#i find it fun to think of how to include gimmicks in the designs *sometimes* and this is what i thought about for sl
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applestruda · 1 year ago
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*falls through the ceiling and comes crashing to the ground*
SECRET LIFER DESIGNS BUT THEY ALL HAVE PERSONALIZED LIKE, BOOK HOLSTERS FOR THEIR TASKS THAT THEY GET EACH SESSION
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somethingwittyandweird · 1 year ago
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What's your favorite game you played this year?
You've activated my “review of my year in gaming” trap card! I was already going to make this post in some form or another, you've just given me the perfect launching point. So, the first thing you should know about asking me for favorites: I never give just one. How could I, when it's been such a banger year of games? (Heads up, this one's going to go long.)
I loved Tears of the Kingdom to death, and it took home my most hours played on Switch. It is a shining example of what devs can do with an extra few months to polish a game. There were so many remarkable moments that testified to how much care and ideas the devs were able to put in. I loved how it used the time since the first game to develop familiar places and characters, adding depth (no pun intended) and also making sure every familiar location had some new twist. The story was a much stronger followup to BotW, and I think this overall has my new favorite ending sequence of anything in the series (I'd love to make a full post sometime about how the final Ganondorf battles just keep getting more spectacular with each new title). I am so, so, so, so normal about this incarnation of Princess Zelda. 
Also in my favorites this year is Fire Emblem Engage, which hit at just the right time to scratch my strategy itch. As a long time FE fan it’s not a surprise I enjoyed this one- though it lost the political intrigue of its predecessor in favor of a more traditional/tropey story, I still had a lot of fun with all its gimmicks and gameplay innovations. Also it is hands-down the most visually appealing game in the franchise, a title previously held by the series’ GBA entries which are masterworks from the peak era of beautiful sprite art. From the incredible crit animations to the spectacle of super attacks to the battle maps which are so beautifully detailed that the game lets you free roam around them after a battle just to appreciate them better. 
I finished the Link’s Awakening remake this year! It was a charming trip back to an older era of Zelda design philosophy and I found it fascinating to compare the ways where the classic puzzles and challenges differ from what the game would be like if it were made today, as well as the places where modern technology allowed for better QoL changes that weren’t in the original. I really enjoyed the music as well, which I find to be a standout among the series still.
Here at the end of the year, I have to give a shout out to Sea of Stars. It has everything you want in an indie darling- very pretty pixel art, very nice music, turn-based battles with timed hits I joke, but Sea of Stars does a great job balancing evoking/paying homage to icons like Chrono Trigger and bringing new gameplay to the JRPG formula. I like its pared-down take on JRPG combat which revamps skills/mana into a much more dynamic resource that’s constantly being spent and regenerated, and I’m a known sucker for character combo attacks which this game has in spades. The later parts of its story are told with a lot of heart, and again I am a known sucker for certain character archetypes. Surprisingly also, I think the movement and exploration is absolutely a standout- not something that’s typically emphasized in the genre. But this game constantly has you hopping across stepping stones, balancing on tightropes, climbing walls and ledges… the emphasis on interesting traversal and verticality is a strength few games like it can boast. 
Before my final pick, I’m including a special section for all the games I didn't play myself but watched my friends play and still want to praise: Hi-Fi Rush, Bomb Rush Cyberfunk, Mario Bros Wonder, Pizza Tower, the Minish Cap Switch rerelease, and more all came out this year and all of them have brought killer music, excellent gameplay, and stunning visuals that I’ve enjoyed to no end. Anyone considering to pick up any of them would find a quality product without a doubt.
With all that said: I think ultimately it has to be Tunic in the end. Underneath its premise of a Zelda/Souls-like adventure game there is a wealth of secrets that goes as far down as you have the courage to delve. It’s a game built to evoke nostalgia for games that you didn’t understand yet, posing as a game that you watched an older sibling play or a game you could only find a poorly-translated foreign copy of. It obscures everything and teaches you its secrets through context, exploration, and discovering in-game pages of the manual (remember manuals?). It’s a game made for lovers of secrets and puzzles, full of hidden paths and trophies that reward inquisitiveness and observation (and taking paper notes). It was when I saw that it not only has a conlang, but that it gives you the hints you need to fully translate it, that I knew I had to get it myself. It spurred me to screenshot every in-game piece of menu text, then spend evenings cross-referencing it to identify phonemes and construct a key.
The rush I got on completing that key is one of two moments I knew this game was absolutely special. The second standout moment is when the game teaches you its hugest secret, and then invites you to prove your mastery of it by presenting you a huge, multi-part puzzle. But, Tunic does the same thing that one of my other all-time favorites, Outer Wilds, does so well: powerups via knowledge, “unlocking” abilities that you always had, you just didn’t know that you did. The pieces to this puzzle are hidden in plain sight; it’s only when the game tells you what you’re looking for that your understanding shifts, everything clicks, and your eyes are opened to the path you have to follow. I don’t say it lightly, but I consider Tunic to be a one-of-a-kind title, and one that delivers completely on its unique vision. 
In case that brick of text doesn’t make it clear, I love this game. 
I love all of these games.
It's a fine time to be alive.
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dominijoyce · 2 years ago
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"Are you crying? Is everything alright?"
"Yes, I just- I have always dreamed of this opportunity and lost hope in it and yet- And yet, here you are."
Idea inspired by @starplatinumgold in which Fugo is a gorgon who went all of his life scared of hurting others and Giorno is a living stone statue and therefore immune to his deadly sight giving his lover the opportunity to be this close to someone without worry of doing them harm.
Also if you are interested, I included some of my ideas of other Vento Aureo characters in this Monster AU under the cut- Maybe someone might get inspired to produce something out of that, just how I did, heh.
Okay *cracks knuckles*
Vento Aureo Monster High AU (cause that's what happens when two completely different hyperfixations meet)
First things first, this AU doesn't take place in the high school itself, cause I don't wanna mess with character ages and etc. This AU (at least my version of it) doesn't involve mafia either, because I just imagine it as a simple Vento Aureo Simple Slice of Life shenanigans, but with monster twist (they deserve to not suffer at least once, heh)
The main idea for Fugo other than a gorgon is that he is specifically the child of Sthenno (was thinking of Euryale first, cause there is no canon child of her yet, but I think Sthenno fits him better)
The original poster that inspired this idea compared Giorno to a gargoyle but I don't think that fits him so he is a living statue, cause Araki based his design off of one. While they aren't connected in this AU, I also sorta got the inspiration from the myth of Galatea and Pygmalion which makes both Giorno and Fugo related to ancient myths ^-^ (also my friend pointed out that it also fits, because vampires are connected to Pillar Men - wasn't intentional, but also fun)
As for the rest of the main squad-
Bruno is a werewolf, but not because of the reasons that people might compare him to one (wolflike behaviors, leadership skills, sort of caretaking nature etc.), I mean those too, but I made him into one, because of a reason that only real true OG Monster High fans are able to connect :p
Leone is a banshee, because death follows him everywhere, heh. In all seriousness I just think it fits him and his aesthetic and also I have seen multiple reinterpretations of him as a ghost and I wanted to be sort of "original" (banshees *are* ghosts in MH, I know, but they are like weird and not full type of ghosts so *shrug*)
Narancia is a steam robot, who is a "failed prototype" of his creator, that was thrown away. He malfunctions quite often or even completely shuts off due to various issues with his design, quite often forced to replace his parts with any new ones he manages to find (can't exactly afford to buy new ones yet or do a full repair). Also he has a jetpack, a radar similar to his Stand and his shoes can switch to roller-skates.
Mista is a black werecat, because I honestly have no idea what else could fit him tbh. His main gimmick is luck and unluck, where he is superstitious about every little thing (not only fours) that could bring unluck - sometimes including himself, even when others reassure him there's no way he brings anyone bad luck with just existing. He is still paranoic though.
Lastly, Trish is a hybrid monster, because I fell in love with this concept back when it was introduced and I firmly believe we need more of that. She is a sea monster and boogeyman hybrid. Sea monster cause she grew up on the coast and boogeyman cause Diavolo ofc, but also I think it is funny cause in canon MH boogeymen hate being the center of attention and use shadows or shapeshifting to always be out of spotlight, while I imagine Trish would be the opposite of that and always strive to be the brightest star in a room. Sea monster also fits, because some of those underwater weirdos (like octopi among others) can manipulate their shape to such a high degree and fit into such narrow spaces and that kinda reminds me of her Stand.
If you read all of this, thanks for being interested in my random rambles and ideas and hope you like them. Maybe I will come up with more (was considering Part 6 Protagonists as Monsters, but not many ideas yet), but for now have these funky creatures!
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nat-20s · 3 years ago
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 Part 8 of the wonderful! Au: the boys answer some questions! Up to you to decide if they actually clarify anything!
(also on AO3)
~*~
Martin: Hey everyone! I know what some of you are thinking right now: it's not Tuesday, why is this episode in my feed? I know significantly more of you are thinking: I don't consistently keep up with podcast releases, how much free time do you think I have, buddy? To answer your queries: this is a bonus episode! We're answering listener questions to clear the air and/or have fun. Also, I don't know, around 20 to 40 minutes a week, as that is the average amount of time per episode? Maybe during your commute? My husband's omnipotence has been gone for five years, we just have to guess at that sort of thing now.
Jon: For legal reasons, that last statement was a joke. In fact, to cover all of our bases, we do not guarantee that any of our responses are genuine.
Martin: Just because we say we'll answer things doesn't mean we'll answer truthfully. Though, honestly, I think we might make it more enjoyable if we do tell the truth. Like, I don't necessarily have a fun lie prepared for our first question from konspiracyking97: "What's their fuckin deal anyway?"
Jon: Is this referring to the oblique references  we've made about being from a parallel reality and only ending up here as a consequence of ending one apocalypse and potentially starting another or the general premise of the show?
Martin: Oh, it's gotta be general premise, yeah?
Jon: In that case, I'm Jon, the other voice you're hearing is Martin, we're married, and we talk about things that are..nice? Good? Usually generally but occasionally rather specifically pleasant.
Martin: That pretty much covers it. It's not a complicated show. Uhh, next question comes from Shane: are either or both of you aliens? Nope!
Jon: Well..
Martin: No. We are 100% human people from Earth, we are under no definition extraterrestrial.
Jon: Eh..
Martin: Okay, first off, I know the tone of that 'eh' and "not fully human" is not synonymous with alien, so even if 100% is being a bit generous, we're still from the same planet as our listeners.
Jon:..
Jon: But. We sort of aren't though. Technically speaking.
Martin: No no no no no. I don't care if it's parallel, Earth is Earth is Earth, regardless of whatever nonsense metaphysics might be occurring.
Jon: So what you're saying is that if you got sucked through a portal and landed on an Earth where dinosaurs were still the predominant species, you wouldn't consider yourself to be an alien?
Martin: Nope!
Jon: I'm certain that they would consider you an alien. All of their mammals are probably shrew sized.
Martin: Sounds like a them problem.
Jon: Sounds like a-?! You know what, no, this will be an off the record debate, for now, I suppose I concede that the two Earths and our physiologies are similar enough that we might, maybe, not count as aliens.
Martin: Thank you. Anyway, our next question is from anonymous, and asks, "Is all of this an ARG?"
Jon: A whomst?
Martin: Alternate reality game. It's a method of storytelling that's interactive with audience, and usually has, I dunno, a certain suspension of disbelief to it where it pretends to be something actually happening in the real world until a dramatic reveal. A lot times it was used as a marketing gimmick, but others have done it just for fun. I can show you some examples after the show?
Jon: So it's in essence a more involved creepypasta?
Martin, delighted: Aw, babe, I'm never going to have a handle on what pop culture you are and aren't aware of, huh?
Jon: We were born within a year of each other, and I've told you that I was a deeply morbid teenager, you should probably be able to intuit some of things, love.
Martin: This coming from a man who has yet to see "It's a Wonderful Life", but has seen every film in the "Banjo Cannibals" franchise, including the Easter special. Jesus doesn't exist in the Banjo Cannibals universe, why does it have an Easter special?
Jon: The movies are rather shoddily translated from Russian, so I'm fairly certain the Easter component of that special was invented wholesale in the English version.
Martin: You say that like it answers more questions than it raises.
Jon: Yes, because it does. Oh, and to answer anonymous's question, no, this isn't an ARG. From my understanding of it, if it were, it'd be a poorly constructed one, as there's no real game element to any of this.
Martin: Hmm. Well, sometimes the game component is just trying to figure out what's going on with the story, or if there's any deeper content, and people are definitely doing that with this show.
Jon: That's not by design though. It's more a side effect of us having poor brain to mouth filters, I'd say.
Martin: Harsh, but fair. Oh, this next one is from Zac, no K, who asks, "Are you two actually even married?"
Jon, flat: We are, but it's under false names because this whole thing is an elaborate insurance scam.
Jon, incredulous: Yes, obviously, we're married. What did you hear in this podcast that would make you wonder otherwise, and how do we rectify it?
Martin: Clearly we need to up our quota for how "disgustingly in love" and "horrifically sappy" we are per episode. Which segues nicely into the next question from Gwen, "What's your favourite wonderful thing you've brought so far?" My answer: my husband. He's kind of my favourite in most things, you know?
Jon: Boooooo
Martin: Why, what's your favourite thing?
[Jon reluctantly sighs]
Jon, indulgent: being married.
Martin: A: serves you right for trying to pretend you're the less horrifically sappy and romantic one even though earlier today someone put a love note in the lunch they packed for me-
Jon:- Lies and slander! I have never, in my life, done that, even once.
Martin: Oh, sure, not even once. And you definitely don't reserve the lilac sticky notes specifically for my lunches because you know I like the colour. 
Jon: I..I don't.. you're rather ruining my image here.
[Martin snorts]
Martin: Can't have the audience think that you are, on occasion, an incredibly doting husband-
Jon: -A title I would argue we both share-
Martin: - which is obviously why, even with it being your favourite thing you've brought, being married to me is just a small wonder-
Jon, audibly rolling his eyes: As I already explained-
[A Pause}
Jon: Actually, you're right-
Martin: Wait-
Jon:- I really should have brought it as a larger wonder-
Martin: Wait-
Jon: though I should warn you, I think I'd have far too much material for just one little segment-
Martin: No no no no no-
Jon:- In fact, I think I might have too much material for just one little episode-
Martin: Joo-oon-
Jon: I might have to do a whole series! Where would I even start? I mean I could talk about how every day I get to watch the early morning sun highlight your curls when I get up first, or hear you quietly humming and shuffling around the kitchen when you do, or I could talk about how the lunch notes only started in the first place as retaliation to the notes you would leave on the mirror for me to find, or how every time I get to see you at ease in a way that you aren't with anyone else, it takes my breath away, or I could talk about how cute I find the lines between your eyebrows that you only get when you're thinking something petty, but you know it's petty so you don't want to say anything-
Martin: Okay, okay, Christ, I give !up I surrender, and will cease my teasing on this particular topic.
Jon, probably making the :3 face: You don't have to stop. I mean, I could also discuss how very, very attractive I find your voice when it takes on a teasi-mmph!
[There's a pleased hum, then a pause.]
[The audio quality is slightly changed, as if the recording has been stopped and then started later]
Martin, giddy: Uh, heh, anyway, Eric asked what the least favourite thing we've brought was, and because of Jon's attempt to embarrass me live-
Jon, overlapping: It's definitely not live-
Martin:- on air, I'm gonna say it's my husband.
[Jon scoffs]
Jon : If the past few minutes are any sort of indication, I'm going to go ahead and saying that you are lying.
Martin, sighing contentedly: Maybe a bit, but how was I supposed to resist when your indigance gives you that adorable little nose scrunch? In reality, my least favourite thing was probably, um, mini golf? Which, I still don't think is inherently bad, definitely superior to regular golf, but when it's the only thing a next door two year old wants to do with you, the charm begins to wear off a bit.
Jon: Wow. A rather scathing review of a toddler.
Martin: Not so much a scathing review of a toddler as it's a scathing review of minigolf's inability to keep its appeal after the third time in the same week.
Jon: Mmm, the sound effects rather quickly go from part of the atmosphere to part of the irritation, don't they?
Martin: So what's your least favorite thing we've covered here?
Jon: Oh, love, I'm not going to pretend to have nearly enough memory of what we've covered so far to have a least favorite.
Martin: Really? Nothing that you regret or rescind?
Jon: Well, regret, certainly. It was one of the weeks where you went first, and your second item was mutual aid funds, and what they can do for marginalized communities, and I had to follow it with fucking Slapchop.
Martin, poorly suppressing laughter: In your defence, Slapchop, or whatever offbrand we have, is pretty useful, especially when either your scar or my arthritis is acting up.
Jon: I'm still not convinced you didn't somehow see my notes for the recording and decided you get revenge for the first year that we knew each other.
Martin, no longer suppressing his laughter: Yep, you got me! This marriage wasn't an act of insurance fraud, but it was a near decade long con to humiliate you on a podcast that about twenty people listen to. I'll draft up the divorce papers immediately, and then we can finally go our separate ways. 
Jon: I'm glad you've at last admitted it. Such a weight off of my shoulders. Goodbye forever then.
Martin: Right.
Jon: Right.
[A beat.]
[There's a pfft from one of them, before both dissolve into giggles that lasts a good 30 seconds.]
Martin, slightly out of breath: I can't believe we're the kind of people that talk this much about speciality kitchen gadgets.
Jon: Sorry about that.
Martin: God, don't apologize. I'm, like, deliriously happy with our varying degrees of useful cooking ware filled life. If you had told 25 year old me that one day he'd be debating the merits of getting a tortilla press with his husband, he'd have wept, I tell you.
Jon: Funny, if you told 25 year old me the same thing, he would've said "You don't know the future,piss off" and then quietly have a bit of a panic at 3 am that night.
Martin: I bet you were insufferable in your mid-twenties.
Jon: First of all, who isn't, secondly, I was fresh out of Oxford, and third, I was insufferable in my late twenties, as you can attest to, and I'm insufferable now, as you can further attest to, so extrapolation would indicate that, yes, I was insufferable back then.
Martin: Probably a different kind of insufferable, though.
Jon: There are different kinds?
Martin: Of course! You used to be "prick boss" insufferable and now you're "smug in a way that I can't admit I find hot or it will go straight to your head" insufferable.
Jon, in the aforementioned smug tone: Oh, really?
Martin: See, see! Straight to your head.
Jon: Well straight is probably the wrong descriptor-
Martin: Oof, 4 out of 10 joke, babe.
Jon: That would be a far more convincing rating if you weren't grinning right now.
Martin: It's a genuine review, I'm just well known to be a sucker.
Jon: You and me both, darling.
Martin: Okay, if you're pulling out darling, you're clearly in too giddy of a mood to be focused on recording. Last question, from Jess, "You two mentioned meeting at work, but how did you actually end up together?" That's easy, Jon pulled me out of a hell dimension and then we went on the lam together to Scotland.
Jon: If that's not the way to tell a cute boy you like him, I don't know what is.
Martin: All right, that wraps up this bonus episode, and as the old saying goes, hiding from murderers in a cottage is more conducive to romance than suggesting you gouge out your eyes together.
Jon, cut off: Hey-!
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algernoninwonderland · 4 years ago
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Hi i rlly like ur blog and ur takes!!, whats your fav episode of ml?
Hi! Thanks! It may not look like it, but Miraculous isn't a show I that I hate, because I don't tend to watch shows that I hate unless I really want to rip them to shreds. Which requires some intellectual honesty, so I need to watch everything so that I can discuss everything.
Miraculous is a show that frustrates me, because I actually like quite a few episodes! So giving you only one answer is going to be super hard. Would two-parters be considered as one episode? Who knows. I'll try to give you two answers for each season, and my favourite season 4 episode this far.
So, season 1! It was a fun one, there are very few outright bad episodes, it was a very promising one overall!
Stormy Weather
It is, to me, the best season 1 episode, and maybe the best episode of the show proper. It's basically all of what Miraculous can be, condensed in twenty-two minutes, and while it also includes some of the show's flaws, they are rather minor here.
The storyboarding is stellar, the use of shot composition is genuinely terrific and so is the visual storytelling in general, the character acting is brilliant, the rendering is the best the show has ever gotten, the lighting is so expressive, they make full use of the show being 3DCG by moving the camera around in ways that make sense rather than having it spin around stupidly and meaninglessly as would often be the case later on. The character writing is really effective, so that, by the end of the episode, you know who these characters are, and you've got a few ideas of where the show could be going next and you find yourself wanting more. It establishes the storyworld and the basic character dynamics in a very efficient way and it made a strong impression on me. This is how you make a pilot episode.
The Origins two-parter.
It's the proof that the show can attempt character arcs and continuity and be good at it, and make the Love Square actually appealing and not a somewhat annoying gimmick. It captured what falling in love as a teenager actually feels like, and that's an impressive feat I've rarely seen anywhere else. Thank Étienne Guignard for the Umbrella Scene, he's the one who boarded it (he went on to work on some of the best sequences in Steven Universe: Future). Back then, “they're made for each other” made actual sense and didn't make me want to turn off the show. It's a satisfying two-parter.
Moving on to season 2! Which also did tons of interesting things which made up for less competently-written and animated episodes.
Dark Owl
Worldbuilding revolving around civilian characters? In my episode of Miraculous? It's a rarity but we love to see it! It's a very fun one, the pacing is great and M. Damoclès' Knightowl cosplay/Batman fantasy actually makes a lot of sense and is very entertaining. The Love Square interactions in this one are great, that bit of reveal for the kwamis actually felt impactful, something actually happens to M. Damoclès once he's been deakumatised and what caused his akumatisation in the first place is being addressed and solved. It's very enjoyable! Just thinking about this one makes me smile.
Riposte
I like sabre fencing. I like perfectionist “gifted” kids crushed by parental pressure who put on a front of coolness but are still just kids underneath. So of course I liked Riposte and I loved Kagami from the very start. The fencing animation is good, they get the timing and poses right, the rendering is actually pretty great for this one too. It makes sense that Marinette would behave this way and have such a strong bias against that other fencer, even without knowing that it's Kagami. It's not without its flaws, the reveal that “it's actually a girl and she's cute, and could this be a rival for Marinette?” annoys me, and “she's Japanese, therefore that whole Samurai BS, in the year of our lord 2017” makes sense considering who her mother was but we could only make inferences back then, also it doesn't make it any less orientalist bullshit. Nevertheless, it's an episode I really quite enjoyed.
Moving on to season 3!
It's my least-favourite season so far. Doesn't mean there aren't good moments in it. I would put Oblivio on this list if not for the last two minutes which are, if you'll pardon my French, utter dogshit that makes me hate what they're doing with Chat Noir, it kind of ruins everything. Because the rest of the episode is genuine fun, like, actually genuinely fun and then this shit happens. Desperada could be a good Adrien episode but it's disguised as a Luka episode and it's just not very memorable. Most plot-heavy episodes have very mediocre execution and questionable creative choices that make me frustrated with a lot of them.
Chris Master
It doesn't get talked about a lot, and I understand why, but I also really like this one. The art direction is fun and reminiscent of A Town Called Panic, one of my favourite Belgian cartoons ever, which uses real toys and stop motion. The animation is lovely, the show remembers that Marinette is a fashion designer for once. Chat Noir is fun. The akuma is fun. It's just a fun time overall! Sometimes, you just want to watch giant toys and weird flying fish and Miraculous delivers on that.
Ikari Gozen
Hate the orientalist BS, hate that they're doing the whole Samurai spiel in, wow, 2019, but aren't actively disproving it by having other characters not buying into that. These are the only two Japanese characters in the show for crying out loud. Hate that Kagami is still wearing a school uniform for no good reason, even when doing kendo. Despite these flaws, Ikari Gozen is great, for both Marinette and Kagami. It has some of the strongest character writing in this show and I didn't expect that.
Moving on to season 4! But you probably know what my favourite episode so far is, it's the same as everyone else's.
Gang of Secrets
It's not perfect, not by any means, but it does so many things right that I can't help but like it. It builds on everything the show has been so far, and it's a very gratifying experience for the viewer. Continuity gets to play a major role for once. Alya finally gets to be a fully-realised character again, the show stops treating sadness like a fashion accessory and actually does something good and clever with the theme of its episode. And most of everything clicks together in a way that delivers in terms of emotional payback. This episode is a game changer. I hope there will be other episodes like that in season 4.
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zippityzap · 4 years ago
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My Top Ten Favourite Moments in Sonic Games
The past 30 years the Sonic series has had a lot of memorable moments, too many to list fully, so in celebration of my recent follower milestone, today I’ll be presenting and explaining my personal top ten favourite moments. I would like to emphasise that this list is very subject and is highly influenced by my personal experiences with the Sonic series. It’s not intended to be objective by any means, and I would love to hear what moments you guys would put on your own lists! Additionally, this list is only for things from the games, in the future I’ll make another list for other Sonic media
Without further ado, let’s get started!
10) City Escape’s GUN truck
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Interesting set pieces and small scripted moments in levels have been a staple in the Sonic series since the beginning. Sure, they’re not always challenging from a game-play standpoint, but they’re always an entertaining spectacle. One of the most ionic of these moments (and one of my personal favourites) is being chased by the GUN truck. City Escape is already a highly memorable level from the get-go, but the truck sequence is the cherry on top. An additional shout-out to both of the Generations versions of the level for not only bringing it back but changing it up just enough to surprise you and keep you on your toes!
9) Escaping Null Space
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Forces is one of those games that I would describe as a truly mixed bag. Yeah, there are a lot of things about the game that kinda sucked or were disappointing, but when it hit a high, BOY did it hit. While I agree with many people that having the Null Space portion of this level actually have gameplay in it would’ve made this moment impact a little harder, I’m just in love with that transition from the silence of null space to the bombastic chorus of Fist Bump. I thought it was a really exciting moment that hypes you up for the rest of the level.
8) Sonic Heroes’ opening cinematic
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Heroes was my first 3D Sonic game, and consequently it was my introduction to a lot of things that are staples for the Sonic series. Vocal themes, an extended cast and their interpersonal relationships, story routes that connect to each other. These are some of my favourite things about the Sonic series, so even if some aspects of the game aren’t that great, I could never ever hate or even dislike Heroes. I feel like the opening cinematic to Heroes (the one with the theme song as the music) is the aspect of Heroes that really encapsulates those feelings best. I must’ve spent hours as a kid letting it play over and over again singing along to it.
7) Shadow the Hedgehog (2004) title screen cinematic
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Before you laugh, here is where I must remind you that this list is extremely subjective and highly influenced by my personal experiences and memories. Ok now imagine this: you are a 7-8 year old kid, and your experience with media that isn’t mainstream radio or educational children’s tv shows is fairly limited. You’re getting deep into the Sonic series for the first time thanks to playing Heroes and seeing some of the cartoons and you’re interested to know more about the series. You visit Sonic Central, the official site at the time, and they have a music player with a variety of songs from the games. One of the songs it plays is I Am (All of Me). I won’t lie, I was a little blown away because I’d never really heard anything like it before, so I go to find out more about the game it’s from and I come across that opening cinematic.
I think it’s very, very, easy as an adult to laugh at the Shadow the Hedgehog game and it’s… direction, but adult me was not the target audience of that game, kid me was. Say what you want but the effect that game was going for I think is something that just hits best with sheltered little kids, and I’d be curious if anyone else had a similar experience.
6) The ending of Sonic and the Black Knight
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I won’t go into too much detail on this one, since this is very much a fan favourite moment and many others have gone into detail about why it’s so great. Black Knight is certainly one of the games that captures Sonic’s character the best, and his words at the end of the game certainly encapsulate this. Followed by the amazing credits theme of Live Life, the ending of Black Knight is certainly one of the most emotional moments in the series.
5) Sonic Generation’s credits
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Anniversary games can be a bit of a controversial subject for the Sonic fandom; 06 was one of the games released for the 15th anniversary while Forces is often considered to be a 25th anniversary game. I think Generations really achieved the feeling and the specialness of a celebratory event though. It’s one of my favourite Sonic games and the whole game is full of brilliant moments but I feel the credits really evoke the celebration vibe: a Sonic 1-esque music melody as the credits song, showing footage from the original games each stage is from, and the cherry on top: a ‘Happy Birthday’ message to Sonic recorded from fans who attended the 2011 Sonic Boom and Summer of Sonic conventions. It genuinely warms my heart every time I finish the game.
4) Metropolis Capital City level
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Forces gets another representation on this list! Honestly, I believe the parts of Forces that were exciting, such as this, really demonstrate my opinion that Forces had a lot of potential to be a really good game. But I digress, this was my favourite level from Forces because it shows how fun of a villain Infinite could be. The way that Infinite follows you for most of the stage and uses illusions to fuck around with the stage itself? That’s really fun, and it’s not just stage gimmicks for the sake of having a gimmick, it ties into the powers of the villain and makes the player feel involved in a way because Infinite is messing around with you specifically and is having to make to think on your toes. Granted, part of makes this stage stand out so much in a good way is because it’s so different from the rest of the game and it takes you by surprise, so maybe the impact wouldn’t be as hard hitting if this sort of design was used more in the game, but c’mon when you have a villain who’s powers are illusion-based, the sky’s the limit!
3) Sonic Unleashed’s opening cutscene
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Can you believe this game came out over a decade ago and the opening cutscene still looks this stunning?! Depending on who you ask, some might even argue that this cutscene has yet to be topped, and honestly, I’m in that camp. Not only is the rendering beautiful and the choreography of the action exciting, but this scene does a wonderful job of setting up for the viewer regardless of how much prior experience they have with the series who Sonic and Dr. Eggman are, as well as setting up the events of the game. I recall being very happy when I heard the animation team for this cutscene would also be handling the animation for the movie.
2) Beating Sonic Unleashed for the first time
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So, this is another pretty personal one. I played Unleashed for the first time a few years ago and it is in my opinion, one of the most difficult Sonic games. Sometimes intentionally, sometimes for completely bullshit reasons. My first ever run of Eggmanland was around 40 minutes long and apparently that’s considered a pretty decent time for your first go, but christ it was a nightmare to finish (looking at you, that one section where you have to platform on pipes without a drop-shadow). The following boss sections weren’t much easier- I don’t rage much with video games, I tend to whisper swears under my breath at most but that part where you’re running on the Gaia Colossus had me screaming in anger every time I lost a life.
BUT when I finally beat the difficult sections? Felt like finally cracking your back after feeling stiff all day. Like taking the first sip of water after a walk on a hot day. The relief and satisfaction I felt was indescribable and slowly winding down while Dear My Friend plays as the credits theme was blissful. I don’t play difficult games that often so Unleashed is one of very few games that I have this sort of memory with.
1) Watching my dad get the good ending of Sonic 1
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Here’s a small amount of backstory for this pick. My dad got his first job at 19 and he used his first pay-check to purchase the then newly released Sega Mega Drive. He had a lot of games for the console including Sonic the Hedgehog. He kept the console and games in good condition, and they were still perfectly playable by the time his first child was born (aka me!). Sonic 1 was the first video game I can remember playing at roughly 2-3 years old. I wasn’t good enough to get past Green Hill Act 3 but I loved watching my dad play through the game.
I’ll admit; his playstyle’s a little odd, he avoids speed when he can and instead, he likes to search for as many rings and extra lives as possible, but it was so enjoyable to watch nonetheless. The best bit was whenever he would manage to get all the chaos emeralds in a playthrough and be able to get the good ending. Sure, the only difference between the good and bad endings is just some flowers, but it was nice to see him be happy that he was able to achieve that ending.
And that’s the end of my list! Upon looking over it I realise most of it is either openings or endings to games…oops. I suppose they tend to be parts of games that get special attention during development since they bookend the journey. When I get around to making the second list, I’m sure it’ll have more variety, and as I said before, I’d be very interested in hearing what everyone else’s favourite moments are!
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askkrenko · 4 years ago
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Krenko’s Guide to Pokemon: Gastly Line
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I may or may not be afraid of some ghosts.
DESIGN: 
Gastly, Haunter, and Gengar are an interesting design combination of a creature being fully realized. Gastly is just a face, really, while Haunter has something of a proper head and hands, as well as the hints of a body. Gengar is then the full creature, with legs and everything. Meanwhile, Gastly has a very will-o-wisp look for a minor ghost, while Haunter is more actively ghostly. Gengar, meanwhile, is designed to be sort of an animated shadow of a nonspecific Pokemon that’s absolutely Clefable. It’s name, even in Japan, comes from the word Doppleganger, which is a magical being that looks like a copy of a real person. Basically your classic evil twin. 
All three designs are relatively simple, but I also think they get the point across. These things are spooks, and they’re all the same spook gradually getting stronger over time.
The only really weird and confusing thing about the trio is... Haunter is bigger than Gengar.  Forget the tiny Haunter you remember from the anime. 
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Thanks, KlavernBoer for taking this picture. Haunter is 5′03″. or 1.6m. Seriously. It’s HUGE. It’s just only in the newer games that you can really tell. The anime’s wrong on other sizes, too, but the Haunter one is extra surprising because you can ride Haunter in Let’s Go.
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So, the base three are fine, and then we’ve got two added forms. Mega Gengar, like many Mega evolutions, is just... X-TREME!
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I don’t really have anything interesting to say about Mega Gengar. It’s just Gengar but spikier. It has a third eye for some reason... and if anything it feels like it’s devolving back toward Haunter with the forward-leaning pose and the lack of feet. It’s interesting for the Mega Evolution gimmick, but I’m really not feeling the design. You know what design I do feel, though? GIGANTIMAX GENGAR!
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At over 65 feet tall, this thing is higher than many buildings, and it clearly just wants to eat everyone and everything into the netherworld that is its mouth.  According to the Pokedex, its mouth leads directly to the afterlife, and if you stand too close you’ll hear your loved one’s voices calling for you to enter. 
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Those children are about to get eaten. That’s just what’s going to happen. Maybe they can fight it off, but if not, they’re snacks. I also love how Gigantamax Gengar sinks into the ground, making it even bigger than what we can see. It’s huge. It’s terrifying. I love it. EVOLUTIONS:  Gastly to Haunter at 25 is fine but I’ve already complained about how trade evolutions are kind of out of date and more of a pain than they are fun anymore. Back in they day they were fun, sure, but now it’s just a chore.  Mega Gengar was a bad idea. Many Pokemon needed Megas. Many Pokemon want Megas. Gengar was not one of them.  In fact, Gengar was so good even before getting a Mega that they had to nerf it by changing its special ability from a good one to a bad one, and it’s still an entirely solid Pokemon. Megas very clearly were distributed more on ‘what would be cool’ rather than ‘what Pokemon needs a boost’ and that makes me sad. Because part of the reason Gengar is so cool is that it really doesn’t need the boost.
Gigantamax Gengar is basically a straight upgrade from Gengar. Max Phantasm lowers an opponent’s physical defense, but Gengar’s special attack is literally twice its physical, so there’s no reason to use that. Instead, it gets G-Max Terror, which prevents the opponent from switching out. 
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Art by please tell me if you can figure this out I’ve done reverse search and nothings turned up. It seems to be linked to https://theroaringtrainers.com/ but I can’t actually find it there.
TYPING:  Poison/Ghost was a really dumb thing back in Red and Blue. Ghost was the only thing good against Psychic, but there were no Ghost moves worth a damn and the only ghosts were Poison/Ghost, so they were weak to Psychic.  Now that the Psychic bogeyman’s a lot less of an issue, this type combo is a lot stronger. The Gastly line has four weaknesses, two resistances, two double resistances, and two immunities.  Six is a decent array of defensive types, and the fact that Normal, Fighting, Poison, and Bug attacks fall off Gengar like water off a duck’s back really helps.  Offensively, Gengar’s getting super-effective hits on only Ghost, Psychic, Fairy and Grass (two of which are getting super-effective hits right back on Gengar), but almost nothing resists Ghost, and Poison works just fine on most of the Dark and Normal types that do.
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Grim Haunter by Dragolisco
STATS: 130 Special Attack, 110 Speed. Oh, you want to know about its other stats? ...Why? It has 130 Special Attack and 110 Speed. It usually goes first, and the other Pokemon often won’t survive. Okay, so, defensively, Gengar’s sub par at 60 HP, 60 Defense, and 75 special defense, but those stats aren’t so low that he’ll simply collapse to most hits. Just build for Special Attack and Speed, and swing for the fences. It’s not complicated. Mega Gengar has bigger numbers all around, with 170 Special Attack and 130 speed, with both defenses raised by 20. Look, if you have 130 speed and 170 special attack it doesn’t really matter what your other stats are. You’re a murder machine. 
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Art by TsaoShin 
ABILITIES: Gastly, Haunter, and any Gengar in generations 3, 4, 5, and 6 has the ability Levitate. With a ground weakness and two pre-existing immunities, Levitate makes them particularly hard to stop. Shifting this line’s already defensive typing to include three immunities and four resistances with only three weaknesses is absurdly powerful, and the devs figured that out the hard way. As of generation 7, Gengar has the Cursed Body ability.
Cursed Body... is an ability that exists. It’s has a chance to disable any move that hits Gengar, and while that’s not garbage, Gengar’s relatively fragile body means you’re unlikely to see it trigger in a normal fight, except maybe on an attack you intentionally jumped in front of because Gengar’s resistant anyway and you’d rather they use again instead of switching attacks.  Yes, sometimes it’ll save your life, and sometimes it’ll really mess up someone using a Choice Band, but it’s not really a relevant part of the overall Gengar discussion. Mega Gengar has Shadow Tag which prevents the opponent from switching out.  Shadow Tag is a very powerful ability that makes sure Gengar gets to knock out what Gengar wants to knock out. There is no escape from Mega Gengar.
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Pokemon x UNDERTALE: Chara and MegaGengar by Sa-Dui
MOVES:  Gengar is one of those early Pokemon that gets all sorts of moves that it has no reason to have. I have a theory that when TMs were first programmed into Red and Blue, every Pokemon could learn every TM, and then they decided that was silly and cut out the moves that really didn’t make sense... But any Pokemon programmed in after this was instead given TM moves case-by-case. My basic evidence for this is that the Pokemon that can learn Thunderbolt for no apparent reason are mostly Pokémon early in the Internal List.  I haven’t really gone on a deep dive, but this is my theory. Anyway, for attacks, every Gengar takes Shadow Ball.  Gengar gets it on level-up, it’s its best Ghost-type move.  The only bit of competition here is Hex, which requires either Hypnosis or Will-O-Wisp to set up.
Gengar’s other attacks have a lot of options. If you want a Poison move, Sludge Bomb. While Sludge Wave technically does more damage to a single target than Sludge Bomb, the added 20% chance to poison in Sludge Bomb is generally going to wind up being more damage than 5 more power. 
The only things that don’t take full damage from Shadow Ball are Dark and Normal, and while Sludge Bomb can work on them, they share a weakness in Fighting. With fighting ALSO being super-effective against Ice, Rock, and Steel, many Gengar trainers teach it Focus Blast, an absurdly strong albeit highly inaccurate attack.  Further, Gengar has plenty of special attack options like Dark Pulse, Thunderbolt, Psychic, Energy Ball, and Dazzling Gleam if you just want more options at Super-Effective damage.  If there’s a Pokemon you’re particularly worried about, Gengar probably has something it’s weak to.
But what sweeper setup would be complete without Sword Plot or Nasty Dance?  Get a moment to set up and Gengar can double its Special Attack, giving it an easy time tearing through anything that gets in its way.
On the other hand, maybe you’re a bit worried about backlash. With high speed, Substitute can make a good defensive measure and scout what the opponent’s doing.  And aforementioned Will-O-Wisp and Hypnosis can severely impact the opponent’s ability to smash your face in while also turning Hex into a 130 power attack. With Mega Gengar’s Shadow Tag, you can get even tankier. Disable and Taunt can severely inhibit a Pokemon that’s trapped in combat against it, and if you really just want to trade Megas, you can use Destiny Bond because they can’t exactly switch out.   Gengar has a lot of options, and it’s good at them.
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Art by Nohbyl
OVERALL:  The Gastly line is great. They look cool, they’re powerful, they’re useful, and there’s actually a bit of a niche for Haunter to be used on its own due to having a different ability than Gengar, not that it’s a particularly good one.  GMax Gengar is great, too, though Mega Gengar is entirely unnecessary.  Gengar with Levitate was good enough before Mega Gengar existed, it’s weird to me that they added the Mega, then nerfed base Gengar. 
Anyway, Gengar’s in a great place, always has been, and I’m sure we’re going to keep seeing it for years to come. It’s also simple enough to easily show up in any region, and popular enough that they’ll never shelve it for long. 
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atrainernamedradish · 5 years ago
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Top 10 Favorite Pokemon
You’d think a top 10 for my favorite Pokemon of all times would be easy, but it has taken me quite a while with some soul searching to actually comprise this list together. While I feel as though most of this list is slightly unique compared to most top 10s, you will still find a few Pokemon in here on typical favorite lists.
Since this is a top 10 some Pokemon had unfortunately to be cut. So here are my Honorable Mentions: Slurpuff, Rowlet, Furret, Leafeon, Bulbasaur, Maractus, Appletun, Vanillite, Girafarig, and Braixen.
Top 10 Favorite Pokemon:
10) Cradily
I’m not normally one for fossil Pokemon. Don’t get me wrong, I think reviving fossils is a cool concept with Gen VIII expanding on the idea of creating abominations against what nature intended, but other than that… the concept falls flat for me after that. Not to mention most of the fossil Pokemon designs don’t do much for me. However, the Cradily line has come a long to be that exception towards my general distaste for them.
I’d like to think it was the typing of grass that gave this old fossil the charm to win me over. My Sun Wonderlocke is also a big metagaming factor with Cradily having survived on the winning team that beat the challenge.
It’s got a unique typing and a weird design being the oddball on this top list, but it deserves its spot nonetheless.
9) Gogoat
Sometimes you just need a Pokemon that has a good design, a favorite typing, a decent move pool, and fun to use on a team to become someone’s favorite, and that’s exactly what this Pokemon did to earn its spot on this list. Plus, whenever I play XY I always wanna use one lol!
8) Roserade
Some might disagree with me, but giving Roselia a pre-evolution and evolution was one of the best things to ever happen to it. Roserade is just so cool yet so elegant all in one design. (Budew is hands down my favorite baby Pokemon, if anyone is curious~) I also have this weird fixation on roses so that’s another reason why I adore its design~
Every time I play in the Sinnoh games I almost always want to use one on my team. (Playing a Torterra playthrough and fighting that urge haha!)
And not only is it a solid grass type, but a poison one to boot!~
7) Ampharos
...speaking of Pokemon that I almost always wanna use when I’m in their native region…
Three Pokemon on this list are here from my fondness of them as a child/pre-teen with Ampharos being one of them. Ampharos is definitely an odd one for its typing: slower and bulkier despite being a pure electric type, which had a niche of being faster and fragile. Not to mention it’s a sheep that sheds and grows into a llama! So I guess you could say its oddness is what I find so charming about it~
6) Breloom
...and also speaking of childhood favorites that are charmingly odd…
Breloom’s design and typing makes no sense, unless you wanna count the fact that it looks like it has some kangaroo in there for the fighting part… *shrugs* and I couldn’t care less. I have no idea (besides the mushroom part) what this Pokemon is supposed to be and I love that! It’s just so useful and good and it’s almost always on my Hoenn team.
5) Eevee
There are people probably rolling their eyes and groaning in dismay, but I will forever stick by this Pokemon. When I was a kid I was obsessed with this Pokemon! I had to have anything Eevee I could get my grimey little mitts on! My mom even made me an Eevee costume for Halloween that I remember fondly to this day!~
I know Eevee has reached overrated status, but honestly, and not saying this because it’s on my top list or anything, but uh… Eevee actually has a good reason for being popular besides being those who are the mascot (Pikachu) or nostalgia (Charizard). It’s cute and versatile. Do you need a certain type on your team? An Eeveelution can almost always fill that missing spot. Plus one of Pokemon’s biggest gimmicks in evolution, which Eevee sells pretty well since that’s its claim to fame!
But I will admit that Eevee is on here for nostalgia purposes and not putting it on here wouldn’t have felt right.
(If the Let’s Go games hadn’t have been a thing then this list would have been starterless… go figure.)
4) Sawsbuck
This Pokemon was originally lower on the list till I really sat down to explain why it was on here. Normally I have a hard time pinpointing what I like in a Pokemon design, and I was thinking of what I liked so much about it had I finally have a Pokemon to sort of show that in.
What I like about Sawsbuck’s design is that it’s not just a normal deer. It’s a deer mixed with a tree and its seasonal cycles. I like that it has forms that tie into an in-game mechanic instead of just bloating up the dex that fit its typing. Its name sneakily hints at the form changes too, which is brillant! You can clearly tell what its typings are just by looking at it. Some might argue that the Normal typing not so much, but, and myself included before, I have met a few people who have mistakenly slapped that typing onto the likes of Gogoat because Normal is usually associated with animals. Not to mention deer are a huge problem in the country in which the region is based off of so that was a smart decision in kaing one for those games. Sawsbuck is also quite handy at tanking a lot of physical damage, especially when you’ve got moves like Leech Seed and Horn Leech on it. So I thoroughly enjoyed using one the first and only time I have (though I plan to use it again at some point).
I hope I’ve made sense with why this particular Pokemon qualifies as the example of my choices in choosing Pokemon.
(Oh and if anyone is curious… the Autumn one is my favorite aesthetically out of the four forms.)
3) Ludicolo
This goofy looking thing puts a smile on my face. Its idle animation is charming, and it makes me giggle when it shimmies in its attack animation. I don’t know what it is about this thing that I simply adore, but finally having since used one in my first playthrough of Alpha Sapphire I almost cannot be in Hoenn and not use one. Not to mention I love the dual typing of water/grass. It’s so handy and such a good combination~ Overall Ludicolo is *chuckles* an odd duck that makes me feel joy every time I see or use one.
2) Alcremie
This was THE Pokemon I was the most excited to use in Galar upon its reveal!~ It was already so cute being a part of a theme of Pokemon I simply love: food-based Pokemon, and then what does it do? It can turn into a giant fucking cake! Like holy shit…! And then down the line in another reveal trailer what was the first thing I immediately noticed; an alternative colored one! What’s what Game Freak? Different flavors of this thing? Sign me up!
From its design, to its Gigantamax form, to its flavor forms, its shiny, and even the way you evolve it I just love everything about this Pokemon!~
(My only gripe is that if I want to Gigantamax one I have to go out of my fucking way to find one, and that irritates the fuck out of me! Not to mention two of its candy options are event exclusive, which is horse shit! But that’s just a personal gripe more than anything so don’t mind me…)
1) Aromatisse
This Pokemon is fat, pink and sassy, and I fucking LOVE it!~ It looks like someone tried to fuse a fuzzy perfume bottle with a cancan dancer, a flamingo, and a plague doctor mask, and we go this beautiful mess!~ I also love the fact that this thing is 50/50 on the gender scale so you could essentially have a drag queen on your team, which makes sense for its over-the-top design. I also love how it literally screams and whoops at you in its model cry. If it shows up you’ll see and hear it.
People talk about how cute its pre-evolution is and how they prefer it to Aromatisse, and honestly I’ve always felt the opposite of that. Spritzee is cute but Aromatisse is wonderful!~
It saddens me that my fandom will almost always put my favorite on the hated lists, but that’s how different opinions and tastes can be… *shrugs* 
(I’m sure many of you are cringing seeing this as #1 and that’s okay lol!)
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masterbeta29 · 5 years ago
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My review of Pokemon SwSh!!!! (or just Shield, cuz it was the version I play, LOL)
Finally, after finishing the game (including the Post game) and fully exploring the region, I think it’s time for me to say what I think of this 8 gen…
I know it’s obvious, but I mention it just in case: This is MY OPINION!!!, if someone disagrees with me its totally valid, I just ask for respect.
ALSO, English is not my first language so I might have certain lack/erros of spelling out there, or I repeat many words, hehe.
It is important to clarify that this review is based on SwSh base, everything that refers to DLC will NOT be included here, my opinion of the game is already done, the rest is extra content.
I wanted to give this review a more ‘’silly’’ tone, since giving negative opinions on the internet can be quite delicate and I wanted to relax the mood. Do not take this seriously, I still have my CONS with the game, but it is still genuinely enjoyable, which for me is the most important thing in a game.  I will talk about everything in general, so I will try to summarize certain points.
LET’S GO!!!
NEW FEATURES
Poke Camp, Curry Dex, Boxes and more
It’s like a dream come true for me, visiting other camps, seeing my whole party next to each other in the screen playing, discussing, running, is something really magical helps, me connect with them and know their personalities better, although I admit that I miss petting them lol and the minigames like in Gen 6. I also really liked the concept of curry as an alternative way to cure your Pokémon maybe I just wish there was a simpler way to know how to create new recipes (ALSO TMs).
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Access to boxes anywhere is wonderful especially when you are breeding, just like, changing the name of trade Pokémon and the move reminder.
Rotomphone
It is not used as much as a phone, more than in the post Game (I can be wrong tho) but it serves as Dex and that’s what’s important really, the new feature is that now it includes the bicycle, that can ride both on land and water and in my opinion it is a degradation of what the concept of  “Poke Ride” was, but as I said before, it fulfill the function it should.
Trainer Cards
The concept of being able to share and customize them with other players is super entertaining, although it is a bit annoying that you always have to make a new code for each small modification. As for the cards of the main characters of the game, I will talk with a little more detail later. 
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Dynamax
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At the beginning it was fun and exciting, but in the end it just became a gimmick that sometimes I had to use by obligation in raids. It is not as epic as the Megas and does not have the weight of the lore and cultural/regional connection like the Z-moves.
The Giga forms, although some are great, and I am happy that they gave Pokémon like Garbodor love, I also think that there were many missed opportunities, starting with the starters of the region or in giving forms to Pokémon that in previous generations already had like Gengar and Charizard.
Raids
They are incredibly fun, it is an activity that you can spend hours and hours enjoying, especially with friends but if we talk about NPCs… OOF, I understand that the purpose of Pokemon is that we all make friends and work as a team, but DAMN, if it is stressful when you lose a raid with 3 friends and an NPC, because the Pokémon only killed the NPC, it is almost impossible to defeat a 5 star raid with only NPCs, and as I said before I understand why they do them weaker, but there are some that are completely useless, I see you Martin Solrock lol.
Poke Jobs and Rotom Rally
I  will be honest, I have not used these features enough to have a solid judgment on these lol.
CHARACTERS
Magnolia
OK, I need to get this off my chest: I am incredibly disappointed and sad with this character, especially since she is/was our first old female professor, to be simply pulled into forgettable land.
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It started pretty well, but then it just disappeared until almost the end of the game to give the role of professor to Sonia … REALLY ?! I hate to say this, but she felt more like a device to give character development to Sonia, when she could have been used in scenes with Rose or repeatedly going into further detail about Dynamax for the MC (you know because she’s an expert about that topic…), before give the paper to Sonia. At least I am grateful that I had a little more screen time in the post game, although not even as a professor.
Sonia
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Thank you Sonia, for allowing us to discover and know the story with you, honestly she was the one who saved mostly my interest in the story. 
But speaking of the character, I like her, I like her dedication to get out of the shadow of Leon’s achievement and to show her grandmother that she is capable, which she finally manages to fulfill, she still has certain insecurities, but that makes her more human, she’s the real professor (I’m still salty for Magnolia tho)
Leon
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Everyone knows from the posts on my PT on Twitter that I constantly bullying the character, but I really like him a lot, he is an excellent guide/brother through the game, charismatic, EXTRA, but very involved in his role as champion, in the sense that he is always aware of what is going on and helping in the process, in addition to being strong (one of the most difficult battles in the game). Definitely among my fav champions with Cynthia, Steven and Kukui (I count him as champion, SU!)
Gym Leaders
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I love them, their designs, personalities, the animations, they are all incredibly memorable, my favorites are Opal, Kabu and Piers. 
But even so, I wish I had more to go on besides the lore on the back of their cards and their battle animations, I would have liked to see them more integrated in the story, and I feel that it lack a little more interaction with some of them, especially Allister and Melony in my case, but at least the trainer cards were a good addition to know them a little more, outside of being a Gym Leader.
RIVALS
OK, I’m prepared for everyone to hate me, *sigh*:
I… I DONT LIKE BEDE AND MARNIE THAT MUCH?… I mean, I don’t hate them, and they are both far from being the worst rivals, but I did expect a little more from both…
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Bede
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I am one of the few of the fandom that does not like rivals flat jerks, because for me, that is not a character but rather  a trait.
But I wanted to give it a try, and when I was just beginning to gain interest in him, they force his backstory in my face… And as I said, I like trainer cards…but more in characters, like G.leaders because these are characters that we don’t see much around the trip, but in the case of rivals, that appear several times and develop in the story, I personally like to get to know them little by little, discover their story and understand them in the course, here I felt it more as an excuse for me, to feel bad for him, especially at the moment he gives you his card.
His relationship with Rose is not explored enough imo. 
And a complete turn-around that happens offscreen, like no joke, the MC literally didn’t see any of it, he just disappears after the Opal scene (but to give him credit, that scene is one of my favorites in the game).
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But you know, I understood that he was just a lost boy, and I’m happy that he found a better place, and I admire his effort to want to change, so in the end I ended up liking him a little more.
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Marnie
Marnie is interesting, because although I agree with many people that she would have benefited from having more screen time, I consider that a good character does not need all the screen time in the world, is about what but what they do with it, and the problem I have with her is that her time was not well spent.
I like her dream and I really like her relationship with her brother, however there was no moment when I really connected with her. I feel partly, that I don’t know her character, like her various personality facets. 
Untapped opportunities: fight with her more times or with her…would have helped the character a lot imo.
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Hop
Hop is the best rival of the three hands down, his trainer card contains the right and necessary information to make us have an interest in the character, but also the story lets us know him more: a competitive boy, but who has insecurities, fears of failure, that is reflected not only by the dialogue but also in his Pokemon team (no really, it broke my heart when I realized that he didn’t have his Wooloo in his team), that he is frustrated and suffers, but he gets up, discovers other tastes and with these finds a new path, ugh perfect, I adore him.
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Forcing the player to defeat him is torture, it is like defeating Hau in USUM and Wally in ORAS breaks my heart.
Rose
In short: ok character, decent /meh antagonist, and a horrible villain. 
Like the climax of the story, Rose is forced in the end to be the villain, when he worked best as an antagonist, his plan makes no sense, his battle is disappointing, although his battle theme is awesome, but it just does not fit the character, the plan, nor the situation at all.
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But the character has a certain charisma, especially in his ‘’suit especially in his incognito suit.”
Oleana
Interesting character, with a potential backstory, with motives and characterization, who is underused in the story * sigh *… I LIKE HER THO
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Overall, I would have liked to see much more of the relationship between Rose, Oleana and Bede, I think it would have benefited the 3 characters…
Team Yell
They are … ok, it is cool to have a team that is not villain, that bother the player from time to time even for good reasons, I admire his dedication and loyalty.
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THE REGION
The region is aesthetically beautiful, the details, the structure, the contrast for example between Hammerlocke and Ballonlea, and despite not living in the UK or having had the opportunity to travel to the destination, according to my friends the region in which the games are based is very well related, which I think is excellent. However, despite the visual beauty, when it comes to routes and exploration it feels a bit limited, there are really some towns, where the most interesting thing to do is complete the Gym, there are almost no reasons to return to the previous town after having passed them…
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But, what I missed the most was the lack of exploration, discovery, the charm of the NPCs…
Many have told me: what about the Wild Area? Because of the ability to explore in an open area, it is probably the best in the franchise! and yes, the Wild Area is a very attractive part of these games (I will talk a little bit about this, later), but as I said, everything that is considered part of the capacity of the new console, I will not take it into account, it is unfair, because a portable console can NOT stand a concept such as the Wild Area although the developers had the idea before, not at least at SwSh scale.
And as I said before and again, the T.Cards are an incredible idea, but for me NOTHING compares to getting to know the characters through the world, dialogue, interaction… I’m going to use pokemon Moon as an example to make me understand better: (because it was the last main pokemon game I played before SwSh and that’s why I have it more fresh lol) Where you can enter Olivia’s shop, buy jewelry and visit her room and discover that she is a desperate single woman, or enter Gladion’s room and talk to the receptionist and that she tells you part of his story, that kind of things…
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Let’s see for example Melony, we know she has more children besides Gordie, but only for concept art, and yes, probably do unique models would take a while, but I honestly wouldn’t have be bothered  if they use generic NPCS, they did it with Lana’s sisters, then the anime can dedicated to giving them unique designs.
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Speaking of NPCs (mainly of those inside the houses), many lost the charm and authenticity they had… I mean, where is the lady who told us the story of her husband’s accident or the men of the coffee shop, who every time he prepares us a drink told us the story of where such a drink came from, ect… the NPCS on that side are boring…
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EXCEPT BALL GUY, he / she is awesome!
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I know this look like extra or unimportant things, but these little details really give life to the region, personality to characters that are secondary, it makes everything feel more united and also makes the main characters feel more inside the world, and honestly that is why on this hand, some cities felt empty for me…
But the other hand, I really liked what they did with the NPCs fans, see how the number increasing every time the MC wins a gym battle, makes the trip to become a champion feel more rewarding, It really helps you feel like a true champion when you got it. 
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Other examples like the girl NPC who is going to support  you in the Gyms while their pokemon is evolving, or how the NPCS react and change their dialogue corresponding to what is happening… beautiful, for this part the worldbulding is 10/10.
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The wild Area
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Probably the closest we have for now of an open space area in a Pokemon game, I have to admit that I get lost at least 1 half an hour trying to find the next destination (I understand you Leon), it was hilarious lol, at the beginning of the game it turns out to be a fairly limited area, and you really can enjoy it in its entirety when you finish the main story, but I don’t see so much trouble with that, since it’s partly the point, for balance. In general, it is a fantastic idea although I feel that it is necessary to polish it in certain parts, and NO, I don’t mean THE TREE, but I don’t want to be so hard on GF at this moment, because is the first time they experiment with such concept…
Pokemon and Music
I put these two together because they both share a very curious characteristic: EXPERIMENTAL. 
The pokedex is super solid, I love how these last generations, GF is doing its homework and is striving to make the pokemon belong to the region, as for animals, myths, culture…muah I LOVE IT, BRAVO.
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For me a good OST movie or video game not only has to be for the piece n yes, but how it is composed to accompany the events that occur on the screen, how it adapts and fits a certain scene of the story or character, and although I admit that in general it is not my favorite compared to other gens, there are tracks that have become part of my favorites:
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The crowd, the screams, the build up as you gradually approach the last pokemon, ugh. Dynamax is cool and everything, but THIS is the basis for me, of why these battles feel so energetic and exciting.
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That mystical atmosphere that catches you, is beautiful but at the same time mysterious, and perhaps many disagree with me, but the addition of the howls of the legendaries… I love it.
STORY
I think the game started extremely well, the introduction to the characters, the exploration, the introduction to the starters, the mystery of the legendary, everything is on track to me to enjoy this adventure to the fullest, but later I felt like it began to fall.
I understand that this is Pokémon and sometimes Pokémon does not need a complex story to make it enjoyable, as long as it makes sense and is entertaining, the problem I have mainly with the story is how they constantly get you out of it. I understand the concept they wanted to do: to take a more realistic point of view, in which adults take responsibility or in this case the champion and that later when you become champion you now can do what the champion did, and I like this concept, but the phrase of “you focus on the gym, we take care of the problems ” they say and they repeat it several times in the game like, I understood the first time!!! 
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Indirectly I felt like they were trying to took me out, and in consequence I lost interest in the story of the game, if it hadn’t been because Sonia bothered to explain to me the lore and a little of what was happening. 
It’s more like “tell us” and not “show us”
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and that’s the risk of this concept: you play as a main character, because you want to be a main character or share the role.
The climax feels incredibly forced and confusing, I felt that there was no build out, almost no foreshadowing for what was happening at the moment, everything comes out of nowhere, and thats why, I started making Okami jokes with Eternatus, because I don’t felt that emotion of the ‘’Climax’’.
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Definitely in the part where the game shine was in the gym Challenge, as I said before, the gyms, the leaders, the atmosphere within them, the scale, the music that changing every time, until reaching the final pokémon, the challenges that we have to do before, the fans, becoming the champion, all this really is the identity of the game. 
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Pokémon returned to its roots, where this story is the story of us again, and becoming the champion here is everything, it is one of the most exciting and most satisfying Gym challenge in all generations with gyms.
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ADDITIONAL
Here I want to give opinions according to the experiences I had with certain things within the game, which I think are quite PERSONAL, because each person plays different Pokémon, by the team of Pokémon, because he decided to level up more or stay at a lower level or how you decided to follow the story of the game.
Difficulty
Decent, by the standards of Pokemon of course, I try not to leveling to much, and if I do, there are maximum 3 levels and only one pokemon… So, gyms were easy in general, perhaps a pair that were difficult (Allister and Melony), but I never did black screen as in other games, but definitely the most difficult battle in the game is Leon, which I think is appropriate.
Online
Its horrible lol, There were not only once but several times in which I lasted like 1 hour trying to connect with a person, it is ridiculous.The signal falling every so often. But in general the biggest problem I have is connecting with very specific people, not even with the infamous Festival Plaza had so many problems.
Gameplay / Pacing
It is normal the same as always which is fine, some drop of frames out there in certain scenes but nothing serious, some cuts and lack of scenarios / designs that if you should in when they took me a little at the time, but absolutely nothing compared as the haters make it look, the game is still incredibly enjoyable, and it can be played perfectly.
The pacing started pretty well/decently, but from the fourth gym onwards, everything became very very fast, and not to mention the climax and the Pokemon League, honestly all this last arc felt super stuck….
So my opinion in general is: I enjoy the game like any other Pokémon game, it has its entity, it has new and interesting things that I would like it to expand more in future generations and it has personality. Is it my favorite game or my favorite generation? No, I definitely enjoyed other generations more, there were many missed opportunities that they could take more advantage, and I feel bad for GF for making them release this game for this year and these dates, because unfortunately some cuts are very noticeable. But the generation just starting ,so we will have to wait and see what we have for the future. For now, Thanks Pokémon SwSh, for another adventure…
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thisyearingaming · 4 years ago
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2011 - This Year in Gaming
Ghost Trick: Phantom Detective - Nintendo DS, January 11th
A quirky adventure game where you are fucking dead, and you gotta work out who killed you. Ghost Trick is like Ace Attorney at first glance - it looks similar, and is made by effectively the same development team. Give it a shot on iOS.
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Dead Space 2 - Multiplatform, January 25th 
Dead Space 2 was the undisputed king of alien horror until Alien: Isolation released. Yeah, you battle massive acid-spitting aliens, but it’s the necromorph babies you’re gonna be shit-scared of. It isn’t quite as unique as it’s predecessor, but it’s definitely much better to play. Bring your brown pants.
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The Nintendo 3DS Releases - March 27th
The 3DS was like magic when you first fired the 3D slider all the way up - then it became a gimmick you never used again. Releasing with a few decent launch titles and being able to boast Street Fighter IV as playable, the 3DS arguably didn’t really pick up much steam until a few months after launch. While more powerful than the original DS which was six years old at the time, I can’t remember being particularly interested in it at the time.
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Portal 2 - Multiplatform, April 19th 
Valve’s final single player experience until their jump into VR was a bloody good one - very funny and amusingly written with the best Steve Merchant performance since The Ricky Gervais Show, Portal 2′s puzzle solving adventure is rarely a chore to play through, and has thousands of custom maps courtesy of the Steam community.
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L.A. Noire - Multiplatform, May 17th
Rockstar’s foray into adventure games has stood the test of time as an enjoyable and often startling journey nto the seedy underbelly of 1947 Los Angeles - as Cole Phelps you’ll threaten a Jewish man with the gas chamber, arrest a paedophile instead of a clearly guilty father, quote Hamlet to a prop skull at the scene of a car crash, destroy thousands of dollars of property, and yell at a child whose mother’s just been murdered. Great fun!
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The Witcher 2: Assassins of Kings - Windows 
CDPR hit it out of the park with a fantastically improved sequel to 2007′s Eurojank diamond in the rough The Witcher, and really introduce Geralt of Rivia to more people for the first time with this game. A branching story that sees Geralt hunting Letho, the killer of King Foltest, and allying either with smelly hippy elven leader Iorveth and his terrorists who don’t appear in the sequel or the very cool but quite racist Vernon Roche and his special forces group, who are supporting characters in the sequel.
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Alice: Madness Returns - Multiplatform, June 14th
A surprisingly charming, unsettling dive into the fractured psyche of the Victorian equivalent of an actual goth gf, Alice is a sequel to American McGee’s Alice from 2000. Surreal as fuck and absolutely drowning in atmosphere. Just don’t look at any of the YouTube comments on videos of the soundtrack. Rather bizarre show...
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Duke Nukem Forever - Multiplatform, June 14th
Sometimes it’s best NOT to bet on the Duke. I bought this game to kick ass and chew bubblegum, and I did neither - DNF is fucking boring, and I blame it ALL on Randy Pitchford’s devotion to ruining things I like. DNF could’ve been brilliant - either embrace your heritage like Doom Eternal would eventually do, or make it into a “last hurrah” kind of thing where Duke realises he’s getting old and can’t kick ass forever. The greatest disappointment of the 2010s so far - but worse would follow with it. The King is dead - hail to the King, baby.
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Deus Ex: Human Revolution - Multiplatform, August 23rd
The piss-tinted prequel to 2000′s excellent conspiracy RPG Deus Ex, Human Revolution is like smashing Robo-Cop into a world where Detroit is not a humanitarian disaster zone. Adam Jensen, the gravelly-voiced biomechanically enhanced security chief of David Sarif, is dragged into a world of American conspiracies involving FEMA death camps, the government enforcing martial law in US cities and massive Chinese conglomerates plotting to control the world. Just like real life! DXHR is my favourite in the series for its design, atmosphere and narrative.
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Dead Island - Multiplatform, September 6th
Eh. Wasn’t that good. Notable for having the most misleading fucking trailer since Metal Gear Solid 2, but nowhere near as fulfilling upon release. An open world zombie survival game with a focus on melee weapons more fragile than your granny’s second hip. Oh great, now there’s a dead kid on my page. Thanks, Techland!
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Driver: San Francisco - Multiplatform, September 6th
A game you literally can’t buy anymore, DSF was incredible to play when it came out and has only really gotten better with time. It’s still so unique for a driving game that I’m surprised Ubisoft have had the good sense to just leave it and not go pants-on-head retarded with the franchise since. Nick Robinson had to buy Subway gift cards just to purchase this game. 
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Batman: Arkham City - Multiplatform, October 18th
Arkham City was so cool at launch and it still is today. A proper Batman epic with twists, turns, and the most addictive combat arena for years. This whole thing is gold from start to finish, except for the Harley Quinn DLC. I can’t even go into detail about it here, but I fucking LOVE this game.
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Sonic Generations - Multiplatform, November 1st
Sonic Generations is the best Sonic game since 3 & Knuckles, but has now unfortunately convinced Sega that not only do people despise the Adventure games, they also really want to see Classic Sonic and Green Hill EVERY GODDAMN DAY. Generations is like a proper celebration of Sonic’s history, even including stuff from every reviewer’s favourite punching bag Sonic 2006 - I really like Generations and it has a stellar modding scene on PC.
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Uncharted 3: Drake’s Deception - Sony PlayStation 3, November 1st
The “finale” of the Uncharted series until Naughty Dog decided it wasn’t. Uncharted 3 may not be as tight as Among Thieves, but it’s just as enjoyable. As quipping invincible action hero Nathan Drake, you’ll ruin historical artifacts and “incapacitate” about 4000 guys in your quest to find Iram of the Pillars, chased by Cruella de Ville and her mercenary squad of a million faceless Englishmen. 
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Call of Duty: Modern Warfare 3 - Multiplatform, November 8th
God I was so excited for this. World War 3 never looked cooler, and then it came out - and it wasn’t that good. It didn’t feel as epic as MW2, not as well-written as MW, and not as interesting as World at War and Black Ops. Multiplayer was... fine? I think this is the point where most people realised that Call of Duty was basically downhill from here.
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The Elder Scrolls V: Skyrim - Multiplatform, November 11th
See this paragraph? You can read it. Another installment in Bethesda’s cross-franchise “Little Lies” series, Skyrim has been released more times than China’s created a pandemic. But it’s still really good and when you rub it the right way it comes all over your screen like a particularly excited storyteller, ready to point in the direction of adventure.
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Super Mario 3D Land - Nintendo 3DS, November 13th
Yeah this was the point I decided I wanted a 3DS. It looked incredible and so fluid, and it really was! Playing this was great fun. That’s really all there is - I can’t be funny about it, nor overly critical. What do you want from me?
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Assassin’s Creed: Revelations - Multiplatform, November 15th 
I didn’t like this when it came out - I thought the new graphic style was bad, Constantinople was dull, and the music was too different. Ezio was angrier, older, and the complete lack of any supporting cast from Brotherhood had me thinking this was a game that nobody wanted to work on - but now that I’m older, I can see this for how good it really was. Revelations blends the Ezio and Altair stories together, culminating in a satisfying emotional climax. 
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Saints Row: The Third - Multiplatform, November 15
This video speaks for itself.
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Minecraft - Windows, November 18th
There’s something beautiful about those early builds of Minecraft. Quiet, unassuming, and riddled with potential for exploration. I could talk for hours about the first time I was thrown into Mojang’s survival experience, about how I still get a bit weepy hearing Wet Hands by C418, about how shit-scared I still am of the mines and caves. Minecraft is immortal, and always will be. 
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cutiecrates · 5 years ago
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Cutie Reviews: TokyoTreat Oct 19
I think I’m doing pretty good progress wise, please be patient with me as I continue to try to review old boxes~
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“October is here, bringing with it those spooky Halloween vibes! Halloween has been growing in popularity in recent years, and since Japan loves their seasonal snacks we had plenty of new, interesting items to choose from! In the spirit of being spooky but kinda cute, we’ve created a Poke-Monster Night for you to enjoy! No sharing these tricky snacks though!“
For this months contest, the winner could receive figures of Naruto and Sasuke from Naruto, while runner-ups won a cute pokeball candy and stamp. Lucky Treat consisted of Full Metal Alchemist, Dragon Quest, AND three devil fruits from One Piece, the Gomu Gomu (Gum), Mera Mera (Flame), and Ope Ope (Operation. Also, they accidentally mislabeled as the “dark dark fruit”). I was very excited that they included the 3 belonging to 3 of my favorite characters~
Pokemon Ramune & Strange Syrup DIY
(Please see top pic for images)
For this month, we get a basic, straight-laced ramune drink. Thank goodness :P as much as I like to try new flavors, sometimes I forget the original is probably the best... especially in comparison to those yucky flavors that I’m still traumatized by <_< and this month we even get a really cute pokemon label.
Ramune is basically that “soda“ flavor you’ll see in Japanese candy. It has a sweet, sort of lemon-ish taste but its not sour. It’s a little like sprite, but in my opinion it tastes way better. It’s especially yummy whenever it’s warm out or if you worked up a thirst. It’s also really fun to open because of the marble inside!
If you have ever wanted to try out Ramune, I would suggest checking on Amazon (they have a variety of fruit flavors too), or maybe the Japan Haul website (the website made through Tokyo Treat and its various brands).
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The DIY I just included a bonus pic of because I’ve done it several times. It’s a super-sticky, thick syrup like candy that only requires you to mix the 3 flavors, which are strawberry, soda, and lemon. Together they make grape... which looks like this:
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Because this candy was a little old, I think it was a bit off. The lemon and soda flavors were fine, but I noticed that not only was strawberry orange instead of pink, which might explain this... greenish-honey color. It’s usually a little purple if I recall.
Also, it didn’t really taste like grape this time, and it wasn’t as good in my opinion- but I guarantee if you open it as soon as you get it, it tastes much better. If you don’t like sticky/gooey textures you might wanna skip this one though.
Halloween Milk Senbei & Bloody Cola Marshmallow
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Since I subscribed like 3 years ago, I’ve only seen senbei in a box once; I was very excited to see it again! It’s stuff like this I wish they would include more of, because I want to try the unique foreign flavors you know?
Anyway, the milk senbei is a plain, very thin melt-in-your mouth cracker-like snack that pretty much tastes like ice cream cone, but a teensy bit sweeter. This one comes with a cola flavored sauce to put on top of it. Each 1 (or one pack, not sure) is around 25-27 calories.
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I really like the taste of ice cream cones, I don’t know why, I just always have. Meanwhile, the jelly/sauce is purple, but it indeed tastes like cola ♥ it’s very yummy. However... together, they get a strange taste and that I’m not very fond of. I can’t even describe it, but its weird. But eating it in small doses is tolerable.
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Speaking of cola, we also got a really cute marshmallow filled with a cola jelly! It’s like they combined two of my favorite things~
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It’s very soft and yummy, the jelly inside tastes about the same as the sauce from the prior item, but it tastes so much better with the marshmallow.
Apple Pie Kit Kat & Brown Sugar Sweets
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Instead of orange kit kats this year, we get to see fun purple one :D these kit kats are inspired by an apple pie. As you can see they also come in a large pack to share with others or to eat yourself. Each pack is 65 calories. 
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I love the coloring of these, first of all. It’s such a pretty purple, and its fun too. The apple flavor is very prominent, and it has a very small hint of spice, while the wafer brings to mind a sugary crust. It’s sweet, but mildly.
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These are popular for their melty and soft texture, with a very thin, crisp layer of rich brown sugar coating. Each one of these is 17 calories.
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These are kinda basic, but it’s a yummy sweet that isn’t overly sugary. I think it goes good with the apple pie kit kat, and maybe some milk.
Disappearing Taste?! Mixed Gummies, ZomB Grape Gum, & Blue Green Soda Gum
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We got 3 gums this month! Our first is very familiar, because we’ve had this gum before. The only difference is this is its washed out, slightly different cousin. Basically, you’re given a set of flavors of gum, in this case yogurt, strawberry, orange, and white grape/muscat. You can eat them as is, or mix the flavors to make new ones, like a fruit drink, melon soda, or different fruits.
What makes this one special however, is that there is a special gumball that supposedly makes the flavor disappear? I mean, isn’t that what gum does normally?
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This gum is really nice, you get a lot of them per-resealable pouch, and the flavors are always pretty good. Plus I like how the gum is smooth and soft in texture. I didn’t really notice any difference with this one from the last pack I had other than flavors.
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Next up, we have the ZomB Gum; a popular Halloween item that we have seen before; I think about 2 or so years back, when we got the red cola vampire version. What makes this gum really fun is that it colors your tongue as you chew it, and it has a delicious grape flavor.
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This gum has the same texture as the other gum, so I really like it. The color effect isn’t nearly as strong as the package shows, but it’s a cute little gimmick, and it tastes great. The flavor lasts about 5 minutes.
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Our last gum is another brand I’ve had before. I have had both this flavor, and their cola version. It’s pretty much the same concept as the ZomB gum (they’re made by the same brand), but its in two sticks and you get a soda flavor, and a melon flavor.
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I’d pretty much say the same things as I did about the previous two gums. All three were delicious and I would recommend any of them.
Poteco Pumpkin Gratin & Pringles
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Here we have two salty, savory snacks for the box. But of course, the Poteco are not new to us, in fact I think last Halloween we got the exact same pack; minus slightly different packaging. Poteco is good and all, but I got so tired of seeing it that I tend to... shy away from it now. This flavor wasn’t really that different from the original/normal Poteco either.
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I was a lot more excited for this item, a unique pack of Japanese Pringles :D Looking at the package, this is a type of ramen or noodle bowl flavor. It’s a mystery item in the booklet so I’m not really sure, but for this small can it is 267 calories!
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Honestly, these are so yummy that I don’t even care how many calories there are. The flavor is very strong, it tastes exactly like this cup ramen I like to buy. Trying to describe the flavor, I would say it’s sort of like beef or soy sauce broth, with a hint of a corn taste?
Pokemon Halloween Chocolate & Pikachu Gummies
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These are both snacks we’ve had before, so I’ll try to just gist this one.
These crispy snacks are shape like pikachu heads and come in fun, colorful packaging featuring a variety of Pokemon, while the back usually has a fun puzzle or image. Each bag is 83 calories and they are by the brand Tohato.
These are really yummy x3 they have a slightly bitter chocolate taste and remind me a lot of the coco crispy cereals.
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The other snack is also pikachu-shaped, but besides its head, there are also the occasional tail you might find ;3 These are by Lotte, and each pack is 90 calories. The flavor is grape and they taste really good too.
The only real thing to bother me about these is that they didn’t cut the gummy around Pikachu’s ears. It’s a minor thing but it bothers me a little.
Halloween Corn Potage Umaibo
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Okay, so... because I talk about this a lot, I’m not actually planning on saying anything about it this time :P long story short, corn potage Umaibo is the best.
Squid Legs & Halloween Pizza Corn Snack
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Don’t let the name fool you, these are not real squid legs- they just have a fishy taste. I’ve had these before too, and I have fairly complex feelings about them. On one hand they don’t taste terrible, but I don’t like seafood and the flavor is still unappealing to me. I like their crunchy texture though.
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Next up is this corn puff snack featuring a delicious pizza flavor! They taste exactly like the pizza-flavored combos, if you never had those before I would recommend them too~
Pokemon Cola Chewing Candy
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This is our final item... and now that I look at it, it kinda looks like a wafer cookie doesn’t it?
Anyway, these are sticks of chewing candy that come in various series and flavors. Before we had some grape Thomas the Tank Engine ones, and this time we get some cola Pokemon. Each wrapper usually includes a unique design, craft, or puzzle of some sort.
♥ ♥ ♥ ♥ ♥ I don’t know if these are hard because they had to sit around for a while, or because that is just how they are. I don’t remember the Thomas ones being so hard, but they weren’t as thick as these. But if you suck on them for a few minutes they soften up, or you can crunch them to softness. The flavor is very yummy, I think it might be my favorite cola flavored item in the box.  
♥ Cutie Ranking ♥
Content - 4.5 out of 5. Everything is very yummy, even though a fair amount of it was repetitive. I really liked it. Theme - 4 out of 5. Well, given the packaging and theme, I could say yeah they did pretty good. We had a decent amount of Pokemon items, but they could have done a little more too I think. Total Rank: 9 out of 10. I really liked this box, I just wish maybe we would have had a couple more unique items.
♥ Cutie’s Scale of Yummy ♥
(I’m sorry, but by this point I’m not really feeling well. I want to finish the review so that I can go lay down DX)
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x5red · 6 years ago
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Sixty fun & fascinating facts about the classic Supergirl (3 / 4)
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Welcome to the third part of this series presenting sixty fascinating facts to celebrate the sixty years since the debut of the classic Supergirl in DC Comics. Ahead are another fun-filled fifteen snippets of trivia about the original intrepid Argo City teen who leapt from that crumpled Midvale rocket ship. Covering her original Silver and Bronze Age incarnation, in comics and on screen, each factoid is calculated to intrigue and delight – hopefully even seasoned Kara fans will find a few morsels of trivia that had previously escaped their attention.
Enjoy...
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31. You can actually visit, in real life, the building where she once lived.
While Superman has rarely strayed beyond his fictional base of Metropolis, Supergirl’s adventures have seen her relocate far-and-wide many times. Some of her homes have been fictional, like Midvale and Stanhope, while others have been real-life, like San Francisco and Chicago. But shockingly, not only has the Girl of Steel lived in real locations, but she has even inhabited real addresses.
A panel in Daring New Adventures of Supergirl #4 (Feb 1983) exposes Linda Danvers’ home address as 1537 West Fargo Ave, Chicago – surprisingly, this turns out to be a genuine address. A later issue, #7 (May 1983), reveals that Linda’s apartment number is 12A. The building that’s currently at that location doesn’t correspond with the one drawn by Carmine Infantino, but if you happen to be passing you might want to check if one of the occupants is listed a “Ms. L. Danvers”.
32. The first theatrically released Supergirl movie was in 1973, not 1984.
As outlined in factoid #2 there was an abundant supply of superheroine movies in non-English speaking markets before Helen Slater’s Supergirl. Indeed so incredibly popular are superpowered females in some corners of the globe that, amazingly, there was even an unofficial Girl or Steel movie over a decade before the authorised Salkind-produced one. The film in question starred Pinky Montilla in the main role and was entitled simply Supergirl. Released on 23rd September 1973 into the Filipino market, the movie featured the Maid of Might’s early 70s costume but changed her origin story. Pinky would also play Bat Girl in 1973′s Fight! Batman, Fight! – and we can assume that the producers probably didn’t ask DC for permission to use the Dominoed Daredoll either.
33. She hated her time in Midvale Orphanage.
The Silver Age always presented Kara’s adventures with a naive sense of wonder and amazement; rarely did it seriously address the pain she must have felt at leaving her parents behind to die in Argo City. But comics changed a lot in the two decades after Kara was introduced, and by the time Supergirl’s origin was retold in Daring New Adventures of Supergirl #1(Nov 1982) a very different spin was put on things. As Kara travels to begin a new life in Chicago, she reflects back on her tragic beginnings as a superhero, including the painful loss of her parents and her feelings of starting over in Midvale: “I was a real stranger in a very strange land! With nowhere else to go, Superman had no choice but to place me in Midvale Orphanage under the name Linda Lee.”, she recalls, before concluding solemnly, “I hated it!”
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34. She was a reluctant hero, often feeling out of place on Earth.
One theme that reoccurred during the Bronze Age adventures of Supergirl is how Kara felt at odds with her career as a superhero, and out-of-place on Earth. A story in Superman Family #168 (Dec 1974) demonstrates this more than most, as it brings together three troubled women with extraordinary powers. Supergirl joins her friend Lena Luthor (who has ESP) in an attempt to help Jan Thurston (who has telepathy) come to terms with her unusual powers.
After rescuing a suicidal Jan, Supergirl wins her trust by recounting her own sad journey from Argo City to Earth, explaining that at first she enjoyed the novelty of her superpowers, but quickly came to see them as a barrier. “I’m the mightiest girl on Earth -- and the loneliest!”, she laments, “There’s not a guy on the planet who can keep up with me... Not a single girl can get close enough to be my friend! Sometimes I think I’d much rather have stayed on Argo City!” But Kara goes on to outline how she overcame those feelings: “People like us aren’t different!”, she explains, “We’re just... special!”
35. She planned to start a family, until Kal-El intervened.
In the Bronze Age, DC writers clearly felt free to explore introspective ideas with Kara that likely weren’t possible with her famous cousin. One short story, tucked in the back of Superman Vol. 1 #282 (Dec 1974), demonstrated this more than any other. Kal-El travels to Florida, Kara’s then home, to confront her about suggestions that she may give up her superhero career. “This life of a super-heroine takes up too much of my time... Sets me apart from everyone else!”, she explains. “I want an ordinary life -- with a husband and children some day... Free to do what I choose!”
Naturally her straight-laced cousin isn’t too keen on this idea. He spins Kara a yarn from ancient Krypton folklore, the moral of the story being that she should be careful what she wishes for. “So you see, Kara”, he explains, “sometimes, when we get the things we think we want most... they turn out to be a curse rather than a blessing!” In light of this, Kara reconsiders her plans.
36. Wonder Woman designed one of her costumes.
As most fans know one of the few weaknesses the Man and Girl or Steel share is a vulnerability to magic; so when Adventure Comics #397 (Sep 1970) saw Kara go up against a powerful black magic cult, it was perhaps no surprised to find her badly beaten and her costume shredded. Luckily Wonder Woman was in her mod Emma Peel phase at the time, posing (in-between bouts of super heroics) as the owner of a fashion boutique. Reaching into the racks of clothes at her shop, Diana produces a completely redesigned Supergirl outfit befitting the fashions of the period, which Kara eagerly adopts. (Readers were left wondering whether Diana had redesigns of other hero costumes at the ready, or was Supergirl a special case?)
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37. Her mom(s) designed two of her costumes.
Every Supergirl fan knows that Kara’s original costume was designed by her mother, Alura, so that the teenager would be recognised immediately by the Man of Steel when she arrived on Earth. But few may remember that her mid-80s costume, the headband affair she wore going into Crisis on Infinite Earths, was also designed by her mother -- her other mother. Kara’s 80s costume was design by Edna Danvers, her adopted mother on Earth, who (it seemed) was in the habit of whiling away the long dark evenings in Midvale by sketching possible costume designs for her superhero daughter.
38. She’s a fan of recycling her clothes.
The Maid of Might has had many costumes over the years -- or rather, she’s had one costume that she’s recycled over and over since the early 70s. In Adventure Comics #407 (June 1971) a new invulnerable costume was given to Kara by the folks in the Bottle City of Kandor after her original Argo City outfit had been destroyed some months before. A dedicated follower of fashion, over the coming months Kara went through a succession of wild and wacky outfits, some lasting only one issue, before finally settling on her famous hot pants attire for the majority of the 1970s. One might have assumed that somewhere in the Fortress of Solitude there was a wardrobe packed full of retired red and blue super-duds, but Supergirl Vol. 2 #13 (Nov 1983) revealed Kara’s secret -- when it comes time to upgrade her outfit, Kara unravels her old costume at super-speed and and re-weaves the resulting ball of thread into the new design.
39. Demi Moore was the director’s first choice to play Lucy Lane in the Supergirl movie.
The casting net for the title role in 1984′s Supergirl was spread far-and-wide. Director Jeannot Szwarc asked casting agent Lynn Stalmaster to search the whole globe for candidates who could not only act, but withstand the physically and mentally pressure of training for the demanding stunts and wire work. One candidate, apparently, was Demi Moore, who didn’t get the Girl of Steel role but was considered perfect for Kara’s best friend, Lucy Lane. Director Jeannot Szwarc recalled in a 1999 interview, “I met tons of girls. I remember one of the girls was Demi Moore. She was very young and had a great voice. I wanted to use her for the room mate.” But it seems fate had other plans for Ms Moore, as Szwarc explained, “She would have been [perfect], but she was going to Brazil to do a movie with Michael Caine.“ (Moore played Caine’s daughter in Stanley Donen’s rom-com, Blame It on Rio.)
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40. One of her rarest appearances is from 1981, only a couple of pages long, but sells for $75+.
If there was a competition to find the rarest publication with an original Supergirl story, Danger on Parade / Le Danger Guette would surely be hot favourite for top place. This tiny comic, just eighteen panels long, was given away inside packets of breakfast cereals in Canada. It features an abbreviated adventure pitting Supergirl against Winslow Schott, aka the Toyman, in the pair’s only pre-Crisis encounter. Runner-up in the rarity stakes would likely go to the Super A and Super B booklet sets produced by Warner Books in 1977 for use in classrooms. The sets didn’t feature original stories however, but reprints with simplified speech balloons designed to teach reading skills.
41. She first met Kal-El years before she landed on Earth.
Gimmick story lines were the order of the day for Silver Age DC, and what better way to create an attention-grabbing dime-baiting cover than to arrange a bizarre crossover -- such was the case with Action Comics #358 (Jan 1968), which saw a very youthful Kara Zor-El in Argo City meet Superboy. The story is predictable fare: in deep space Superboy is scooped-up by one of Zor-El’s science probes, which brings him back to Argo City. Naturally Kara is the first one to discover the probe’s accidental passenger, and (naturally!) Kal-El has suffered memory loss that blots out his life on Earth. Kal and Kara become firm friends over the coming days, until (naturally!) the plot contrives to wipe her memory of him, and restore his memory of Earth.
42. Lena Luthor was the only friend who knew her secret identity.
In the 2015 Supergirl tv show, famously, everyone seems to know (or have known at some point) Supergirl’s secret identity... except Lena Luthor. Bronze Age DC Comics, however, were very very different: Lena first met Kara in Action Comics #295 (Dec 1962), using the name Lena Thorul to hide her connections to brother Lex. Instantly she became firm friends with both Supergirl and Linda Danvers, requiring Kara to work extra hard to stop Lena from realising they are one in the same. The deception finally ended in Superman Family #211 (Oct 1981) when Lena confessed to Kara that she’d worked out her dual identity. This made Lena the only ever friend of Linda Danvers who shared her secret. Sadly it didn’t last long, as by Superman Family #214 (Jan 1982) Lena had suffered a cerebral hemorrhage which affected her memory.
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43. She didn’t put the “Kara” into Karaoke.
Over the years Supergirl has exhibited some remarkable super skills, including super ventriloquism, incredible memory, and even the ability to read minds, but one skill that she seemingly lacks is any kind of musical aptitude. Despite the modern day tv Supergirl claiming to put the Kara into Karaoke, her comic strip counterpart didn’t ever appear to sing (not even in the shower!) What’s more, as she confesses in the pages of Adventure Comics #409 (Aug 1971), she doesn’t play any musical instruments either.
44. She’s was no stranger to tragedy even before she left Argo City.
Very few Silver or Bronze Age stories dealt with Kara’s life in Argo City, but one story that gave some idea of how she filled her time appeared in the pages of Action Comics #371 (Jan 1969), when a very young Kara is shown witnessing the cruel death of her best friend, Morina. The pair are innocently playing the game Zoomron, involving the throwing a Frisbee-like disc (the Zoomron) at a target. Chasing an erratic disc Morina tumbles into a crevice filled with Kryptonite, and a tearful Kara can only stand and watch as her friend succumbed to the deadly rays.
45. The Supergirl movie was almost entirely filmed in the UK.
Most fans know that Superman I and II owe a lot to Pinewood Studios in Buckinghamshire, northwest of London, so it is no surprise that 1984′s Supergirl returned to use the same studio complex. But while Superman complimented its studio shots with exteriors filmed in New York (Metropolis) and Alberta, Canada (Smallville), Supergirl’s production stayed firmly within the UK. Locations included the banks of Loch Moidart on the west coast of highland Scotland, the Royal Masonic School for Girls in Hertfordshire, and Black Park Lake near the Pinewood soundstage in Buckinghamshire. Shockingly, even downtown Midvale was actually a huge sprawl of street facades constructed as a backlot set at Pinewood -- the 22 days it took to shoot the tractor rescue sequence was allegedly due to the notoriously fickle British weather.
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That’s all for part three. The final part, with even more extra-juicy Kara Zor-El trivia, will be available soon.
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dcarevu · 6 years ago
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Batman TAS: Mad as a Hatter
“Why don’t you go do something useful like… Oh, go jump in the river.”
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Episode: 27 Robin: No Writer: Paul Dini Director: Frank Paur Animator: Akom Airdate: October 12, 1992 Grade: B
I was in high school when Tim Burton’s version of Alice in Wonderland showed up in theaters, and like almost everyone I knew, I could not have been more excited. I really loved the Disney version, and considering that the man involved with Beetlejuice, The Nightmare Before Christmas, Batman, and more would be giving us his take on it right as I was starting to move toward my emo-scene phase, it was a dream come true. Even now, on paper, this seems like the perfect recipe, doesn’t it? But I think most of us can agree that it just didn’t meet expectations. The first time I watched it, I wouldn’t admit to myself that I wasn’t a fan. It was dark, and strange, and Tim Burton + Alice in Wonderland. Everything I wanted! As a developing emo kid, I was supposed to like it! The reason I bring this up is because Batman the Animated Series being fused with Alice in Wonderland seems like another fantasy-combination that would have no way to turn out subpar. Mad as a Hatter is an episode that, for the most part, actually gets a lot of praise. Alas (or, for the sake of the pun, Alice), maybe the idea seemed a little bit too easy, making it easier to over-shoot, missing the mark. This is another episode featuring a crazy set-piece at the end, but it is also another episode that was handed to Akom. Christ, why. Of all the episodes. All the episodes. Why is it some of the ones with the highest reliance on visuals? This episode involved not just complicated, creative visuals, but incredibly weird ones as well that needed to be animated just right to not look like subjects from one’s fever dreams. You wanna know how that turned out? Well, I heard an, “Oh my god!” from Char as the walrus and the carpenter made their appearances. While that did make me laugh quite hard, and Akom definitely got the weirdness down, it should have looked like intentional weirdness. Beyond the animation, the story is actually decent. It is Paul Dini, so what can you really expect. But even here, I would not call it A-level material. Some strange dialogue/delivery choices, and other leaps of logic/strains on the suspension of disbelief take away from it and leave me feeling extremely neutral.
Okay, so after that paragraph above was written, I went and took the screenshots from my DVD. I was surprised. The DVD looks so much better than the Blu Ray here. This was the case with The Clock King too, and I fear it is starting to seem like a pattern. I think it all comes down to the Blu Ray release looking too clean, and way too bright at times. Because of course, the DVD is in lower definition. Shadows are lightened so that we can see all of the imperfections of Akom’s drawings. Smudges and dirt are removed, giving the people a plastic look at times. It’s not the way the show was meant to be watched (as I said, probably VHS would be my preferred way of viewing if that were feasible). This puts me in an interesting spot, because I paid near $100 for the set, and also, some episodes look absolutely phenomenal. But is it worth it when some look like absolute crap? The great-looking shows look godly. The mediocre-looking ones look horrible. I was ready to tear into how Mad as a Hatter looked and rip it a new one, but now I do not think that would be fair. No, the animation here isn’t perfect. But it’s passable. And I think that’s worth something given the frequency at which I complain about Akom. At this point, I have watched up to Robin’s Reckoning. From here, I honestly might start using the ol’ dvd’s again. It’s unfortunate, but if I go back to specific episodes that I love later on, then I’ll use the Blu Ray. Remember, I am watching these with Char who has never seen the DCAU before. I want the series to make the best possible impression, and even with the best plot ever, a bad-looking episode can make a disappointing episode. Merely getting the episodes at a higher definition, but leaving them dirty and dark would have been my preferred solution. Anyway, back to talking about the episode itself (and yes, this does slightly affect how I see the episode. At first I was giving it a C. But I think I’ll have to bump it up to B territory).
We start with episode with some cute-ass mice, only to then be introduced to a face that a mother would have a hard time loving. Jervis Tetch, aka The Mad Hatter, is a character-design, alright. I think I know what they were going for, though. He has this kooky look that makes him stand out from every other character. He certainly looks like he could play someone from Wonderland. But the problem I think comes from Akom (ironic given that last paragraph, huh?). This design could probably work, but he has such an odd model, so I think they had a tough time animating him. Or maybe he simply does not translate to movement very well in general, and there was a problem the moment his model sheet was created. Regardless, he can be pretty tough to look at sometimes. Other times, though, he does have that level of whacky which I would hope would be in an episode based on Alice in Wonderland. But we see that Jervis is working on some mind-control technology while also being smitten for a girl that works in his office named Alice. Unfortunately, Alice has a boyfriend, and like many sociopaths in real life, Jervis is not okay with this, taking matters into his own hands. First of all, her name being Alice is kinda stupid, and Char agrees. It takes parallels a little bit too far, and Char noted that it would have been more subtle if her name were something like Alycia. Alice is one of the only people that Jervis feels is nice to him, so if we follow the most sound of incel-logic, she owes him her heart, mind, and body. Not only is she nice to him, but, again, her name is Alice. And it would not surprise me if this were a main factor of why Jervis is into her. He has an Alice in Wonderland poster in his office, he takes her to a theme park of sorts that has a section which is themed after the book, he owns a Mad Hatter costume (or perhaps he obtained this from the park), he quotes the book regularly, etc. He is clearly obsessed. When we reach the point where he mentions that it is one of his favorite stories, it’s like, “Wow! No kidding!” He is not quite wired into reality, likely developing this obsession at an early age to escape from life’s burdens. But Wonderland has burdens of its own.
Jervis ends up using these mind-control cards that he created (another Alice in Wonderland-related thing) to make people basically do his bidding. He first uses them on two thugs attempting to rob him and Alice, forcing them to climb up on top of a bridge and jump into the river. Batman catches notice of this through a police broadcast, and to my surprise, the show mentions a possible suicide in progress. How often do you hear a family cartoon like this use the word “suicide”? I think this is the only time I have ever heard it, despite references occasionally popping up in shows like Spongebob. He then uses more cards on his coworkers, Alice’s fiancé, and Alice herself, creating an army of Alice in Wonderland-themed warriors to defend him from Batman when Batman finds out what’s going on and sets after him. He wants Alice all to himself, and is willing to do whatever possible to obtain her. The final battle takes place in the theme park, the big set-piece of the episode. It’s got some great looking background paintings that 100% capture the tone of the book. It is a shame that the animation done by Akom couldn’t hold up to Radomski’s work. We have moments such as Batman balancing on top of the walls of a playing card maze that I wish stressed me out a little bit more. But because of how stilted the movement is, Batman never really seems like he is having a tough time keeping balance, even though we clearly see him struggling. The fight scenes could also be much better, with more impact felt. The odd costumes that most everyone is wearing makes for some really distorted-looking characters, and it’s clear that not a lot of time was spent making them look quite right. At the same time, though, between the subject material, the gimmicks, the overall surreal nature, and the background art, it is still a lot of fun to watch, even if it is in a more campy way. It is not an episode to be taken extremely seriously. This can be a problem with Batman. The tone can fluctuate greatly from episode to episode. At the beginning, it did not matter as much. Right away we had varying quality and seriousness. I mean, we went from On Leather Wings to Christmas With the Joker. But now we are getting gothic masterpieces like Two-Face, so episodes like Mad as a Hatter feel jarring as hell. It is an episode I enjoyed more on second watch as I gathered screenshots. I loosened up and let myself have fun with it.
The Mad Hatter fails to be a sympathetic villain like I feel they might have been going for, but I do enjoy him being so delusional and sociopathic. When Alice mentions her boyfriend, he gets this scary scowl, and you know at that moment that this is no character you want to root for. When Alice’s boyfriend temporarily breaks up with her, rather than attempting to comfort her and being upset over her sorrow, he jumps for joy because he has a chance to finally swoop in (the epitome of an Internet “nice guy”). When she gets back together with her boyfriend, turned fiancé, he squeezes a bouquet of roses in frustration so hard that he bleeds. I think they were able to get away with this portion because maybe the blood could have passed off as liquid from the flowers? Which doesn’t really make a lot of sense, but for the sake of the blood being included, um, sure. It was definitely rose-goo, guys. Not blood at all… And he also blames Batman for why things ended up the way they did, even though Batman had virtually nothing to do with anything until the very end. He decided to mind-control everyone because he was being a spoiled little piss-baby who could not let the girl he supposedly loves be happy. Char did not care for the character, and jokingly mentioned that he was appropriating the Mad Hatter, doing things that he would never do. Like some batshit crazy super-fan who feels sooo connected with a character, but actually doesn’t understand them at all.
Not a perfect episode, but a grower.
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See? Cute-ass mice!
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Wow, I didn’t realize that we were watching Attack on Titan. (Joke inspired by Char).
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The poster on the wall matches the title card/an actual illustration from the book. It’s actually a pretty dope poster.
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A variety of shots showing Jervis’ face. See how inconsistent it is? It is a little similar to the Pokémon Drilbur, where it only works 2D. Adding an element of 3D illusion (such as movement) causes it to fall apart.
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Oh, sure, go and rob them right after you see Batman drive by. That’s always smart.
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“Please, Mr. Hat. Go easy on us.” The delivery here was wicked funny. It was so monotone, and sounded like he was faking.
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I quite like this facial expression. His smile reminds me of the Cheshire Cat.
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Batman + Taco Bell
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I love the panic in Batman’s voice as he tries to stop them from jumping off of the bridge. It shows how concerned he is with keeping them safe.
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They were able to animate this shimmer pretty damn well. Then again, how hard could it be?
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A very subtle recreation of the illustration/title card.
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I don’t think the background here quite comes together, the composition is off. Still neat to look at.
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A close-up of the illustration.
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Now this is an ugly facial expression. Gross! And it’s not like this was a quick frame. It was there long enough to notice.
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This shot has a lovely glow to it. It looks quite nice. 
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One of the only times they were able to get away with blood. Um. Oops. I meant flower-goo! It’s flower-goo, guys! The blood drips right onto Billy’s face. As if a hit were put on him. Awesome detail.
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“Oh, do be quiet!”
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Bruce whispers “Congratulations.” in such a goobery way. I love it. 
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The shadow of the plants shifted in some wonky-looking ways. Also, when the Mad Hatter and Batman both arrive on the scene, she says, “This is getting too weird.” But she says it so nonchalantly. Not the best delivery.
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Very sloppy-looking drawings of their faces. These costumes, though. 
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Cool impact here. He just decimates that wood. I’m not sure if Storybook Land has the safest costumes. 
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This is some enjoyable stuff right here. I had a lot of fun with this portion.
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“Off with his head!” I should have counted how many times this line was said.
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Perfect example if how cool the painted visuals are paired with some mediocre animation. Hell, I’m pretty sure Batman’s run was recycled for two of these stills.
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Gee, I wonder which cards are going to move. Great Mad Hatter, pose, though. This is what I wish he looked like all the time!
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The looming Jabberwock ends up falling on him, ending the adventure through Wonderland. 
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There’s no reversing the damage, Jervis. You’ll never talk with her again. Was it worth it? Also, his hair totally changed color at one point. Um... Maybe he dyed it?
Char’s grade: D Next time: Dreams in Darkness
Full episode list here!
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fantroll-purgatory · 6 years ago
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World: Alternia
Name: Erenyx Erixck (Try saying that 3 times fast)
Age: 8 sweeps
Theme/Story: Since her hatching, Erenyx has been very intelligent. Unfortunately, she’s also batshit crazy. Erenyx gives off an aura of “not quite there”, often randomly staring off into the distance and generally acting weird. She’s very into hypnosis and mind control, trying to command lower blooded trolls with varying methods and success. 
Local Mod With Psychotic Symptoms Here: Please Stop Making Characters Whose Entire Gimmick Is “Not Being All There.” I hope this doesn’t come off as rude, but I want to teach you how to be a stronger writer. It’s not as scary or edgy as you think it is and it is 100% of the time more of a stressor for the person who has the condition than for anyone else. 
People who are most often stigmatized with the “““batshit crazy”““ label don’t want to harm others and experience significantly higher rates of violence directed towards than the general population because of stereotypes like these! Staring off into the distance and “acting weird” aren’t villainous traits. They’re just how people are sometimes. The “crazy genius” is a strung out trope that’s just shorthand so you can get away with not writing character motivation! We’re gonna dissect your girl like a frog specimen and take out her tender Character Traits to build her back better. Bionic frog. 
So to give you a stronger starting base here: If you want a troll to be a bad person, make them a bad person. It’s so much more interesting than them being randomly “crazy” and wacky. Make them malicious, and not because they’re ~not all there~. We’re gonna call New “Bionic Frog” Erenyx a bastard because she thinks she’s better than other people. She was born with strong psionics and she thinks that means she’s a cut above the rest, she thinks they should respect her and like her, and that’s why she wants to control others. 
(Cosigned as another mod with psychotic symptoms like… it’s not a great look. Also: Everyone on Alternia is terrible for the most part. It was DESIGNED that way in-universe. It’s a planet of hormonal teenagers who are encouraged to murder their friends and neighbors for kicks. You don’t need a “batshit crazy” smokescreen to just write a terrible fantroll. Vriska already exists, and she doesn’t have anything like that.)
Goals: Due to her, let’s say, interesting personality, Erenyx has no friends. So, she reasons, why not hypnotize lowbloods to become her friends? (I thiiiiink you misread my section on Goals: These are for you and us, not your fantroll’s ambitions (though nice information to have). I’m going to do this as a general review in lieu of anything specific.)
Strife Specibus: Yoyokind. It’s got a swirly pattern and spikes, naturally.
Fetch Modus: I never bother to think these up, it’s more trouble than it’s worth honestly. (Lowkey agree with you there- I’m horrendous with these. I do think something to help flesh out this spiral motif might be fun? Impressionism, maybe? Some late-Picasso looking art and she’s gotta find the items in it?)
She could also have to solve a maze or labyrinth to get out. Or you could go with something that plays on the Cobra angle and do a snake charmer joke with her playing a pungi. 
Blood Color: Gold
Symbol: Actually, I haven’t decided yet. I don’t know why, I just never get round to it.
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You could probably rip a symmetric chunk for a pattern like this and have a pretty good gold symbol on your hands.
Handle: mesmerisingOptics [MO]
Quirk: Undecided
If she loves to seem purposefully confusing, you could mix up her words. Organize her sentences in a way that people usually don’t. The best example I can think of this is… I used to follow this RP blog a while back, amusedmuralist, and the way sentences are structured here is what I’m thinking. “Waste your lowly selves not the time allotted you.” 
A generally ‘better than thou’ attitude and insults/put downs can go a long way, too. 
Special Abilities: Various methods of hypnosis, most of which aren’t very good.
Lusus/Guardian: Cobra Lusus
I do like this a Lot but what about . Kaa. She could face the common troll problem of having a lusus that needs to eat other trolls, and she needs to trap them to feed her snakemom before her snakemom gets hungry and turns on her! 
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Personality: As stated above, she’s not exactly the most sane troll on the block. Likes to dish out weird threats to innocent passerby and giggle to herself for no reason. Likes spirals. (This is barely even window dressing on a personality- you’ve made her theoretical, stereotypical mental illness her whole character. You’re overcommitting to a pretty bad gimmick, to be frank.) (To quote the EZ Gold Signs: “Gold Signs are interested in a wide variety of topics, so they tend to be Jacks-of-all-trade, and can have trouble dedicating themselves to just a single hobby or career. They have a tendency to be high-energy, and can stress people out, including themselves.” This may be a good place to start for a character like this.)
And as I’ve said above, she believes she’s a cut above the rest. She could be a little on the cruel or at least inconsiderate side, a better-than-you type. She could look down on other blood colors and the like. Another gold fact from the EZ is that golds love The Hustle, they like making bank. You could play on a manipulation and control angle and instead of relying on a bad mental illness stereotype, make her an extortionist playing mental health professional? Come to her Hypnosis Clinic, she’ll definitely help you get a good night’s sleep/work through your trauma/cut that chalk eating habit! [Fails to brainwash you] 
Interests: Hypnosis, obviously, and other methods of controlling people. Spirals, swirls, other similar things. (You say Spirals and my first thought is early game Uzumaki. Maybe she has an interest in strange art? Really underground, indie shit that the Highbloods would NEVER see as equal to their epic sculptures and Clowns and stuff.)
Actually, I want to step a layer deeper here. What are spirals traditionally associated with in homestuck? C h e r u b s. And what is there evidence of on Alternia? Giant Snake (Cherub) Corpses. And given that the purples worship the merciful messiahs, I’d be unsurprised if spirals actually featured rather heavily in Clown Church Religion. Erenyx could have an interest in art history on top of an interest in modern perplexing imagery. She could be interested in finding the deeper meanings. She could think that she, in all her GENIUS WISDOM, understands this art and the meaning behind it better than anyone else and that she’s unlocked some hidden truth that means she deserves to be in charge. 
It could also be a sparking point for her interest in hypnosis- maybe her psionics don’t actually lend themselves well to mindcontrol, but she’s trying to jack into whatever force allows purplebloods to Chucklevoodoo.  
Lunar Sway: See symbol.
She’s a prospitan if I’ve ever seen one. 
Title: See lunar sway. (I think if hypnosis is her game, she’s probably a Heart/Mind inversion player. Actively messing with people’s brains, passively messing with their souls and identities.)
Yeah, cheesy as it is, I’d rule her as thief of mind. Or witch. One of those. 
And design corner time: 
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Hair: I cannot believe you gave me a spiral character and didn’t give her SWIRLS. I had to just embiggen the hair a little more. Big hair on alternia is associated with the Condesce and thus power, so having a big spirally mess of it? Screams Better Than You. 
Face: I adjusted her mouth’s position mildly and changed the glasses to cherub colors as a reference to that cherub comment I made up there, but you could change them out for any appropriate themeatic colors- she didn’t have any Accents before! 
Outfit: I changed her outline and sweater color to go for something lighter, so the hair would stand out from it better. I added a conceptual symbol for her! Golds don’t wear patterns, so her socks are solid yellow now. I also fixed up her shoes by bringing in tavros’ sandals to edit. You don’t need to draw out individual toes on a sprite form wearing shoes, or else the area gets visually complicated! 
Other than that I love this design a lot. 
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oscopelabs · 6 years ago
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3D, Part 2: How 3D Peaked At Its Valley by Vadim Rizov
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I didn’t expect to spend Thanksgiving Weekend 2018 watching ten 3D movies: marathon viewing is not my favorite experience in general, and I haven’t spent years longing to see, say, Friday the 13th Part III, in 35mm. But a friend was visiting, from Toronto, to take advantage of this opportunity, an impressive level of dedication that seemed like something to emulate, and it’s not like I had anything better to do, so I tagged along. Said friend, Blake Williams, is an experimental filmmaker and 3D expert, a subject to which he’s devoted years of graduate research and the bulk of his movies (see Prototype if it comes to a city near you!); if I was going to choose the arbitrary age of 32 to finally take 3D seriously, I couldn’t have a better Virgil to explain what I was seeing on a technical level. My thanks to him (for getting me out there) and to the Quad Cinema for being my holiday weekend host; it was probably the best possible use of my time.
The 10-movie slate was an abridged encore presentation of this 19-film program, which I now feel like a dink for missing. What’s interesting in both is the curatorial emphasis on films from 3D’s second, theoretically most disreputable wave—‘80s movies with little to zero critical respect or profile. Noel Murray considered a good chunk of these on this site a few years ago, watching the films flat at home, noting that when viewed this way, “the plane-breaking seems all the more superfluous. (It’s also easy to spot when these moments are about to happen, because the overall image gets murkier and blurrier.)” This presumes that if you can perceive the moments where a 3D film expands its depth of field for a comin’-at-ya moment and mentally reconstruct what that would look like, that’s basically the same experience as actually seeing these effects.
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Blake’s argument, which I wrestled with all weekend, is that these movies do indeed often look terrible in 2D, but 3D literally makes them better. As it turns out, this is true surprisingly often. Granted, all concerned have to know what they’re doing, otherwise the results will still be indifferent: it turns out that Friday the 13th Part III sucks no matter how you watch it, and 3D’s not a complete cure-all. This was also demonstrated by my first movie, 1995’s barely released Run For Cover, the kind of grade-Z library filler you’d expect to see sometime around 2 am on a syndicated channel. This is, ostensibly, a thriller, in which a TV news cameraman foils a terrorist plot against NYC. It features a lot of talking, scenes of Bondian villains eating Chinese takeout while plotting and/or torturing our ostensible hero, some running (non-Tom Cruise speed levels), and one The Room-caliber sex scene. Anyone who’s spent too much time mindlessly staring at the least promising option on TV has seen many movies like these. The 3D helps a little: an underdressed TV station set takes on heightened diorama qualities, making it interesting to contemplate as an inadvertent installation—the archetypal TV command room, with the bare minimum necessary signifiers in place and zero detail otherwise—rather than simply a bare-bones set. But often the camera is placed nowhere in particular, and the resulting images are negligible; in the absence of dramatic conviction or technical skill, what’s left is never close enough to camp to come back out the other side as inadvertently worthwhile. I’m glad I saw it for the sheer novelty of cameos from Ed Koch, Al Sharpton and Guardian Angels founder Curtis Sliwa—all doing their usual talking points, but in 3D! But it’s the kind of film that’s more fun to tell people about than actually watch.
But infamous punchlines Jaws 3-D and Amityville 3-D have their virtues when viewed in 3D. The former, especially, seems to be the default punching bag whenever someone wants to make the case that 3D has, and always will be, nothing but a limited gimmick upselling worthless movies. It was poorly reviewed when it came out, but the public dug it enough to make it, domestically, the 15th highest-grossing film of 1983 (between Never Say Never Again and Scarface) and justify Jaws: The Revenge. Of course I was skeptical; why wouldn’t I be? But I was sucked in by the opening credits, in which the familiar handheld-underwater-cam-as-shark POV gave way to a severed arm floating before a green “ocean.” Maybe flat it looks simply ludicrous, but the image has a compellingly Lynchian quality, as if the limb were detached from one of Twin Peaks: The Return’s more disgusting corpses, its artifice heightened and literally foregrounded, the equally artificial background setting it into greater relief.
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The film’s prominent SeaWorld product placement is, theoretically, ill-advised, especially in the post-Blackfish era; in practice, it’s extremely productive. The opening stretches have a lot of water-skiing; in deep 3D, the water-skiers serve as lines tracing depth towards and away from the camera over a body of water whose horizon line stretches back infinitely, producing a greater awareness of space. It reminded me of the early days of the short-lived super-widescreen format Cinerama, as described by John Belton in his academic history book Widescreen Cinema (recommended). The very first film in the format, This is Cinerama, was a travelogue whose stops included Cypress Gardens, Florida’s first commercial tourist theme park (the site is now a Legoland), which has very similar images of waterskiiers. Cinerama was, per the publicist copy Belton quotes from the period, about an experience, not a story: “Plot is replaced by audience envelopment […] the medium forces you to concentrate on something bigger than people, for it has a range of vision and sound that no other medium offers.” Cinerama promised to immerse viewers, as literalized in this delightful publicity image; Belton argues that “unlike 3-D and CinemaScope, which stressed the dramatic content of their story material and the radical new means of technology employed in production, Cinerama used a saturation advertising campaign in the newspapers and on radio to promote the ‘excitement aspects’ of the new medium.” There’s a connection here with the earliest days of silent cinema, short snippets (“actualities”) of reality, before it was decided that medium’s primary purpose was to tell a story. It didn’t have to be like that; in those opening stretches, Jaws 3-D’s lackadaisical narrative, which might play inertly on TV, recalls the 1890s, when shots of bodies of water were popular subjects. This is something I learned from a recent presentation by silent film scholar Bryony Dixon, and her reasoning makes sense. The way water moves is inherently hypnotic, and for early audiences assimilating their very first moving images, water imagery was a favorite subject. It’s only with a few years under its belt that film started making its drift towards narrative as default; inadvertently or not, Jaws 3-D is very pure in its initial presentation of water as a spectacular, non-narrative event.
If this seems like a lot of cultural and historical weight to bring to bear upon Jaws 3-D, note that it wasn’t even my favorite of the more-scorned offerings I saw that weekend, merely one that makes it easiest for me to articulate what I found compelling about the 3D immersion experience. I haven’t described the plot of Jaws 3-D at all, which is indeed perfunctory (though it was nice to learn where Deep Blue Sea cribbed a bunch of its production design from). I won’t try to rehabilitate Amityville 3-D at similar length: set aside the moronic ending and Tony Roberts’ leading turn as one of cinema’s most annoyingly waspish, unearnedly whiny divorcees, and what’s left is a surprisingly melancholy movie about the frustrations, and constant necessary repairs, of home ownership. There’s very little music and a surprising amount of silence. The most effective moment is simply Roberts going upstairs to the bathroom, where steam is hissing out for no apparent reason and he has to fix the plumbing. The camera’s planted in the hallway, not moving for any kind of emphasis as the back wall moves closer to Roberts; it doesn’t kill him and nothing comes of it, it’s just another problem to deal with (the walls, as it were, are settling), made more effective by awareness of how a space whose rules and boundaries seemed fixed is being altered, pushing air at you.
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Watching a bunch of these in sequence, some clear lessons emerge: if you want to generate compelling depth by default, find an alleyway and block off the other half of the frame with a wall to present two different depths, or force protagonists to crawl through ducts or tubes. This is a good chunk of Silent Madness, a reasonably effective slasher film that, within the confines of its cheap sets and functional plotting, keeps the eye moving. It’s an unlikely candidate for a deep-dive New York Times Magazine article from the time period, which is well worth reading in full. It’s mostly about B-movies and the actresses trying to make their way up through them, though it does have this money quote from director Simon Nuchtern about why, for Bs, it’s not worth paying more for a good lead actress: “If I had 10,000 extra dollars, I’d put it into lights. Not one person is going to say, ‘Go see that movie because Lynn Redgrave is in it.’ But if we don’t have enough lights and that 3-D doesn’t pop right out at you, people are going to say, ‘Don’t see that movie because the 3-D stinks.’” Meanwhile, nobody appears to have been thinking that hard while making Friday the 13th: Part III, which contains precisely one striking image: a pan, street morning, as future teen lambs-to-the-slaughter exit their van and walk over to a friend’s house. A lens flare hits frame left, making what’s behind it briefly impossible to see: this portion of the frame is now sealed off under impermeable 2D, in contrast to the rest of the frame’s now far-more-tangible depth. The remainder of the movie makes it easy to imagine watching it on TV and clocking every obvious, poorly framed and blocked 3D effect, from spears being thrown at the camera to the inevitable yo-yo descending at the lens. (This is my least favorite 3D effect because it’s just too obvious and counterproductively makes me think of the Smothers Brothers.)
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Friday the 13th was the biggest slog of the 3D weekend, and the one most clearly emulating 1981’s Comin’ at Ya! I am not going to argue for that movie, either, which is generally credited with kicking off the second 3D craze; it’s a sludgy spaghetti western that delivers exactly as its title promises, using a limited number of effects repeatedly before showing them all again in a cut-together montage at the end, lest you missed one in its first iteration. It’s exhausting and oddly joyless, but was successful enough to generate a follow-up from the same creative team. Star Tony Anthony and director Ferdinando Baldi (both veterans of second-tier spaghetti westerns) re-teamed for 1983’s Treasure of the Four Crowns, the movie which (two screenings in) rewired my brain a little and convinced me I should hang around all weekend. This is not a well-respected film, then or now: judging by IMDb user comments, most people who remember seeing it recall it playing endlessly on HBO in the ‘80s, where it did not impress them unless they were very young (and even then, perhaps not). Janet Maslin admitted to walking out on it in her review; then again, she did the same with Dawn of the Dead, and everyone loves that.
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An unabashed Indiana Jones copy, Treasure begins strong with a lengthy opening sequence of tomb raider J.T. Striker (Anthony) dropping into a cave, where he’s promptly confronted not only with a bunch of traps but, for a long stretch, a small menagerie’s worth of owls, dogs, and other wildlife. There are a lot of animals, and why not? They’re fun to look at, and having them trotted out, one after another, is another link back to silent cinema; besides water, babies and animals were also popular subjects. The whole sequence ends with Striker running away from the castle above the cave, artifact retrieved, in slow-motion as Ennio Morricone’s score blares. There is, inevitably and nonsensically, a fireball that consumes the set; it unfolds luxuriously in detailed depth, the camera placed on a grassy knoll that gives us a nice angle to contemplate it looking upwards, a nearly abstract testament to the pleasures of gasoline-fueled imagery. Shortly thereafter, Striker is in some European city to sell his wares, and in every shot the camera is placed for maximum depth: in front of a small city park’s mini-waterfall, views of streets boxed in by sidewalks that narrow towards each other, each position calibrated to create a spectacular travelogue out of what’s a fairly mundane location. There’s an expository sequence where Striker and friends drop into a diner to ask about the whereabouts of another member of the crew they need to round up. Here, with the camera on one side of a bar encircling a center counter, there are something like six layers of cleanly articulated space, starting with a plant’s leaves right in front of the lens on the side, proceeding to the counter, center area, back counter, back tables and walls of the establishment. Again, the location is mundane; seeing it filleted in space so neatly is what makes it special.
The climax finally convinced me I was watching forgotten greatness. This is an elaborate heist sequence in which, of course, the floor cannot be touched, necessitating that the team perform all kinds of rappelling foolishness. At this point I thought, “the only way I could respect this movie more is if it spent 10 minutes watching them get from one side of the room to another in real time.” First, the team has to gear up, which basically means untangling a bunch of ropes—clearly not the most exciting activity. The camera is looking up, placed below a team member as they uncoil and then drop a rope towards the lens. This is a better-framed variant of the comin’-at-ya principle, but what made it exciting to me was the leisurely way it was done: no more whizzing spears, but a moment of procedural mundanity as exciting as any ostensible danger. Basic narrative film grammar is being upended here: if a rope being dropped is just as exciting as a big, fake rip-off boulder chasing our hero down the cave, then all the rules about what constitutes narrative are off—narrative and non-narrative elements have the exact same weight, and even the most mundane, A-to-B connective shot is a spectacular event.
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This isn’t how narrative cinema is supposed to work, and certainly not what James Cameron’s conception of good 3D proposed. The movie keeps going, building to a bizarrely grim climax involving a lot of face-melting, scored by Morricone’s oddly beatific score, which seems serenely indifferent to the grotesqueness of the images it’s accompanying. (This is a recurring trait in the composer’s ‘80s work; the score for White Dog often seems to bear no relation to the footage it’s accompanying.) That would make the movie oneiric and weirdly compelling even on a flat TV, but everything preceding convinced me: 3D can be great because it’s 3D, not because it serves a story. I’ve spent the last decade getting more angry about the format than anything, but that was a misunderstanding. Treasure of the Four Crowns is, yes, probably very unexceptional seen flat; seen in all three dimensions, it’s a demonstration of how 3D can turn banal connective tissue and routine coverage into an event. The spectacle of 3D might never have been its potential to make elaborate CG landscapes more immersive, something I still haven’t personally been convinced of; as those 19 non-CG shots in Avatar showed (undermining Cameron’s own argument!), 3D’s renderings of the real, material world and objects have yet to be fully explored. 3D’s ability to link film back to its earliest days is refreshing, in the way that any rediscovery of forgotten parts of film language can be, while also encouraging thought about all the things narrative visual language hasn’t yet explored, as if 3D could take us forwards and backwards simultaneously. In any case, I’m now won over—ten years after Avatar, but better late than never.
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carruth00 · 2 years ago
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BOUNCE - by Juan Luis Rubiales - A Review Magic download (video)
This is the Ad Copy:
This is the type of hyper visual effect that makes you stop in your tracks. The type of magic that you just can’t help but smile when you see. “Bounce” is a super fun and innovative technique for making playing cards seemingly appear out of thin air with the bounce of a ball.
“Bounce” by Juan Luis Rubiales (the creative mind behind our bestseller "Debajo") allows you to add a super visual element to all your favorite card magic tricks. It is one of the most memorable ways to find a selected card, produce a four of a kind and so much more. While “Bounce” is designed to be visual, it can also be performed with face-down cards. That means you can also use it to secretly add on cards in the innocent action of bouncing the ball.
Here’s the craziest part…”Bounce” doesn’t use any fancy gimmicks or special cards. It’s all sleight of hand using a novel technique that can be done with any regular deck of playing cards. While it will take a little practice to get down smoothly, it’s way easier than you might think. Well within the range of any card magician. Multiple ideas are included with your download to get you started.
My Thoughts:
I truly appreciate effects that make you think and expand your creative reach. BOUNCE does just that.. and for the price.. you can't beat it.
Juan Luis Rubiales has created not just an effect, but a method. You can use his method to reveal cards in any number of ways. Produce four Aces. Turn a face-down card face-up in a group of face-down cards. Secretly add a card to a group of jumbled cards. Reveal multiple cards. All from a simple bounce of a rubber ball.
I know this is a review, but sometimes the best way to get an idea of 'how' an effect looks to an audience is to watch the demo video. I encourage anyone with curiosity to watch the video on the Vanishing Inc. site to get a grasp of how good this looks. I can't truly do it justice with my words… and I'm hard-headed enough I'd certainly try if I thought I could pull it off. I hate to say '..just go to the site..', but sometimes it's best.
OK.. now that you've watch Juan magically produce Aces, I can talk about the fine print.. Juan readily admits learning this is not instantaneous. There's a bit of a 'knack' to releasing four Aces in single file. Releasing one is not hard at all, and you'll quickly add the others.
I don't think you have to be a genius to figure out the basics. What Juan teaches you is the subtle nuances to make Bounce look like real magic. For $11.95 you certainly can't complain about the price. You get a fourteen-minute plus download that teaches several effects and explains the proper type ball to use/buy. Vanishing sells the balls separately.. but I've noticed they are out of stock.
Technically, the rubber ball is a juggler's bounce ball… 140 grams weight and 60 mm diameter. The size of the ball and the composition of the rubber matters. The proper size helps conceal the hidden cards.. and the composition provides the proper surface tension to 'drag' the hidden cards into play.
The download itself is a well-filmed, better than most, video. Nothing negative to write about. Juan doesn't over explain, and makes good use of his 14 minutes of instruction time.
Again.. if you watched the demo, you have a good understanding of what to expect. Personally, I can do one card OK.. with only minutes of practice. My magic cohort, who has practiced somewhat longer, is looking good producing multiple cards. I will definitely recommend BOUNCE to my friends and readers. It's a great utility move, with a flair, that opens a new avenue to produce or reveal selected cards.
$11.95 .. From Vanishing Inc. and Juan Luis Rubiales
Review by Rick Carruth for Vanishing Inc. & The Magic Roadshow
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