#like it would be egregious regardless but in an adaptation of the game where they ARREST HIM????
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Saw the Sonic Movie 3 trailer . . . fam we are not going to see the military gun down that little girl in this movie. And in fact it is even worse than that.
#the fact that they have SONIC WORKING FOR G.U.N. . . .#SONIC!!! WORKING!!! FOR G.U.N.!!!!!#like it would be egregious regardless but in an adaptation of the game where they ARREST HIM????#AND PUT HIM IN PRISON??? WHAT????#oh my god. ohhhhh my god fam#like i had a strong feeling we weren't going to see G.U.N. murder Maria on-screen bc lol but#to be THIS pro-military . . . bro . . .#also throwing out the entire conceit of SA2 by having a Sonic and Robotnik teamup. like what.#instead of Robotnik and Shadow???#and of course ZERO women allowed so not only no Rouge (who would MAKE SENSE working w G.U.N.!) but also no Amy or Maddie!#god. not even Live & Learn could save this. they couldn't make it look worse if they tried.#not sure who this is for but it's not SA2 fans that's for sure
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Now that the final episode of Arknights: Prelude to Dawn has aired, I just have to say, that as an existing player, I enjoyed it.
It was by no means perfect, as it still suffers from pitfalls that the vast majority of adaptations suffer, like missing out on some details in order to make the story more streamlined (trying to fit 4 chapters into 8 episodes?), but it’s also egregious in this case because AK’s usual format of storytelling is more visual novel-style narration. Which of course has been derided as being too verbose and not easily-digestible. Awkward infodumping at points. The action and fight scenes were nothing spectacular, and there were some perplexing shot choices that made the plot feel like it was slow and dragging, sometimes.
However at the same time, it also covers what is universally considered to be the weakest arc, so perhaps it was to be expected. My own expectations were tempered because I knew the early game writing was weak. I can’t say the same for those who aren’t familiar with AK or who expected it to be hype.
The things it did well, in my opinion, were character focus. Trying to integrate Doctor as an actual, tangible presence within the story as part of the world. Showing us more of Misha and Skullshatterer. How the “antagonists“ are people just doing what they can with the cards they’ve been dealt. Planting the seeds of humanizing Reunion members. Highlighting Rhodes Island’s precarious and often hypocritical actions. The art style is nice to look at and I have no complaints about the voice acting.
So would I recommend Prelude to Dawn to someone who’s never touched AK? Maybe. I’m not sure. Regardless of whether it was meant to draw in a new audience (as adaptations are largely glorified advertisements), it ends up feeling more like it was made for existing fans. Which by itself, I cannot blame them for, as early on they stated that they wanted the story to be experienced “a different way“, meaning through the means of cinematography and voice acting.
But why not give it a look? It’s only 8 episodes. Anime-onlys might find it hard to properly get into the game, but if they come out of the first season intrigued by the story and where it can go, then all the better. Knowing that Perish in Frost is coming is exciting. The rest of Reunion includes the highest highs AK can offer. And they have a lot to live up to in an anime adaptation.
With that, I’ll leave it with this one discussion I thought was interesting post-episode 7:
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There are hunters who follow the rules, and then there are very bad people who hunt and ignore the rules. The good hunters generally are disgusted with and angry about the bad hunters, because the good hunters follow the law, the rules, and the ethics, but the bad hunters just say fuck it, I’ll do what I want to do. I don’t hunt, and morally cannot do that. But I’m not judging the hunters who hunt within the parameters of the rules, the law and ethics. But for the bad hunters: fuck them. They should be treated as harshly as possible, plus.
This video is disturbing and morally and physically gruesome. Very disturbing, particularly if you’re like me and love bears and hate the fact that humans will kill babies, regardless of the species. You will hear the baby cubs shrieking. But in order to understand my and others’ position, the video is important. We need more rules and stronger laws, and more vigorous and consistent enforcement of those rules and laws, in order to seriously punish the bad hunters and get them behind bars, for the rest of their fucking miserable lives, if necessary and appropriate.
Of course, trump and the trump people are proposing the loosen the rules, which may allow the sort of carnage you’ll see here. Fuck trump and all that he stands for.
Oh, by the way, these men are from Wasilla, Alaska. Does that sound familiar? That is where Sarah Palin is from, and where she was mayor. Sarah and her family, including her children Bristol, Trig, Track, Piper and Willow. Yes, those are the correct names, including spelling.
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Excerpt from this Chicago Tribune story:
The film was rolling because the bears were part of a research project by the Alaska Department of Fish and Game and the U.S. Forest Service, a study to determine how a dwindling bear in the region had adapted to an increase in human activity. Killing the cubs or a mother with cubs is illegal on Esther Island by state law.
Had it not been for the camera, the duo's illegal hunting - and efforts to cover up what they had done - would not have led to criminal charges last year.
Now, two months after the Renners pleaded guilty to charges related to killing the animals and lying to officials, video from the illegal hunting situation has been released this week.
The gruesome clip, released Wednesday by the Humane Society of the United States, underscores what could be happening in the American wilderness when no one is watching.
"Federal law currently forbids this practice on national preserves in Alaska, but the current administration is looking to remove such prohibitions," the Humane Society said in a release. "If this heinous cruelty occurs while protections are already in place, overturning them would all but encourage these massacres to continue."
According to a January news release from the Alaska Department of Law, Alaska Wildlife Troopers recovered the camera from the den on April 23, 2018. Both Andrew and Owen Renner were criminally charged over the incident. The charges included the unlawful killing of the bears, unlawfully possessing the bears and falsifying the sealing certificate. Both pleaded guilty.
Last January, Andrew Renner was sentenced to three months in jail, and ordered to forfeit his rifles, handguns, iPhone, skis and truck used in the killing, and was hit with a $9,000 fine. His hunting license was also revoked for 10 years. Owen Renner was sentenced to community service and required to take a course on hunter safety. His license has been suspended for two years.
At the sentencing last year, Alaska Assistant Attorney General Aaron Peterson said the case was "the most egregious bear cub poaching case his office has ever seen."
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From PC to Playstation: Dark Forces
While conversions of popular PC games to home consoles have been a popular way to expand the audience of some of gaming’s most classic titles, taking something designed for play on a home computer and adapting it for different, often less powerful hardware, has always been a challenge. This was especially true in the 90s, when the processing power of PCs was beginning to grow significantly and dedicated hardware designed to enhance graphics performance was pushing the PC as a gaming platform further and further into the future. PC games could afford to experiment, be more complex, and take advantage of the multitude of possible player inputs. Home consoles, instead, largely focused on streamlining the gaming experience into its simplest form so that it could be enjoyed by a mass audience.
Some PC games proved far too popular, and the potential to increase that popularity by porting it over to a home console meant that platforms like the Super Nintendo saw ports of Wolfenstein 3D and Eye of the Beholder. In this series, I want to explore ports that were designed for the Sony Playstation. Being such a popular console guaranteed that it would receive a handful of the most popular PC games of the era. How those conversions went varied, but the results were interesting, and in some cases, quite impressive.
First up is LucasArts’ Star Wars: Dark Forces. Developed for the PC and Macintosh platforms, Dark Forces was the Star Wars universe answer to DOOM. Although it used its own engine (complete with some forward thinking additions like jumping and crouching), the look and feel of the game certainly resembles Id Software’s behemoth on much more than a cursory level. Despite it being very obviously a DOOM clone, it stood out as a well designed title in the first person shooter genre. The fact that players got to take part in a side story in the Star Wars mythos meant that there would have always been some audience for this game, but Dark Forces isn’t a game overshadowed by its franchise. It’s level designs, controls, and mechanics are all the result of game designers who understood what made for a good shooter.
The Playstation was the only home console to receive a port of this game, which, looking back, probably has something to do with its extensive documentation and its use of the CD ROM format for games. Right off the bat, Dark Forces on Playstation suffers from some of the classic problems that console ports of PC games do. The graphical fidelity of this version is not nearly as high. At first, it looks quite comparable. The HUD and weapons are quite detailed and look pretty much the same as they do in every version of the game. The problem really begins with distance. Objects not immediately in front of you are really blurry. Most of the time, you don’t really notice it, but when the wall textures feature a lot grey and black, and you run up against Imperial enemies that share those colors, you have to be really careful you aren’t stepping into a firing squad simply because you couldn’t make out the shapes until you were on the business end of a blaster rifle.
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The fidelity might not be so hot, but the draw distance is actually quite impressive. Where many Playstation games opted to shroud the surroundings in black to keep the number of drawn polygons down to a minimum at any given time, Dark Forces doesn’t really suffer from that problem. This is because the game is not truly 3D in much the same way DOOM isn’t. While it has some cool features, such as being able to look up and down, or have rooms built on top of each other, the polygons in the game were mostly aids to the illusion of 3D rather than being used to create true 3D environments. Most of the objects are just sprites, which is really noticeable when you get a good look at Moff Rebus from level 3. Strafe in front of him and he will eerily keep facing you, regardless of your position. Though the Playstation is mostly known for ushering in the 3D era of console gaming, it manages to accommodate the original level designs of Dark Forces, complete with enemy number and placement. There are a few coloring differences, perhaps as a result of the available palette compared to PCs, but the issue is very minor and ultimately has no meaningful impact.
(It’s creepy that he does nothing while you are shooting up the droids in his hideout.)
Though the levels are complete, the performance of the game probably suffers because of it. There isn’t anything as egregious as the slowdowns in the original King’s Field, but the frame rate does take dips now and again, particularly during firefights with multiple enemies or while running from area to area. Overall, the game plays quite a bit slower on Playstation. If you’ve played the game on a computer, you’ll definitely notice the difference. Even if you haven’t, it’s likely that even after a few minutes, you’ll notice that your shots aren’t firing off as fast as they did a second ago, only to see them speed back up once everyone’s dead. Thankfully, the nature of the shooting action largely mitigates this. Accuracy is not an especially crucial skill. So long as you are pointed at a target, your ammunition will track whichever is closest to the center of your gun. This means you’ll see your lasers change direction from shot to shot if you are shooting at multiple enemies that happen to be standing next to each other. Auto aiming tracks in vertical plane as well. This feature is by no means an implementation of the Playstation version, specifically. Though the Jedi Engine introduced some useful improvements over previous first person games, such as being able to look up and down, they don’t do a whole lot to alter the gameplay. It would be great if the Playstation version was able to match the graphics and performance of computer versions, but for those who had a Playstation as their only gaming platform, minor performance problems were a small price to pay in order to shoot up Storm Troopers.
The 2D nature of Dark Forces also benefited the all important task of remapping the game’s controls. The PC version features a standard control method. The arrow keys move Katarn around the levels, holding Alt allows for strafing, Shift lets you sprint, Control fires your weapon, and the number row gives you quick access to your arsenal. As part of the enhancements made in the Jedi Engine, Kyle can also jump or crouch, abilities which are put to good use in the level designs. There are a fair number of mechanics to take into consideration, but the Playstation controller plays nicely with all you can do.
Probably the most challenging task to pull off is crouching, which requires the player hold down Toggle (R2...hehe), then press Triangle, which is usually reserved for jumping. This does limit the game in a way that the computer versions are not, since crouch jumping was perfectly possible before. This doesn’t really change the game in a fundamental way, of course, but it is an unfortunate casualty of the conversion. Several other hotkeys were relegated solely to a menu screen.
The map, headlight, goggles, and gas mask all had individually mapped keys, which is standard for PC games. For the Playstation port, pressing Select brings up this menu, where you can toggle each item on or off by navigating to it and pressing right or left. It’s a simple menu and works well, as there aren’t really enough options to make the navigation arduous. Which item you need to use in game is also fairly obvious as you play, so preparing ahead of time means the need to go into the menu doesn’t feel like it detracts from the experience much.
Unfortunately, the weapons do not have their own menu, meaning that changing them is mapped to a single button. Pressing Circle will cycle through every available weapon. Early in the game, this is no big deal. You have your fist, a pistol, and then very quickly pick up a blaster rifle. You can juggle these three (ok, really two) options quickly, allowing for the preservation of ammunition without risking getting blown away mid-fight. As the game progresses, this becomes much more of a chore. Aside from your two main laser weapons, you pick up thermal detonators, pulse rifles, a bizarre mining gun that shoots green balls of energy, and an arm cannon. These weapons don’t all use the same ammo, and managing your resources becomes more and more important due to some enemies being immune to some weapons. Having to find the right gun by pressing Circle, then encountering a different enemy that requires different ammunition to kill can make fights a real headache. This limitation is easily the biggest drawback to playing the Playstation version. For players who like to carefully go from area to area, picking off baddies one or two at a time, it’s not too big a deal, but if you plan to replay the game on a harder difficulty setting later on, and your familiarity with the game increases, the time spent prepping for individual enemies can add up, adding to the already slower experience of the console version.
Few computer conversions are going to be perfect when put on a platform that they were not designed for. Dark Forces is no exception to that, but nor is it an example of why PC games should stay on PC. While the game is a truly great title in the first person shooting genre, at a time when games of that type were all over the place, having it be exclusive to home computers would have been a real shame. Without the need for analog control to move or look around, or hyper accuracy needed to conquer the shooting mechanics, the Playstation is a great home for Dark Forces. Sure, it’s simplified in a few ways, and of course it suffers from being unable to push the same number of pixels to the screen (though, I think it actually does the computer versions one better in the music department), but the game is still exactly what it needs to be: an exciting way for Star Wars fans to inhabit the role of a Rebel operative and take on the Empire with as many laser blasts as they can muster.
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