friends in high school. Her real name is Ellen.”
Josh took the shot. He also winced and coughed.
The sound of heavy metal filled the room.
It was Josh’s ringtone for his cellphone. He pulled it from his pocket, looked at it, and then looked at Penny frowning. “It’s my mom.” He said and hit the green button on the screen.
“Yeah?”
Penny pulled her own phone out to look at it. Josh replaced the cap on the Captain Morgan and went about replacing the bottle into the minibar and the shotglass into the cabinet from whence it came.
“We are back mom,” Josh was saying, “Penny and I are outside. You probably heard Maddie, Dylan, and Cammie come in.”
Josh rounded the bar and took his girlfriend’s hand, pulling her toward the sliding glass door that led to the pool deck.
“Yeah mom, we’re coming right now.”
He hung up the phone and slid the door shut behind them. Penny was looking at the pool and the adjacent spa.
“I wanna get in that hot tub.”
Josh put a hand on her butt. “I wanna get in there with you.” He smiled wryly.
“Shoot, it’s hot enough to get in the regular pool.” She said as they started toward the main house.
“You’re telling the truth.” Josh replied.
🔪
“You’re gonna fall and bust your head if you don’t stop running around with that sword!” Cammie Cornell, age eight, dressed like a bumble-bee, complete with clip on wings, said, standing cross armed on the hearth.
Dylan Rawls, age thirteen and dressed like a ninja, was chasing little Maddie Keane, age five, dressed as Princess Elsa from the animated Disney film Frozen. Dylan had a plastic sword and was waving it at Maddie as she ran away from him in a circle, laughing and screaming and all the while making motions with her hands in an effort to use her “powers” to freeze Dylan in ice like her character would have been able to do in the movies.
Dylan, despite having already started puberty, was not a very mature boy. This could have been due to a lack of attention given to him by his mother, or as some psuedo-scientists would have suggested, it could have been due to a diet high in processed foods and high fructose corn syrup. His mother had never had him tested for mental defficiencies, mostly due to a nagging worry that he would fail the thing. Dylan wasn’t mentally challenged, that wasn’t quite right. He had been tested for and diagnosed as ADHD by the time he was seven, but then again so many kids were and his mother hadn’t really believed in it or the medication that was supposed to, and probably would have, helped her son. Dylan was in ways a very bright child, better at all the household electronic devices than his own mother, but in other was he was just plain immature. Chasing around a five year old in a living room with a plastic sword dressed as a Ninja after acne was beginning to pop out on his face and sprouts of hair was beginning to pop out on his balls was just case in point.
Dylan stopped and glared at Cammie, about to display another example of his immaturity.
“Don’t tell me what to do, this is my house.” He said between panting breaths.
Maddie stopped and collapsed into the brown leather sofa that faced the fireplace. Her face was red and her breath was heavy, but the smile didn’t leave her little face, nor the brightness in her little brown eyes.
“Aren’t you a little old to be playing like that?” Cammie shot back.
Dylan was about to reply when they all heard a voice from behind them.
“Cammie! Get down from there.”
It was Chelsea, she was descending the stairs holding her cellphone in her hand.
“Maddie, off the furniture please.” She said.
“Yeah Cammie, get down!” Dylan added.
Cammie jumped down from the hearth and stuck her tongue out at Dylan. He returned the gesture.
“Where is all your candy?” Chelsea asked.
“We put it on the stove.” Dylan said, pointing toward the open kitchen with his sword.
“I see.” Chelsea said, her eyes beholding the three large hulking pillowcases.
“They got quite the big haul didn’t they.”
It was the voice of Josh. He and Penny entered the room from the opposite side.
“They certainly look like they made out.” Chelsea said, placing her cellphone in her pocket. She reached into her purse/bag and took out the DVD case and held it out for her son.
Josh snatched it up. “No way! Ripe Blood!? It hasn’t even stopped running in the theaters yet.”
Chelsea smiled, “The Rabbit uses the same packaging and distribution company as the company who made the film..Danger—something or other..”
“Dangertainment.” Josh corrected and passed the case to Penny who looked interested.
“Right,” Chelsea said, putting her purse/bag on the stove next to the three pillowcases full of candy. “Well they give all their clients some freebees as promotional items. That arrived this morning.”
“Are we gonna watch it?” Josh asked, eyes wide and bright.
“You better your ass we are,” Chelsea answered.
“In the theater upstairs?” Josh asked.
“Um…yeah.” answered Chelsea.
“I’m scared.” Penny frowned.
“You can’t be afraid of scary movies if you’re gonna date my son,” Chelsea said, “Joshua loves a good horror flick. He gets it from his mom.”
Josh hugged his mother. The sentiment surprised her, but she appreciated it.
“Can I watch it?” Dylan asked.
Chelsea shook her head. “It’s too scary for the younger kids Dylan. Why don’t you go upstairs and play with Maddie and Penny’s sister…” she looked to Penny, mind scrambling to remember the girl in the bee costume’s name.
“Cammie,” Penny corrected.
“That’s right, Cammie,” Chelsea continued, “until it’s time to go to bed.”
“You guys wanna see my playroom?” Dylan asked. “I have an Nintendo WiiU, a ballpit, a bouncy house, even some laser tag!”
“Yeah!” Maddie and Cammie replied in unison. The kids began to ascend the stairs.
Penny and Josh read the back of the DVD case together while Chelsea opened the fridge, looking over their snack options in regard to their theatre experience.
As Dylan, Maddie, and Cammie reached the top of the stairs, Maddie asked him.
“Can I take a turn at your Wii Dylan?”
Dylan looked back and smiled. “You can, but Cammie can’t!”
“Why not?” Cammie whined.
“I don’t let fat girls play!” Dylan replied, in another epic display of immaturity.
With their eyes on the DVD case, and her head in the fridge, Penny, Chelsea, and Josh didn’t notice or hear Cammie descend the stairs fighting back her tears and exit the front door of the home
NEXT>>
#halloween#halloween franchise#michael myers#horror#horror writing#haddonfield#horror film#fan fiction#fan writing#spooky
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THE MAKING OF PHOENIX WRIGHT’S SECOND DAY OFF
Or: The Immense Struggle of Trying to Make Decent Content
A good year and a half. That’s how much time passed between me starting Phoenix Wright’s Second Day Off and me uploading it to YouTube. What a hell of a load off my back that was. If you couldn’t tell, making this video was a bit of an undertaking, to say the least. And by “undertaking” I mean “an exercise in pure agony”. So, I figured I’d do a bit of a writeup here so I can get across to you the absolute hell of an experience making this video was.
PART 1: THE INITIAL PLANNING STAGES
The original “Phoenix Wright’s Day Off” was released in February 2018 to, though not a lot of views, a generally very positive response. Despite its janky animation, people seemed to enjoy it for its complete ridiculousness, comedic timing, and overly-choreographed fighting. Not to mention literally being the only Ace Attorney-themed Garry’s Mod video ever made that actually uses the Ace Attorney characters. (I’m still the only person to ever do that as of the time of writing. Woohoo.)
Given the positive reception and the fact that I literally ended the video with a “To Be Continued”, I was ready as I could ever be to start work on a sequel. The first one only took me a couple weeks to make, so surely a sequel wouldn’t take much longer, right?
Oh, how wrong I was. Still, I started planning out exactly how things would go. Throwing around ideas in my head. I needed it to be bigger and better than the original, of course. How was I gonna do that? Well, my initial plan was, uh, misguided, to say the least. What I wanted to do at first was create the sequel entirely in Source Filmmaker, along with giving it a darker, more serious tone to contrast the ridiculous slapstick of the first. Not a great idea for a sequel to a video that mainly relied on throwing ragdolls around for comedy.
https://streamable.com/taxrn
The original intro for PW2DO, based off the intro for “Fargo”. A lot less cool-looking than the final intro I made. (Even though I intended the video to be made in SFM, I made the intro in Gmod solely because I could just film myself driving the car instead of having to animate it manually.)
The final intro was done in a not too difficult fashion - the characters were animated in Garry’s Mod on top of greenscreens, which I then imported into Premiere and changed to solid colors. Added some extra video effects I found in places. Set it to an instrumental of Propane Nightmares. I’m proud of how it turned out, mostly. I won’t deny after I introduced the characters I didn’t exactly know what else to do with it, so I just filled it with some random actiony shots I thought might look cool. Incidentally, this was the only part of the final video that was made in Premiere - the rest of it was just edited together in Vegas Pro. Which crashed many times during editing. Fun.
PART 2: THE PAINS OF INDECISION (AND ALSO SOURCE FILMMAKER)
Nonetheless, I got to work, despite not actually knowing how to use Source Filmmaker. “I’ll figure it out as I go along,” I figured. And over time, more or less, I managed to figure it out. Sort of. And by “figure it out” I mean “become subject to the true hell that is SFM”.
Let me give you some quick background here. SFM has two main editors for animation: The “motion editor”, and the “graph editor”. The motion editor uses a relatively easy-to-understand method of animating: you select an object you want to animate (a prop, weapon, ragdoll, etc), select the span of time in which you want the thing to move to its new destination, and then you move it to the new destination. Sounds simplistic, but can be used extensively to create good-looking animation. (I myself used this method for the bar fight in PW2DO.) The graph editor on the other hand, is much more involved, depending on the tried-and-true method of using keyframes for animation. Some people prefer this one because it allows you to directly edit and fine-tune each little animation curve to your liking.
https://www.youtube.com/watch?v=UUXnpk8xDLg
This unfinished PW2DO prototype was animated entirely with the graph editor in SFM.
Really, you can use either one for animating, whichever suits you best. For me, personally, the graph editor feels like something designed in the seventh circle of hell specifically to torture me. Why does adding a new keyframe screw up all my preexisting animation? Why does adding a new keyframe make the ragdoll’s bones stretch out to infinity? Those are just a couple questions I shouted at my computer screen while trying to figure it out.
Eventually, I just gave up. I came to terms both with the fact that I wasn’t satisfied with what I was making, and with the fact that trying to use SFM’s graph editor to animate was making me want to julienne my keyboard. (I hadn’t figured out, or really even considered the motion editor at the time.) “Screw it,” I said to myself. “I’ll do in Gmod, like the last one.”
PART 3: OH RIGHT, GMOD SUCKS TOO
The first PWDO was relatively simple to make, at least compared to the second one. There were two main tools I used: Stop Motion Helper (a tool for animating stuff within Gmod itself without the need for actual stop motion or whatnot), and the classic technique of “throw stuff around in front of the camera”. I had little to no experience doing 3D animation when making it, but it worked out anyway. It let me practice some camera framing stuff, too. All I was really doing for most of it was animating the characters moving along with the camera. But for the second video, I desperately wanted to up the ante. I wanted it to be cooler. More edgy. More cinematic. Turns out, there’s one main reason that proved difficult for me. And that’s that Garry’s Mod kinda sucks for long-term animation.
Here’s the difference between animating in SFM and animating in GMod. SFM is made for animation. GMod isn’t. So, if you want animating in GMod to be anything less than horrendously tedious, you need some addons to help you. Stop Motion Helper is a neat little addon that lets you animate stuff in Garry’s Mod with the “tweening” type of animation. Simply put, you pose something in point A, make a keyframe, move it to point B, and then make another keyframe. Stop Motion Helper will then automatically animate it moving between the two points. Thus, instead of the stop motion method where you have to pose every individual frame, you technically only have to pose the beginning and end. Not that it looks very good if you only do that. Of course, like any kind of animation, it’s still something that requires a lot of effort if you don’t want it to look cheap and robotic. But it works. Sort of.
Doesn’t work too well with vehicles, though.
There were a multitude of small limitations and annoyances, however, that proved to be annoying to deal with in GMod nonetheless.
FIRST PROBLEM: Because GMod isn’t made specifically for animation, resuming a project within it is kind of a hellish endeavor at times. Unlike Source Filmmaker where you can just open a project file and everything remains the same, Garry’s Mod’s saving tool doesn’t save a lot of the addon-related data when you create a save file of whatever scenario you’ve made. That includes stop motion helper animation. While SMH does have its own support for saving animations, you have to save every single animation as its own separate file. Take the scene in PW2DO, for instance, where Phoenix shoots those cops to get the security footage.
https://streamable.com/2ikd1
There are seven moving parts in this scene - Phoenix, the picture frame, both cops, the gun, the shampoo bottle, and the camera. Note how many of these are moving in each camera shot along with how many shots there are (ignoring after the cop goes out the window, because that’s not done with SMH). That’s ten shots, if you didn’t want to count. If I wanted to save this whole scene for potential later tweaking, I’d have to make a save file for the session along with saving the animation data for all ten shots - that’s ten separate animation files for this one scene - and then I would have to manually reapply the animation to each individual moving element.
On top of that, not everything can be saved at all just by sheer concept. The muzzle flash, for instance. While the flash graphic over the gun was added in post, the actual light emanating from it was something I had to do in-game, and it’s not something you can animate with SMH. Therefore, I had to play the animation in GMod, and then specifically time me hitting a button on my keyboard to make the flash happen at just the right point. That’s just one workaround in a program that, when animating in it, is like 80% workarounds.
But nothing about Garry’s Mod frustrated me quite as much as the final fight scene.
PART 4: THE BAR FIGHT
The final fight scene of PW2DO was the one thing that kept me from releasing the video sooner. Seriously, out of that year and a half or so, I’d say only a month or so was spent working on the GMod portions of the video. The rest was just that stupid, godforsaken fight scene. (And mostly procrastinating on making it.) Allow me to try and outline to you what I went through doing this.
Now, the fight scene went through three specific incarnations. They were all based around Maya and Athena tracking down Phoenix and beating the crap out of him, it just differed on two basic things: the location, and the fight music. The first idea I had was them fighting Phoenix in an alleyway while ABBA’s “Waterloo” played in the background. (i know that sounds silly but i swear i couldve made it work) That one didn’t get beyond planning stages - I’d kinda choreographed some of it in my head, I know Phoenix was supposed to get a crowbar at some point, but it didn’t get any farther than that.
The second incarnation was much more well-developed. The way I figured it was as such: Phoenix, after retrieving the security footage from his office, would go on the run and get on a bus. However, when he got on the bus, it’d be revealed that Athena was driving it, and Phoenix would fight Maya as they went down the road. (No comment on how Maya and Athena got a bus.) This was gonna be set to “Let’s Go Crazy” by Prince, inspired by the opening car chase scene from Kingsman: The Golden Circle. (Meh movie, neat fight scenes.) Eventually they’d crash the bus, all go flying out the window, and then Phoenix would get arrested by the cops as he did in the final video. Sounds neat, right? So, what stopped me from doing this?
jesus christ so many things
Everything wrong with this concept centered around one particular problem. I absolutely could not, for the life of me, figure out how to animate a fight scene in a bus that was moving down the road. In SFM that might’ve been possible, but in Garry’s Mod? Good luck with that one. I practically tore my hair out trying to come up with a single working solution to this. Allow me to present to you the various ideas I had and why they all failed miserably.
IDEA 1: Animate the bus moving and the characters moving in it at the same time
This was the fastest-thrown-out idea because the complexity of something like this was just too much for Gmod and an animation addon. What’s that? You want to be able to stay with the scene as it animates? No, that’s basically impossible to do. It’s not like SFM where you could just attach yourself and a camera to the moving vehicle and animate from there. It just wasn’t feasible.
IDEA 2: Create moving textures and place them outside the windows to give the illusion of movement
This one went out the window too, unfortunately, as rotating the camera to any degree kinda just seriously killed the illusion. I could’ve done the scene without the cool cinematic fighting camera movements, but… is it really Phoenix Wright’s Day Off without those?
IDEA 3: Create a 3d video of going down the street in GMOD and paste it onto a greenscreen outside the bus, and animate it rotating properly in Premiere
I don’t blame you if you don’t understand what the hell I’m talking about. See, miraculously enough, there is actually an addon for GMod that allows you to record 360 degree videos within it - and after a decent amount of finicking around with it, I actually managed to make one that seemed to work fine. It was from this point I actually set out and started making the scene - I got about ten seconds in, mostly comprised of driving shots, a neat easter egg with Homestar Runner (not something i’d do nowadays tbh) and a single shot of Phoenix beating on Maya. I was all set to get going.
And then Premiere just refused to work with the 360 video. Don’t get me wrong, I was able to animate it rotating and stuff, but it wouldn’t let me do this at the same time as the normal 2D video that was meant to be pasted on top of it. It frankly just. Wouldn’t let me. And after a lot of struggling, I just. Gave up. That ten seconds of video, trashed.
https://streamable.com/4omnep
I did manage to re-piece it together from the old files on my drive, though. With mostly missing sound effects.
So, that was scrapped. I wasn’t doing the bus fight. What, then, would work out better than a fight scene based off the first fight scene of Golden Circle? Apparently, my mind decided that would be the last fight scene of Golden Circle. Cool.
Thankfully, things went a lot smoother there, but it wasn’t without hiccups. Now, if you’ve seen Phoenix Wright’s Second Day Off - I don’t know why you’re reading this if you haven’t - there’s a chance you might’ve found the music choice for the bar fight scene a bit odd. If you’re not aware, it’s a cover of the 1986 Cameo song “Word Up”, by a German country band called The Bosshoss. This is the song they used in the movie so you’re not allowed to question me on this.
Given how western-y the song sounds, though, I had to at least make the context fit. Despite that, I couldn’t really find any GMod maps that had a good enough bar interior for a while - and I really wanted it to be a bar fight. Bar fights are cool. Thankfully, I did eventually manage to find one. This one, in particular: https://steamcommunity.com/sharedfiles/filedetails/?id=806759276&searchtext=
Yes, that’s a My Little Pony based map. I worked with what I had, okay? That was the least of the issues, anyway. By this point I’d had enough of trying to animate with GMod, and as such I’d decided to move back to SFM, but that caused a whole new issue. This map wasn’t made for SFM. And opening it in SFM just. Crashed. I won’t go super into detail of how I fixed this, but essentially I had to download a program called BSPSource so I could decompile the map, re-open it in Hammer, and export it to properly work with SFM.
Still left me with some annoying issues though, as you can see. Not too difficult fixes, though - The first one I just covered up with another corkboard, and the second thing was fixed by typing mat_specular 0 in console. Was a bit annoying that I had to do that every time I reopened SFM, but whatever. It was working, at least. (that’s something you’ll think to yourself a lot if you ever get into using SFM.)
Anyway, things went pretty okay from this point on. You know, aside from me proceeding to barely ever work on the thing for like a year and a half. I didn’t have many hardships during it other than my own procrastination, so instead take a look at some of the funny tricks I pulled to get this scene to go the way I wanted.
https://gfycat.com/OldfashionedForkedFlatcoatretriever
Engineer telekinetically swooces his shotgun back to himself.
https://gfycat.com/SleepyShadowyLadybird
I had to make Phoenix hover over Engie to let his arms reach him without his legs obscuring the camera.
https://gfycat.com/AptHomelyGoral
The rope was way too short to reach the soldier, so I had to have Phoenix basically throw the rope in order to reach his gun. I also forgot to detach the rope from his hand afterward, so it kinda gets flung around with it off-camera.
https://gfycat.com/AgonizingScrawnyAbalone
Phoenix apparently decided for himself he wanted to go out the window.
Aside from all that, though, things finally went okay. Eventually. I managed to finish up the animation, add some extra ending stuff in GMod, and do a neat credits sequence to David Bowie music. All in all, it went okay.
And that’s it. After all that waiting, I finally managed to put an 8 minute video out from one and a half years of it not being finished. It was quite a load off my mind, for sure, and to this day it stands as my proudest video. It’s silly, has its down moments, but I can at least confidently say it’s the best Ace Attorney gmod video. If only because there is basically no competition.
So, what’s in store next? Not much of anything as far as I feel right now. I could make a third one, one day - I did envision it as a trilogy - but although I do have some ideas for it, I still have zero motivation to actually make it. So who knows. We’ll see how it goes. Maybe Phoenix Wright will escape from prison one day.
So, this was the experience of making Phoenix Wright’s Second Day Off. I hope this gave you something of an idea on how agonizing this video was to make, and totally means you should go and share it everywhere to get me more views because I DESERVE it after the hell I went through.
Seriously, though, thanks for reading, and may this post serve as a warning if you ever decide to do Garry’s Mod or SFM videos. Not a warning against it, mind you, you can make some totally cool stuff. Just be prepared to suffer a bit in the process.
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