#mashing different games that almost make absolutely no sense but have those few characters that could make a great friend group >>>
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cheesy-mak · 2 years ago
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cod x gow x ddlc because i live for crossover worlds
makarov and heimdall teaching sayori how to handle a gun (mostly makarov is while heimdall just watches lmfao)
makarov teaching her how to hold it properly, usually explaining it verbally and not physically, which ends up with sayori accidentally holding it in the wrong way
(she may or may not point it at herself to look down the gun, and makarov fucking freaks out if she does) (dw sayori its ok to get curious)
after teaching her how to handle the gun properly, makarov tells her to aim the gun at the target and shoot at it, and not even minutes later after showing her how to hold the gun properly, once she pulls the trigger, the recoil of the gun makes it fucking fling out of her hand and drop to the ground
s: AAH! oh,, it does that?
m: ..
h: ..
m: don't laugh, heimdall. (proceeds to walk over to sayori) yes, it does that, as it does contain some,, explosive material in the bullet which makes it shoot out said bullet when you pull the trigger--
h: (trying to hard not to laugh, my god heimdall please)
m: i'll fold you over like a shirt heimdall. anywho, that's why you need to hold it firmly and tight. (he holds onto the gun firmly, having a steady grip on it and shooting the target easily without the gun flying out)
s: ohh! okay, let me try!!
in which, sayori does master some guns after some time of practicing with makarov with both his and heimdall's supervision, her having knowledge on how to handle such guns like pistols and small firearms. but larger firearms such as rifles and others are yet to be learnt and practiced of by sayori.
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shorkbrian · 4 years ago
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Creep
Prelude - bitch hold on what about mean brother Shigs being an absolute creep? Inspired by me playing a boss in AC Odyssey and my controller vibrated so hard I almost dropped it, and I couldn’t beat this dude and it was so freaking frustrating!!!!!! 
Pairing - Shigaraki X Reader
Warnings - - INCEST, NSFW, innocence kink, do not read if those squick you out bro!!! Seriously! abuse of trust, dubcon, noncon, literally nothing about this situation is good, or healthy, or nice. Disgusting behavior is exhibited by Shigs.
Music - (does anyone actually like when I provide music? I like getting music vibes while I read through fics but ik that my music taste is a bit wacky lol anyways). https://open.spotify.com/track/0ODyahnUlK9G5bT4dA5NCI?si=10R9ggoJS1inYidrMeWrHA
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He offers to let you play his Xbox game, you keep annoying him by pouting for his attention and he gives up with trying to ignore you.
Stipulation - you gotta sit on his lap while you play, you’re such a stupid little girl that he forces his hands over yours, showing you how to use the Xbox controller while sneering at how dumb you are.
You’re too focused on the game to pay attention to how one of his hands has dropped from the controller, is creeping up your thigh, thumbing at the hem of your shorts. You don't realize that he’s plastered against your back, breath picking up in your ear as he hunches over your shoulder, thinking of all the dirty things he wants to do to you, how you’re too absent-minded to realize how much of a perverted creep he is. 
“Shit!” You curse, breaking Shigaraki out of his thoughts as you bounce your leg in frustration. He feels the slight vibration of the controller - you’re getting attacked in the game, enemies surrounding you and hacking at your player. Shigaraki is too entranced by how he can watch your jiggling breasts over your shoulder, jostling around as you jerk your arms, trying to not die in the game.
“Nii-san help me, ‘m gonna die!” You shriek, whole body getting into the gaming experience, jerking around in his lap as you struggle to press the right buttons. Shigaraki tries not to groan - he can feel the space between your thighs as you move around, hot and doughy and he wants to touch so bad.
Yeah, he’s always been a bit of a creep, but he’s never actually done anything to you.
The most he does is fantasize, thinking about how you’d feel clamping down on him, how’d you’d taste if he made you ride his face. What you’d look like if he forced his cock into you with barely any prep - you’d squeeze your eyes shut so tight, let out little whimpers and clench your fists because “Hurts, hurts! Go slow Nii-san, don’t want this!”
But he wouldn’t have to listen, you’re just a naive little girl who doesn’t know that Shigaraki would be trying to make you feel good too, that it would feel good soon.
“Stop wiggling, you’re gonna fall off.” He rasps back at you, taking his other hand off the controller to grab your waist, barely saving you from keeling over and onto the floor. You’re left to fend for yourself now, button-mashing, groaning when you finally succumb to your enemies and die a violent, gory death.
“I died! Why didn’t you help, you’re right here?!” the accusatory tone of your voice is ignored as you revert to the last save, huffing in frustration as you’re forced to start over.
“You’re never gonna learn if I’m holding your hands like that.”
Shigaraki’s glad you’ve stilled again - if you’d kept up your wiggling, he’d have to figure out a way to explain what the hard thing poking into the side of your plush little rear.
God, you had the most perfect ass.
Maybe he’s a freak, a disgusting man with fucked up morals, but Shigaraki’s always been a social outcast, seen as weird and wrong and criticized for every little thing he did.
What’s wrong with settling into the role other people were so quick to offer him?
Surely you’ve noticed his odd behavior by now, the behavior that’s picked up in the last few years. How he stares at you a little more than he should, how sometimes he slips into bed with you, murmuring some lame excuse about not being able to sleep.
The way he freezes when you give him an affectionate hug, clenching his fists by his side as your breasts are squished up against his body.
You had to have caught on to his uncharacteristic softness with you. He’s still mean and coarse and rude, but there's an underlying affection underneath the way he mocks your outfits, when he says you look like the gross character out of a manga he’s reading, how he tugs on your hair sometimes when he passes by you, wheezing out a laugh if you turn around and try to slap at him in irritation.
If you didn’t want him to be weird, you could’ve said something by now. You should’ve said something by now.
So really, it’s your own fault that he feels so comfortable being a sicko.
“Don’t tickle, I gotta focus.” You tell him, squirming away when he runs a hand experimentally over your stomach. You’re so cute, and dumb, he wants to bully you until you’re crying, say mean things and hurt your feelings only so he can kiss it better. 
But he doesn’t, because he’s a good brother.
His hand travels further up, rests right underneath your breast, almost cupping it. Still, you don’t say anything, attention on the game.
Do you want this? Are you just stupid? His affection is so obviously not normal for siblings, and yet you act like it’s fine. Maybe you’re a virgin, untainted with the knowledge of how sexual touches feel like.
The hand on your waist begins to slip under your shorts, his cold fingers quickly warmed by your skin. “Nii-san, stop that, it’s weird.”
Ah, there’s the common sense.
“I though you wanted to play the game? Don’t be a bitch.” He doesn’t really care whether you want him willingly now or not, he’s getting excited by the heat of your body, your weight on his lap.
You pause the game when his hand creeps lower into your shorts, when his fingers skim low over your tummy, too close to a private place that brothers shouldn't touch.
“Stop touching me, I don’t like that.”
“It’s not like you wouldn’t enjoy it.” He mumbles, and you stiffen in his lap, but he quickly takes his hand out of your shorts, stops cupping your soft breast.
The game gets unpaused, and you resume playing, although your attention is divided now, nervous about sitting in your brother’s lap.
Has it finally clicked? Are you thinking about what he could do to you, how he could make you feel?
“You suck at this.” Shigaraki observes, the controller shaking almost violently as you’re attacked again, overwhelmed by enemies.
“Well, maybe if you taught me how to play instead of being weird, I wouldn’t be.” You snarked, frustrated with the game, uneasy with your brother holding your hips like that.
Shigaraki rolls his eyes. You’re so dramatic, and although you have a valid point, he’s always been weird. This is nothing new, you’ve just been too thick-skulled to realize it before, which isn’t his fault.
A few more tries, and you still can’t get past the one group of enemies, dying after a few minutes every single time. You’re going to waste the batteries like that, controller jumping in your hands. 
“I can’t-” You whine, coming across the enemies after your latest death, already knowing what’s going to happen.
Shigaraki stays silent, red eyes finally flickering away from your body and up to the screen of the TV. 
You’re at one of the hardest parts of the game, facing a section that took Shigaraki two days to beat (not that he’ll tell you that). He grins as you throw yourself into the fight, immediately getting decked.
The noises you’re letting out are cute, frustrated groans on each hit landed on your player, muttered curses and triumphant scoffs whenever you manage to strike an enemy, which isn’t often.
The controller’s still shaking like crazy, and you’re moving around in his lap again, and Shigaraki is done. He can’t take this anymore, you’re being a tease.
He snatches the Xbox controller out of your hands, ignoring your little “Hey! What’re you doing, I was playing!”
“You call this playing?” The shuddering of the controller surprises him, gives him an idea.
There hadn’t been a plan, he had just been acting on instinct, hands itching to push you off his lap and to the floor, just to see the way you’d look up at him after. 
Like that, you’d be in the perfect position to suck his cock.
But he wants to go in a different direction now.
“Stay still, you’re so annoying.” He’s spreading his legs out, sinking back further in his chair to get a better angle, your legs hooked over his.
There’s no time for you to protest. Like this, you’re spread out nicely, exposed, even though your shorts cover your intimate place.
Without any further preamble, Shigaraki shoves the vibrating controller up against your clothed cunt.
“NIi-san!” You shriek, immediately writhing in his hold. But Shigaraki has an arm locked around your chest, keeping you pinned to his chest. “Don’t, think sins’t-this isn't-! Stop this, stop! Don’t touch me!”
He can bet it feels good, that you’re struggling to tell him to stop. He begins rubbing the controller against you, snickering at the way you jolt and writher on each pass of the hard, curved plastic against your protected clit. He can’t even imagine how good it would feel if your stupid shorts weren’t in the way.
“Stop, stop! Stop it! Stop!” You sound like a broken record.
“Shut up, you can’t even play the game right. Feel that?” the controller gets rubbed harder against you, and you writhe. “That’s how bad you are. So pathetic, can’t even fend off a couple of bad guys.”
Can’t even fend off one, Shigaraki thinks to himself. You could be trying harder to get out of his hold, could be screaming and yelling and scratching and kicking.
Well, you are scratching and kicking, moving around so much that he’s having a hard time keeping you still. And you making a lot of noise, but there’s no one else home.
He’s fully hard, and every movement you make struggling rubs him right up against the meat of your ass, and he sucks in a stuttered breath, biting his lip.
“No, no, no, no, don’t want this Nii-san, stop it-” Your panicked pleas are ignored, Shigaraki shoving your hands away as you try to pull the controller off of your cunt, get the vibrations to stop.
On screen, the player is still getting attacked, each new hit making the controller vibrate even harder.
“Ow, ow! It hurts, make it stop! Nii-san-”
“I’ll gag you if you don’t stop complaining.” Shigaraki seethes, feeling irritation creep up. “It hurts because you’ve never felt this good before, idiot.”
He remembers the first time he’d used something on his dick. It was your toothbrush, unsurprisingly, the one that vibrated with three different speeds and made you so proud of your pearly whites.
It had been so overwhelming, he couldn’t even touch the back of the head to his cock. At times, it felt so good it had hurt, had completely blinded his senses and leave him in a puddle of his own cum and sweat, panting.
So Shigaraki understood what you were trying to say - your inexperienced body needed him to slow down, ease up a little. But your gross, nasty brother wanted to ruin you.
Your character on screen died, resulting in one last heavy vibration that made you sob, thighs struggling to snap shut, hands desperately pushing at Shigaraki.
He felt you convulse in his grip, could practically feel the way your little hole was clenching as you gushed all over yourself, whining and moaning at the pleasure.
Your character was sent back to the last save, the game on a loading screen.
But Shigaraki wasn’t done.
He was still hard against your back, rubbing himself off as best he could, but he was finding his own pleasure in watching you writhe on his lap.
The controller was tossed to the side, nimble fingers sliding over your shorts, Shigaraki laughing at what he found.
“You’re so wet, holy fuck. That’s disgusting, wow.” You were drenched, the fabric of your shorts completely soaked with your juices. You only sobbed out a pitiful noise, maybe trying to deny it, but Shigaraki wasn’t listening. He was too busy rubbing over the wet spot, gleefully feeling you up. It was easy for his fingers to find a comfortable, mind-numbing rhythm, so used to playing games and deftly pushing buttons, using sticks and joysticks, directional pads and the like.
You were rocking against his hand unconcsiously, body unable and unwilling to decided whether to pull away or push closer - you had just cum, but that didn’t negate the vicious, heady sensation that his fingers brought.
Shigaraki quickly grew bored of this though, unable to ignore his dripping erection. He had never been a patient man, quickly removing the hand stimulating your swollen pussy so he could pull his cock out of his sweatpants.
With a quick movement, your shorts were tugged down, your brother completely pushing past your refusal to lift your hips, burning your skin with how forcefully the fabric was ripped down.
“Nii-san, what are you doing-you can’t, you can’t!” You cried, renewing your struggle when you felt skin against skin, his cock hot and velvety as it rested against your cheeks. “I don’t wanna do this, don’t make me do this-”
“I don’t care. I’ve tried to be good, and it’s like you don’t even care.” The man ground out, beginning to rut his hips against your ass. It was dry, and it didn’t feel great, but it was more than enough to satisfy Shigaraki. “I barely touch you, I keep my hands to myself-”
Which was a lie. Late at night, when he was sure you were fast asleep, he’d touch, just a little. Rubbing your nipples, feeling them peak under his touch. Feeling the curve of your waist, skin soft against his dry palms.
“-I wouldn’t stare either, but you wear those stupid shirts-” The deep cut ones, the ones that showed off your cleavage and allowed him weeks of jerk-off material.
“So annoying, just a stupid little imoto that follows me around, you just want attention.”
He knows you don’t do it on purpose. You aren’t trying to make him see you in a sexual light. But maybe that’s what makes it all the more appealing, how naive and innocent you are.
Fuck, he’s getting close just thinking about your purity, how much you don’t know, how much he could teach you.
He doesn’t know a ton, but Shigaraki knows enough about what feels good for him, and you probably wouldn’t want to learn, but he deserved something nice every once in a while, didn’t he?
The drag of his cock between your ass cheeks was making him loose his mind, the slide too rough, but it felt delicious and stimulated him just right, pulling at his foreskin and spreading his precum into a sticky mess on your skin.
“Fuck, stay still, lemme feel good-” His voice was choked up, still holding it’s usual nasal resonance. 
You sobbed in his hold, his fingers still playing over your shorts, exploring, keeping you occupied and frozen with sensation while he got himself off with your body.
And then he was breaking, splurting his seed all over your lower back, watching it come out of his cock in shaky squirts, painting your skin a cloudy white.
Shigaraki groaned, eyes transfixed to the sight before him. It was hard to keep them open, body shaking with little snaps of pleasure in his veins, in his stomach.
On the bed next to his thigh, the controller started shaking again. Panting, Shigaraki raised his eyes to the TV screen as you slumped against him, softly crying.
Your character was getting attacked again.
“Let’s keep playing.”
And the vibrating controller was pressed to your bare cunt, making you scream.
He’d have to wash it after this, but he figured it was worth it in the grand scheme of things
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snarkwrites · 4 years ago
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ssw | pietro maximoff; you make my heart beat faster. [ suggestive ]
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Notes:
Okay, so.. This is kind of a follow up to the one shot I wrote a few months ago, happy birthday. So this picks up the next day. Idk where this idea came from or if it even makes sense when read immediately after that one, but ah well. My brain kept nagging at me to write the thing so I wrote the thing.
[ happy birthday ] for those who haven't read it already.
The translation: ty chuvstvuyesh', chto delayesh' so mnoy, kotenok = "do you feel what you're doing to me, kitten?" loosely via Google translate.
Prompts:
taken from either [ HERE ] or [ HERE ] give or take. It could be one or the other or a mix of both at my own choosing.
the daydream of him inside you // seeing the bulge in his pants // you make my heart beat faster. - those were all the prompts / inspiration used to write this.
Fandom / Character:
MCU / Pietro Maximoff x Barton!OFC, Nicola.
Other Writing Nicola / Pietro can be found in:
[ happy birthday ] + several other oooold posts way back on the blog I think. I wanna write a fic for them one day. We shall see, though.
Warnings:
[ NSFW. Absolutely no minors.] If you're underage, this was not written for you -nor should you be reading it. If you choose to keep reading, this is strictly a you problem. I can't do anything about it. I warned you.
Things you need to be warned about before reading: implied sexual encounter.
Yes. I realize that I don't go full into writing out the scene. But there's enough here that anyone underage has zero business reading it. So, I'm warning you guys now.
Tagging:
@chasingeverybreakingwave
@kyleoreillysknee
@micolegg
@mrsstevenbuchananstark
Other Stuff:
[ ABOUT MY WRITING | TAG LIST DOC - IF YOU WANT TO BE TAGGED, THAT IS. ]
“Are you feeling okay? You’ve barely touched your food, Nicola.”
My mom’s concerned question cut through my thoughts and I made myself smile, nodding. Taking a bite as I replied through a mouthful, “I’m fine. Was just thinking. That’s all.”
“About?” my mom eyed me expectantly. Hints of an amused smile played at her lips. I hesitated for a moment. If I didn’t know any better, I’d almost swear that somehow she knew something was up.
,, would it be a stretch to think so? One, she is my mom and two, I’ve been acting skittish and just plain out of it all damn day...” the thought came and as quickly as it did, I shoved it down in the depths of my brain.
I shrugged. “ Nothing in particular.” I gave the vaguest answer I could come up with. If she had one tenth of a clue what I’d really been thinking about just now, I’m honestly not sure how she’d react to it.
I’d been replaying last night over and over again in my mind all day. Every single part of me was dying to ask Pietro if it meant anything or not but at the same time, every single part of me was also scared to death to do that very thing. The one or two times we’d been alone with each other today and I did try, the words got stuck in my throat. And he wasn’t behaving any differently than he normally did, so I kind of just… Let it go. Started to convince myself that making the two of us love the night before was just a one time thing. As my best friend Simone would put it, “Sometimes, you just need to scratch that itch.”
The whole problem with her theory is that even now, having scratched this particular itch.. I wanted to do it again. And again.
I wanted so much more than that too. The brief glimpse I’d gotten of Pietro beneath the sarcasm and the flirty swagger the night before completely did me in. I’d gone from trying hard to keep him at arms length to falling head over feet in love with him and knowing this drove me crazy.
I felt someone staring at me.
I looked up just as Pietro was looking down. Pouting to myself a little, I reached out to grab the spoon in the bowl of mashed potatoes to scoop another serving onto my plate. Pietro reached for the spoon at the same time and when our hands brushed, I felt this little jolt.
He moved his hand but not until he’d let it linger against mine for a second or two. His gaze not leaving mine for the entirety of it. Under the table, my thighs clenched tight. I could see his hands all over me again in my head. Feel his cock buried deep inside me.
I went from a little wet to full on soaked between the mental imagery and the brush of his hand against mine. My stomach coiled.
My body tensed a little.
I dropped my gaze first, busying myself with putting more potatoes on my plate. Pietro kept watching me.
My parents were talking at the head of the table as my mom fed Nathaniel some smushed peas and carrots... My little sister scarfed down her food and then shot out of her chair and out the backdoor to go play a game of tag with my brother in the backyard before it got to dark to play and they had to come inside.
I dared to glance up from shoveling food into my mouth and Pietro gave a teasing wink. Biting his lip as he openly fucked me with his eyes.
And there it went.. The lazy flip flop of my stomach. And no matter what I tried, I couldn’t tear my eyes out of the ocean blue depths of his.
I couldn’t take any more of the torture that was being around him and not having the courage to ask what I was dying to know so I stood and grabbed my plate as soon as I finished eating, making my way into the kitchen to put it in the sink.
I went ahead and washed it while I stood there. I was just drying the plate and about to put it away in the cabinet overhead when I felt Pietro’s muscular body press against me from behind. Wordlessly, he took the plate from my hand and sat it on the top of the stack inside. I turned to face him.
This put us body to body.
I swallowed hard. My mouth opened and closed and for about five or six seconds, I willed myself to say something. Do something.
But I couldn’t bring myself to. Because as much as I was dying to know whether last night was a one time thing or if there was really something between us… Parts of me were scared to death that if I asked, I wouldn’t like the answer.
And that kept me quiet.
Pietro’s hand raised. Reaching out. Brushing strands of hair out of my eyes. I barely restrained a whimper at the touch. His eyes flashed a brighter blue and his head tilted slightly as he stared down at me.
Lost in thought.
His hips pressed into mine harder. When I felt the bulge in his jeans, I took a few shaky breaths. His hand rested on my hip, squeezing. Digging the tips of his fingers into it. He leaned down slightly and his mouth grazed the shell of my ear as he asked, “ty chuvstvuyesh', chto ty delayesh' so mnoy, kotenok?” in a breathless whisper.
If I thought I was wet before, hearing him speak to me in his native tongue had me soaked. Absolutely flooded. The only word I could pick out of whatever he’d asked was kitten. And as usual, when he called me kitten, my heart fluttered just a little more in my chest. He rocked himself into me clumsily and I sucked in a breath.
“Pietro.” I muttered. I was right on the verge of asking him what he’d just said. And asking him about what the night before truly was, if he felt anything or if it just kinda… happened. But just as I thought I’d finally be able to get the words out, it’s like my brain froze up all over again. I frowned at myself in frustration and sighed, shaking my head. “Nothing. It’s silly.”
I heard my dad calling my name from the next room, so I stepped away from Pietro reluctantly and went to leave the kitchen. Pietro grabbed hold of my hips, holding me in place for a few seconds. Staring down at me.
“ I need to talk to you later, kotenok. Alone.”
All I could do was nod. Tell him that I was going to go up to my room in a few minutes.
He nodded.
I stepped away and walked into the next room, only barely managing to pull myself together enough to talk to my parents without either one of them seeming to be aware of just how flustered I truly was.
As soon as I got done talking to my dad, I made my way upstairs. Shutting the door to my room and leaning against it just to hopefully pull myself together.
I still couldn’t.
I flopped across my bed, picking up the Anatomy book and my notebook, preparing to start studying again for the final I had coming up soon and just as I settled into it, there were two knocks at my bedroom door.
I slipped off the bed, wandering over to the door. Opening it.
Pietro leaned in the doorway, gazing down at me. That hungry look in his eyes again.
I stepped out of the doorway and let him into my room, shutting the door behind me. When I turned around to face him, we were body to body. Leaning into me, he put a hand against the door, just above my head. I could feel him straining even harder against his jeans. His other hand raised, resting against the side of my face. Cradling my cheek as he closed the distance between our mouths.
I started out with my palm down. Determined to keep distance between us until I finally worked up the courage to ask my question, hear my dreaded answer and be done, but by the time his tongue slipped past my lips and started to trace my teeth, I was clutching at the front of his fitted black shirt instead. He nipped at my bottom lip, tugging until I felt it swelling under pressure. The kiss deepened until I got so lightheaded I thought I’d melt.
He seemed to sense this because he crushed me against him and the hand cupping my face drifted down. Skimming down my side. Stopping at my hip.
The kiss finally broke so we could breathe and we pulled apart; breathless. Staring at each other quietly. Wide-eyed.
“Kotenok…” he muttered softly. Fondly. His voice dying away as he stared down at me like he was lost in thought. Trying to say something.
“What’s up?” I mumbled, my stomach flipping and flopping lazily.
“Last night was..” he went quiet on me again and I tensed a little, bracing myself for him to continue. Preparing myself in the event that what he was about to say wasn’t what I longed to hear.
So it shocked me when he was closing the distance between our mouths all over again as he muttered in a lust-filled whisper, “Last night was more than just sex. You make me feel things that I haven’t before, kotenok.”
My breath caught in my throat and I didn’t realize it until I finally took a breath and it was shaky. I gazed up at him, letting his words sink in. Trying to wrap my head around it. I went to say something, to tell him that I felt the same way and I didn’t do what we’d done last night often, but he pressed the side of his finger against my lips, silencing me and continued to speak.
“You make my heart beat faster.” he took hold of the hand I had rested against his chest, placing it over his heart. I gasped quietly as I looked up at him again and saw the way he was looking back down at me, a look of pure and total adoration.
He looked nervous as hell. Fidgeting a little. Not quite sure what to do with his hands after he moved one off my hip and let go of my hand with the other. He went to step away, swearing under his breath and I realized that he wanted me to react somehow.
I pressed against him from behind. My hand wrapping around his where it lingered on the knob to my bedroom door. “Don’t go. Please?” I asked in a hushed whisper. Pietro turned around and when he did, I melted against him. Raising my arms to wrap them around his neck. Dragging my fingers through a thick mess of platinum blond. Tugging at it as I rose to tiptoe and crashed my mouth against his. Laughing softly when our noses bumped and our lips connected all over again; hungry. Desperate. Frenzied.
He reached down, twisting the lock on my door knob so that it was locked and no one could come in by accident. A low growl rose up from the depths of his chest, hanging in the air between us only to be swallowed by the kiss as our mouths reconnected and it deepened. I rubbed myself against him clumsily. Needy.
His hands locked across my ass and he slipped me up his body, stepping over to my bed. Dropping me against my mattress softly and positioning himself on top of me. Pressing his hips into mine. Bucking against me as his mouth strayed from my own, working it’s way down the side of my neck. His lips caught on my pulse, making me shiver and rock myself up into him as I gave a needy whine and raised my legs, squeezing his hips with my knees. The kiss broke and he muttered against my mouth with a teasing grin, “ Think you can be quiet for me, kotenok?”
“ I can try.” I whimpered as his mouth worked down the front of my throat, teeth scraping against skin. Stubble tickling me. Making me cling to him as he snapped his hips against me and his hands moved down between us, catching in the hem of my shirt. He pulled me up to a sitting position and pulled my shirt off, tossing it onto my bedroom floor. I tugged at his shirt, whining impatiently and he chuckled. Nipping softly at my bottom lip as he teased, “Patience.”
“Pietro.” I pleaded.
He tugged his shirt over his head, letting it settle on the floor near mine. And then he was leaning in. His hands moving up my sides. Stopping to squeeze my breasts, growling to himself quietly before reaching around. Hooking a thick digit beneath the band of my bra and working the clasps free. He pulled it off, balling it up and tossing it on the floor with the rest of our clothes as he leaned into me even more, my back pressed flat against my bed all over again. He positioned himself on top of me, his body spreading my legs wide and as his head dipped down, my fingers curled in my blanket and thick blond hair.
His mouth worked across my collarbones. Then lower. He squeezed my tits together, mouth diving down. Latching onto one of my nipples. Tongue circling lazily until he’d teased it to a point and I was squirming beneath him, rocking my hips, desperate for any kind of friction I could get. My fingers caught in the waistband of his jeans and I worked the button and the zipper free. He pulled away and slipped off the bed to shed his jeans and underwear and eyed me hungrily. Leaning down. Meeting my gaze with a mischief filled smirk as he took off my pants. Holding my gaze the entire time.
I kicked my pants free at the ankle and he was on top of me again. The tip of his thick cock brushing right against my fabric covered crotch as he bucked into me and muttered against my mouth, “Are you ready for me, kotenok?”
“Please?” I begged breathlessly, barely managing to keep my voice a whisper as I did so. When he smirked at me as if he were pleased with himself, I realized exactly what his goal was.
He wanted to see just how close he could get me to getting loud.
I pouted up at him and he chuckled. “What’s wrong?”
“You’re being a tease. I know what you’re trying to do.”
“Oh?” he muttered, his hand disappearing between us. Slipping into my panties. Fingers working me open. Burying deep in my throbbing, wet sex. I arched my back and gasped, my fingers tangling in his hair, tugging at it as I rocked against his hand.
It wasn’t enough. I wanted him buried to the hilt inside of me. Now.
But Pietro was in a teasing mood tonight. Something told me that the more I begged, the more he was going to prolong it. And if I didn’t beg? He’d prolong it.
I was absolutely fucked.
One way or another, he was going to have me screaming his name by the end of the night.
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megashadowdragon · 4 years ago
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fgo theory is caster cu really odin 
comments : 
There is also the 10 bond CE for him being the Yggdrasil Tree, which is very Norse. (the fact he needs a bunch of Yggdrasil seeds may also be a bit of a hint.) Interestingly, the Wickerman festivals were held throughout Europe (Areas such as England and Scotland) and were regarded as a neo-pagan festivity. Chances are, if CasCu really is Odin, it is highly likely he will take action in the English Lostbelt second part. I think itd be really cool, but if that was the case itd be more likely Cu caster was a Cu-Odin fusion similar to Scathach-Skadi. We know its within Odin's ability to do a fusion like this due to how he did the same for Skadi. It also explains how caster cu retains the protection from arrows and disengage skills. It also makes more sense how he's kept his identity a secret, because it's not false that he is Cu.
www . reddit . com/r/grandorder/comments/lkw9xm/summary_of_the_caster_cu_chulainnodin_theory/
At absolutely no point does he ever give his name or makes any mention to it.
Other Servants who initially don't give their names say that they'll give it to you later. Caster does not even bring up the subject.
In the Garden of Sinners crossover event, he says "there's no Cú Chulainn here". It's treated as a gag, but...
In the Singularity F Memorial Quest, he's the only Servant referred to by his Class name instead of his True name.
In Lostbelt 6 he finally introduces himself... as Grimnir. This is an alias that Odin uses in the Grímnismál.
He's not supposed to be the Caster of the Fuyuki Grail War in the first place. In the original reality, it's Medea, while in FGO reality it's Solomon. Material states that Singularity F is the result of data colliding, and Caster resulted from that. However, in that case it should be either Solomon or Medea who appear in Singularity F, not Cú Chulainn.
One of his lines goes as following: "Isn't bit boring to play a game that never ends? For better or for worse, it's like you can't move the pieces forward, yeah?" Is he talking about Singularity F? At any rate, this sounds weird.
His Final Ascension art and animation update features two white wolves. Odin is stated to have two wolves named Geri and Freki.
His second Noble Phantasm, which he mentions in one of his My Room lines, is called "Ochd Deug Odin - Seal of the Great God". It's an exceedingly powerful Rank A Anti-Fortress Noble Phantasm with potentially Game Breaking effects, but what's interesting is its description: it activates by chanting its True Name and using all 18 primordial runes granted by Scáthach at once (keep in mind she taught him the Norse ones) and it "temporarily unleashes the power of the rune possessed by the Great Odin". Aside from the weirdness of him even having that Noble Phantasm in the first place (he's not supposed to have Wickerman either, but at least we get an explanation for that), why can't he use it? (Potential Game-Breaker status not withstanding).
In the North America version of the game, his Bond Craft Essense is called "Yggdrasil Tree". That's taken from Norse Mythology, so why would a Celt have it?
In addition, the Yggdrasil tree has a particularly strong tie to Odin. The Ygg bit is another name for him, and according to legend at some point he hanged himself from one of its branches to gain wisdom.
For some reason, he's in the Nordic Fields during Boudica's 3rd Strengthening Quest.
During Valentine's Day in the return gift scene, he talks about the Human Order Incineration and the Human Order Reorganization - a.k.a. the Lostbelts. Somehow he knew about the Lostbelts before the game even got to that point.
In the 2019 Valentine's event, he's seen reading the book "Scandinavia's Beautiful Mountains".
In the FGO mats, Sigurd takes special notice of him and then has a Double Take. He also seems confused about him in his material profile. The fact that Sigurd noticed Caster is odd, but it should also be noted that Sigurd encountered Odin a number of times in his legend, thus making him one of the most likely people to recognize him.
Scáthach's Interlude brings up a LOT of questions. The regular Lancer Cú Chulainn says that his power is reduced because half his Saint Graph is missing. Mash suggests that the reduction in power may be because he was separated in numerous classes, but Lancer Cú is surprised that he can be summoned as a Caster. In addition, there are several Servants summonable in numerous classes, and none of them has this problem. There's a possibility that the other half of the Saint Graph went to Caster, and he's using an external source to stabilize it.
According to the Arcade version of FGO, it's impossible for any version of Cú Chulainn to be summoned without Gáe Bolg or the skill "Martial Arts Disciplining in the Shadow Country". Yet Caster has neither, thus making him an impossible summoning.
Not very noticeable in the English version, but he occasionally slips into using the "washi" pronoun during dialogue. For those who might not know, "washi" is actually pretty formal, and contrasts Cú Chulainn's much more casual "ore".
A lot of his official art has him looking subtly different that the other versions of Cú Chulainn.
He has lighter-coloured hair in all of his artwork, and Fate/Grand Carnival gives him wrinkles under the eyes. This trait is usually used in anime to show a character around 40-50 years old; an age that Cú Chulainn never reached.
In his card art and formal outfit card, his eyes are almost orange rather than red. In addition, one eye is always at least partially hidden.
In his April Fool's card, he has different facial features than the rest of the Cú Chulainns.
Tying to the above, Odin is known for disguising himself as an older man, usually a wizard, in a hood, and he's missing an eye. Missing eye aside, Caster fits most of that criteria, and as pointed out above, most his art hides his eye anyway. Odin gave said eye in exchange for wisdom, and there are a few remarks that Caster is getting smarter.
In the original Fate/stay night, Emiya draws a connection between Gáe Bolg and Odin's spear, Gungnir. Considering that he has picked up things like Rho Aias and Caladbolg, we can probably take him at his word. In his animation update, Caster throws his staff above the enemies heads, and then it changes tragectory to attack them from behind. While this could easily be a reference to Gáe Bolg's actual method of killing in the myth (it entered the victim through the asshole), it could also be a reference to how Odin would throw Gungnir above the heads of his enemies to declare a war.
Another detail from his animation upgrade is that his Instant Runes often take the form of a Valknut; this symbol according to some scholars is associated with Odin.
There are overall several indications that Caster will play a significant role later in the story: he's featured in the trailer of Lostbelt 6 and received his animation update during the Lostbelt 6 livestream, and Word of God has implied several times that we will be returning to Singularity F at some point.
Tying to the above, in one of My Room conversations, he say's he'll teach you how to use Runes later. Maybe it's not Blatant Lies after all.
Caster and Odin share several personality traits. Both of them are known as "the raging one", are strongly tied with the concept of war, magic, and wisdom, and both of them are The Gadfly - as Caster displays in Singularity F when he tries to get Mash to activate her Noble Phantasm. In addition, in various events Caster seems to have a gambling problem, which is also one of Odin's traits. Not to mention "summon me as a Lancer" works for Odin too.
The recent Lostbelt 6 update also adds fuel to the fire. In My Room dialogues, Scáthach tells him that his Rune magic is slightly different from what she taught him. He asks Sigurd not to look at him with the glasses, when he sees Brynhildr he muses that this must be fate/karma and specifically refers to Scáthach-Skadi as "Lostbelt Skadi."
His new battle lines from the same update are just as interesting.
"Witness the essence of the Rune magecraft taught by Scáthach... Sure, let's go with that." Along with Scáthach accusing him of his Rune magic being different, this could easily imply that he didn't learn them from her.
Another line is that "he doesn't have the noose of his neck anymore". As an above point states, this Odin did this to learn his runes. The noose bit also never happened to Cú Chulainn.
One of his victory lines references "wolves and crows" and that he has "no idea what they're talking about". The crows part could be a reference to the story of Cú Chulainn's death, which features a crow sitting on his corpse, but the whole quote seems to better reference Odin and his pets; the wolves Geri and Freki, and the crows Huginn and Muninn.
Lostbelt 6 also gives his a buff to his Disengage skill. More specifically, it's actually two buffs that activate back-to-back, with the first called "At the Fountain" and the second called "Sacrifice to the World Tree". Very specific, game.
In Lostbelt 2, it is outright stated that it was Odin who fused Skadi and Scáthach together. Who says he never did it before?
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teamhawkeye · 4 years ago
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unfiltered and massively spoiler filled thoughts on RE8 below the cut [MAJOR SPOILERS AHEAD]:
The Good
The first half of the game
The initial village segment and the castle portion and even “the house in the mist” sections were all pretty taut and well put together. i loved exploring the castle - was more than a little disappointed that you get locked out after Alcina’s boss fight, i didn’t explore it fully D: - and the unexpected terror of Donna’s section really pulled me out of the sense of comfort i had started to fall into, right as i was saying to myself “this hasn’t been scary at all”
The return of some series high notes
Revisiting things in previous Resident Evil games is not always a bad thing. I really enjoyed the return of weapon customization and treasures, those were aspects i enjoyed in RE4 and RE5. The return of the Merchant, in the form of the Duke, was welcome as well. The Duke is a G - he’s a good guy and i respected him most
Graphics, scenery, etc.
It’s a pretty game to look at, there’s no getting around that. I liked the set pieces, especially the Castle portion
Ammo crafting
Now this was something i greatly enjoyed. There are often times you get too much ammo for the gun you use least or you run out of ammo in harder difficulty levels. Being able to collect scrap material and make your own ammo was a very nice addition that i greatly appreciated
The Bad
(some of these are going to be personal opinions about the storytelling and narrative choices, so be prepared for that)
Pacing and direction
RE7 was a return to the series’ “roots”: so back to the footnotes of RE1 and RE2. If that was the case with 7, then RE8 did a speed run of RE3, Code Veronica, RE4, RE5, and RE6 all at once.
I know i said earlier revisiting hallmarks from previous games isn’t a bad thing, and it’s not - but while RE7 did it masterfully with sticking to mainly RE1 and RE2 and pulling in just a few old hallmarks, RE8 went absolutely buck wild in trying to cram in as many past enemy types and encounters as possible. A callback to one standout enemy is one thing, ala the Stalker type that is Mr. X, Nemesis, and Ustanak that Lady Dimitrescu also serves as...but then also the giant water monster from RE4, the Executioner of RE5, the “chainsaw” enemies (here, drills instead) of RE4, RE5, and RE6. hell, even the Lycans after a time started to feel very Las Plagas-esque in their ability to use weapons and track and coordinate. And you can’t tell me you didn’t see very similar designs/similarities between Miranda’s boss battle that you did with Alexia’s in Code Veronica...
The pacing started off solid with the initial few segments, but quickly seemed to lose its footing once it oscillated violently between wildly different styles of play and storytelling and didn’t regain its stride the rest of the game. One moment, it’s classic RE. The next, it’s P.T. + Outlast. The next, back to “a mash up of action and horror, leaning more on action” styles of RE4 + RE5. Then the finale straight up started to feel like an entirely different game before you reached that final boss fight - it felt like i was jerked in one direction one minute, and a completely different one the next
There is a lot of exposition and explaining that doesn’t happen until legit the last 45 or so minutes. Not new for the series to withhold information until the back half of the game, but there was legit almost no build up to the very sudden plot bombs that got dropped successively in the last throes of the story. Previous games rewarded you with fragments at a fairly even pace - i felt like all of RE8′s story gets dropped on you in a single monologue and a handful of notes just before the endgame
I’m not even gonna go that deep into how hard it was to keep up with all the different infection methods the mold managed to have - it was just A Lot and i’ve played a lot of Resident Evil in the past, so i know just how many different ways a single pathogen can have on humans and animals...and it still felt excessive
I honestly felt like the third segment with Moreau wasn’t even necessary. they really played up these “four lords” to not have them do a whole lot of anything. and i know there’s always been mini bosses before you actually reach the final Big Bad, but seriously, Moreau’s segment can be blitzed through in a span of 20 minutes or so first playthrough. the castle segment with Dimitrescu was solid, the house segment with Donna was nightmare fuel, lmfao, but still engaging and challenging. by the time you get to the third and sprint right through, you’re left wondering what the point of it even was. you can tell that was the least cared about narrative arc in the whole story
A giant point of note is that a huge chunk of RE8′s story could have been avoided or altered had Chris just actually fucking spoken to Ethan at the start about what the fuck was going on. And for him not to is completely unlike Chris past RE5 and RE6, that made no narrative sense whatsoever. Just another opportunity to pile on some more trauma and guilt onto Chris’ shoulders by making him “responsible” for Ethan being pushed to far and dying as a result
“Ethan actually ‘died’ when first meeting Jack Baker and was completely taken over by mold, it’s a big secret to everyone but Mia. also, he’s gone too far, there’s no saving him, he had to die”
You’re going to tell me that Ethan still being infected or impacted by the mold from RE7 is some big secret??? did the BSAA not run tests on him and Mia to make sure they were back to normal levels??? how do they not know?!? the government was able to figure out that Sherry’s exposure to the G Virus altered her permanently and study her healing capabilities, how the fuck was that not the same with Ethan???
Also, how is it that the mold’s impact on him is so much higher? he was at the Baker estate for like, 2 days max and while, yes, he did sustain some serious damage, he never fell prey to Eveline’s control and showed absolutely no signs of infection outside of being able to heal/use his hand after it was chopped off. and depending on how you played RE7, the only major injury he sustains aside from probable bruising or broken bones is that hand being cut off as mentioned before
You’re also going to tell me of the number of Resident Evil characters who have been infected with viruses and parasites and what have you and have been cured or had the negative effects negated, Ethan was the only one “too far gone” to be saved??? Jill got infected with T Virus, Claire has been infected by two separate viruses, Leon has survived a parasite infection, both Zoe and Mia were exposed to mold for years and seem to be okay...why is it that Ethan was the only one who couldn’t be saved? because he “died”? how in the world did he get infected so fast - he’d been there an hour, max! - that he was able to be revived in the first place and it wasn’t even noticeable that he had changed at all???
“the BSAA can’t be trusted anymore, they’re involved in shady shit, like deploying bioweapons into battle”
we already went through this a bit back in Revelations 1 with the blackmailed director and double agents. but to full on go “well, the entire organization is now dirty” after it was legit founded by Chris, Jill, and Barry to combat bioterrorism really sits wrong with me. all i can think is that they are running out of villains at this point and now are poising the BSAA to be a Big Bad in the future. which, again, doesn’t sit right with me
Retconning
Tying Ozwell E. Spencer back to Miranda wasn’t such a huge dealbreaker for me, but it is a bit obnoxious to now have to go back and amend “he came up with the idea for Umbrella and its pursuits with Marcus and Ashford, its other founding members” to “well, he didn’t actually come up with the idea for Umbrella and its research with Marcus and Ashford, he already had the idea from his time spent with Miranda uwu”
More so, the retconning around Eveline is a bit of a pain in the ass. So she only came about as a result of Miranda crossing paths with the Connections and giving them some of her mold to work with? And Eveline was only a failed experiment to Miranda in her attempt to be able to transfer her daughter’s essence/subconscious/whatever into a living child? And there are pictures of ‘10 year old” Eveline in Miranda’s possession - how come Evie didn’t have any memory of her at all (speaking of Evie, why the fuck did she appear in 8 briefly as a hallucination [?] to explain to Ethan his condition???)
How are you going to try and tell me that some village from prior to the 19th century was using the “Umbrella” symbol and Spencer just snatched it for himself? that was just stupid, honestly - even more stupid how Ethan didn’t recognize the symbol, despite flying off in a Blue UMBRELLA helicopter at the end of RE7
Mocap and cutscenes
Was it just me or did parts of this game look severely unpolished compared to RE7??? some parts looked good - like the Dimitresus all seemed to be rendered very well. It became very noticeable to me in the back half of the game, mainly with Chris and Mia, but a little with Heisenberg too, where their mouths didn’t match up with the dialogue a lot and they looked a lot less put together than previous scenes and characters. Mia in particular, i was struck by how much better her mocap seemed in RE7 compared to RE8. Maybe because there was a bigger ensemble cast in 8 that they spread themselves a little too thin in that regard?
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caedmonofthehighlands · 5 years ago
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Harry Potter Fic Rec List
I’ve practically been reading Harry Potter fics since I was out of the womb and unsurprisingly, I recently ran out and have been searching the web for stories that I haven’t yet read. 
I figured that with all of my fanfiction knowledge, I should make a list like the ones that have helped me to find interesting and well written fics and so, I present to you a list with my favourite Harry Potter Fanfictions. Some are Classics, some are Muggle Au’s, but they’re all worth a read.
Gelosaþ in Écnesse by Batsutousai | Completed | 98.5k | Mature
Pairing: Salazar Slytherin/ Harry Potter
Summary: Caught in the backlash of Voldemort's Killing Curse, Harry is thrown through time to a world so very different from his own.
Notes: It’s a time travel fic! I have a special place in my heart for that trope and I love this one particularly. The pairing is one I’d never even seen before and at first, I was a bit sceptical at first but I was pleasantly surprised the way everyone interacted with each other and the amount of research that clearly went into this fic. In my experience, every work of Batsutousai’s is a good read.
Gray Skye Mourning by KneazleGriff | Completed | 183.4k | Mature
Pairing: Severus Snape/ Harry Potter
Summary: As Severus Snape lay dying on the filthy floor of the Shrieking Shack, bleeding in the arms of Harry Potter, a profound, devastating realization awakens a long lost love, latent for years, torn asunder by time’s cruel fate. Is love strong enough to overcome the pain of the past and ensure severus’ survival? Time-Travel fic. SSHP
Notes: Okay, I know the summary is kind of cheesy but this fic is fantastic. It explains why Snape was such an ass in canon and it’s really touching. It’s a very emotional fic. There are a few smutty scenes so you’ll want to make sure you’re okay with reading that. Also SSHP fics that I enjoy are pretty rare since I usually steer clear of Teacher-student relationships as well as Minor-Adult relationships.(Part of why I love time travel fics so much) 
Zubats, Zubats Everywhere by RenderedReversed | WIP | 16.8k | Teen and Up
Pairing: Harry Potter/ Tom Riddle
Summary: In which Harry is pretty sure his Pokémon journey isn’t supposed to have such a copious amount of Zubats—or just the figurative one, since Arceus knows Tom Riddle pops up in his life often enough to be a Zubat in disguise.
Notes: This fic is adorable. They have Pokemon Pet names, they buy each other stuffed animals and accidental stalking? It’s more of a Oneshot Collection than a continuous fic but don’t let that stop you. Comedy, Fluff and Harry Potter. What else could you need? 
Away Childish Things by lettered | Completed | 153.8k | Teen and Up
Pairing: Draco Malfoy/Harry Potter
Summary: Harry gets de-aged. Malfoy has to help him.
Notes: This fic. The way lettered handled the whole ‘people from the wizarding world find out about Harry’s home life’ amazingly. The characterization of the characters, their younger selves and their opinions of themselves is just... *Chef’s kiss*. I’ve read this one over and over and I don’t plan on stopping anytime soon. 
Harry Potter and the Boy Who Lived by Santi | WIP | 147.7k | Mature
Pairing: Harry Potter/ Female OC
Summary: Harry Potter loves, and is loved by, his parents, his godfather, and his brother. He isn’t mistreated, abused, or neglected. So why is he a Dark Wizard? NonBWL!Harry. Not your typical Harry’s brother is the Boy Who Lived story.
Notes: One of the only ‘Wrong boy who lived’ Fics I’ve enjoyed. Technically, Harry twin brother is the actual BWL so it’s not exactly the wrong one. This Harry is very OOC, keeping only his name and his physical features. His twin brother is really more ‘Harry Potter’ Personality-wise. Despite all of this, I absolutely loved this fic. The way Durmstrang operates is amazing and much better than Hogwarts.
The Spellmaker by SonnyGietzel | WIP | 166.7k | Mature
Pairing: Harry Potter/ Tom Riddle | Voldemort
Summary: Latin; a dead language with no practical applications except perhaps the deciphering of old texts and as a particularly quaint party trick.Thankfully, as Harry finds out, Latin is not as dead as he was first taught when he decided to learn the language. It wouldn't have mattered anyway, of course; he loved Latin, and would have been proud to know it even had it been as useless as it was pretty. But in the world of Wizards, the world of Magic, Harry realizes his rare talent with words is particularly valuable, and allows him to use magic that no one's ever heard of, that no one's ever seen. But as time goes on, and he becomes more and more entangled in the webs spun by those around him, he starts to realize just how deep the magical rabbit hole goes and how dangerous power like his can be.All Harry had ever wanted was for the world to make sense.
Notes: Latin? Hell yeah! Harry’s spell casting by knowing latin and understanding science is so cool. Plus I just really love the librarian. It’s still updating too so you’re not just torturing yourself for the sake of entertainment if you read it,
SCHOOLED by WyrdSmith | WIP | 113.6k | Explicit
Pairing: Harry Potter/ Tom Riddle
Summary: 7th Year Gryffindors learn why it is never a good idea to piss off Ravenclaw Hadrian Morgan. His payback during Professor Slytherin's class is BEAUTIFUL. In carrying it out, orphaned pureblood Hadrian catches the interest and libido of the present Lord Marvolo Slytherin, who -- with the assistance of the entire Slytherin student body as well as a few other surprising characters -- tries to lure Morgan into his life and his bed. But just how naive is Hadrian Morgan, really?1945-era mash-up of most major and minor characters of HP and other fandoms, as well as historical characters. [WAIT, PLEASE! .... ahem.... If you just heard a mental screech of brakes, please understand that this is not a farce, nor crack, nor crap. This has many reviews from now-devoted readers who almost bypassed it, but are now glad they accepted the dare to just try chapter one.]
Notes: My opinion on this fic is complicated. It’s brilliantly written. Harry is witty, sneaky and ruthless and I just love him. Tom is just a lil bit predatory. You should definitely give it a read because it’s awesome, just make sure to properly read the tags and the summary first. 
Time to Put Your Galleons Where Your Mouth Is by Tsume Yuki | Completed | 46.3k | Teen and Up
Pairing: None
Summary: Harry had never been able to comprehend a sibling relationship before, but he always thought he'd be great at it. Until, as Master of Death, he's reborn one Turais Rigel Black, older brother to Sirius and Regulus. (Rebirth/time travel and Master of Death Harry)
Notes: I love this. I love this so much. Harry is so great To Sirius and Regulus. He may be a bit OP but he’s honestly just a king in every single way other than literally. This was an amazing read and a great change from the more romance-centric fics that usually catch my eye. 
Kudosed, Bookmarked, Subscribed by maquira | WIP | 49.6k | Explicit
Pairing: Harry Potter/ Tom Riddle | Voldemort 
Summary: By day, Harry works as a lowly assistant to his boss: the cruel, controlling Tom Riddle.By night, he lives, breathes, and writes fanfiction. And when he's not writing, he's obsessing over the work of his favorite Ao3 author: Lord_Voldemort_.So, of course, it’s only a matter of time before Harry gets caught reading Voldemort’s latest fanfiction at work… by none other than his boss.
Notes: I know it’s Harry Potter and the nearly everything about the books has to do with magic but Muggle Au’s are my guilty pleasure. Pair that with maquira’s beautiful writing and I’m hooked. Really, check out any of maquira’s other fics, they’re all just as good. 
Let’s Start the Show by Terrific Lunacy | WIP | 29.9k | Mature
Pairing: Kind of Harry Potter/ Tom Riddle
Summary: It started as a game. When two highborn lords come looking for a distraction from boredom, they merge the worlds of the highest class with those of the lowest class. An invitation sets things in motion that were supposed to stay locked away. Because a kingdom on the verge of collapse, a noble without a past and a circus performer with a secret are not a good combination.
Notes: Something about this fic just captivated me when I first read it. It still does, really. I love the plot, I love Harry’s cheek and you’ll love it too.
Dreams and Darkness Collide by Epic Solemnity | WIP | 209.5k | Mature 
Pairing: Harry Potter/Voldemort
Summary: Though he was raised without the expectation of saving the world, Harry still possesses a savior complex. Only, it's so dark and twistedly immoral, he created an alter ego to practice vigilantism. His second identity makes a name for himself and immediately ensnares Minister Riddle's complete and obsessive attention. A game of cat and mouse begins and morals are questioned.
Notes: I’ve read this so many times I could probably recite it by heart but I could still read it a thousand more times. 
My Name is Cameron Sage by thesewarmstars | Completed | 41.8k | Explicit
Pairing: Harry Potter/ Severus Snape
Summary: Things are going poorly for the side of the light, and in a last-ditch effort to fulfill his destiny, Harry goes back in time to try again.
Notes: Another Time travel fic! A particularly smutty one but Sevvy has a friend for once in his life and they’re so sarcastic but they’re also really sweet. 
Consuming Shadows by Child_OTKW | WIP | 312.2k | Mature
Pairing: Harry Potter/ Voldemort, Harry Potter/ Male OC
Summary: On the night of the attack, Lily managed to escape with her infant son, but at the cost of her husband’s life. Distraught and distrusting of her friends, she fled to France with Harry, to raise him away from the corruption in Britain and the rising influence of the Dark Lord. She trains him to the best of her abilities, shaping him into a dangerous, intelligent and powerful wizard.But when Britain re-establishes the Triwizard Tournament, and Harry is forced to return to his once-home, he finds himself questioning whether he really wants to kill the Dark Lord. Voldemort finds an unexpected challenge in the child, and as his intrigue and amusement grows, so too does the desire to possess the spark in those defiant green eyes.
Notes: Harry attending foreign schools is also a favourite trope of mine. I love the different interpretations of different wizarding schools. Bonus points if he visits Hogwarts to attend or participate in the Triwizard Tournament. 
To be Set Free by Merrinpippy | Completed | 35.8k | Teen and Up
Pairing: Harry Potter/ Tom Riddle
Summary: Harry Potter, raised and abused by the Dursleys ever since his parents died, lives in the cupboard under the stairs. He has no friends or family who love him and his life is dull until one day a letter arrives arrives for him, written in green ink, that promises freedom. Sounds familiar, right?King Thomas Riddle's illness combined with his political paranoia pushes him to arrange three royal balls, after which his son, Prince Tom Riddle, must choose a guest to marry, thereby securing the kingdom's future and solidifying their strength in the eyes of their allies/enemies. Tom is convinced that he will be able to defy his father and choose no-one, or at least he is until at the first ball he meets an attractive stranger with dark hair and glasses who won't tell anyone his name...
Notes: Fairytale Au’s are magical and this fic just proves it. You barely even need to put a spin on cinderella to fit Harry into his role in the story, which is sad but also absolutely perfect.
Azoth by zeigeistic | Completed | 88.7k | Explicit
Pairing: Harry Potter/ Draco Malfoy
Summary: Now that Harry is back at Hogwarts with Hermione for eighth year, he realises that something’s missing from his life, and it either has to do with Ron, his boggart, Snape, or Malfoy. Furthermore, what, exactly, does it mean when one’s life is defined by the desire to simultaneously impress and annoy a portrait? Harry has no idea; he’s too busy trying not to be in love with Malfoy to care.
Notes: Portrait Snape. That’s it. That’s all I have to say.
Death of Today by Epic Solemnity | Completed | 500.8k | Mature 
Pairing: Harry Potter/ Voldemort 
Summary: Raised in a Muggle orphanage, Harry arrives at Hogwarts a bitter boy. Unusually intelligent, he's recruited by the Unspeakables and the Death Eaters at a young age. As he grows older, he constantly has to struggle to keep his footing around a manipulative and bored Dark Lord, who fancies mind games and intellectual entertainment.
Notes: In all honesty, I don’t have much to add. Epic Solemnity is a fantastic author though so make sure to check out their other works.
Hermione Granger’s Hogwarts Crammer for Delinquents on the Run by waspabi | Completed | 93.3k | Teen and Up
Pairing: Harry Potter/ Draco Malfoy
Summary: 'You're a wizard, Harry' is easier to hear from a half-giant when you're eleven, rather than from some kids on a tube platform when you're seventeen and late for work.
Notes: I live for this Au. I would give my right hand and make quite a few human sacrifices for a sequel to this story. 
Rebirth by Athey | WIP | 269.7k | Mature 
Pairing: Harry Potter/ Tom Riddle
Summary: Two boys grow up together in an orphanage, grow powerful at school, are torn apart by death and brought back together by rebirth. Horcruxes aren't the only way to live forever. Necromancy, reincarnation, TR/HP Slash dark!Harry.
Notes: Ah, reincarnation. I always figured that Harry’s type of immortality would be much more interesting than tom’s in this story. A little bit of smut near the end there so you might want to watch out for that. 
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miloscat · 4 years ago
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[Review] Chrono Cross (PSX)
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My experience with this was a long time coming; in fact, it was a long time going, as I took more than one long hiatus during my 50-hour playthrough. But it’s done now, and has a special place in my heart. This review is spoiler-light FYI!
Chrono Cross might not be what players expected out of a follow-up to seminal SNES RPG Chrono Trigger, but the overworked development team wanted to do something different, and their dreams were fulfilled with quite a unique product. It’s quite frankly a mess, but a beautiful one overflowing, pooling, congealing, with ideas and style.
CC has all the excesses of PS1-era JRPGs: grainy CG FMV, esoteric pre-rendered backgrounds, a cinematic battle camera over long animations, an incredibly convoluted story. But it’s got high ambitions too; its own innovative battle system which seems daunting at first but refreshing when you get a handle on it (although I still had a fundamental misunderstanding of it almost to the very end of my time with the game, not knowing you could select lower-level Elements than your current tier). A game world that spans two parallel dimensions, which rewards close attention to the differences. And of course, the whopping 45-character roster of available party members.
These ambitions end up becoming handicaps as they’re not realised to the full extent of their intention. There’s no traditional leveling, so fights can be pointless, and unbalanced; most fights can be won by mashing through them, facilitated by an end-of-battle auto-heal system. It’s easy to lose track of which world is which, which feeds into the confusing plot. Having such a gigantic range of characters means that almost all of them have very little development.
Part of the intent with CC was to play the game through multiple times, to experience different branches and find things you missed. In my estimation, these branches don’t seem to change much beyond locking you out of a few characters for that run, and I wasn’t interested in playing through the game again just because there’s a ton of easily missable optional content. It’s long enough as it is, even despite seemingly being truncated somewhat in development as evidenced by the incredible pile-up of plot revelations, twists, and last-second villain rug-pulls in the closing hours (not to mention sacrificed concepts like Guile’s connection to Magus). Also, the appeal of bringing new characters into scenes to see their reactions is undercut by the script, which essentially has different characters saying the same thing with a different accent, necessary for localisation text file size reasons at least but leaving the interactions feeling shallow if you do catch on to this.
A New Game + also unlocks features that absolutely should have been available by default: letting you swap out main character Serge to let another of the huge roster fill the precious third slot in battles, and an in-game fast forward button. Personally, I played this through emulation, as Square/Square-Enix has never been interested in my territory purchasing the game either at the time or through re-release. This let me abuse savestates and my own blessed fast-forward function to get through those long fights. I also closely followed a guide (the excellent RPG Classics shrine) so as not to miss anything or get caught out by a moment of choice. That’s just how I play RPGs these days, shrug.
Now I sound down on CC from all this, but I actually found the game an enchanting experience. As a fan of CT, and with my Radical Dreamers experience in mind, I got a lot out of the connections and retakes respectively. CC has a light touch with calling back to CT, until late in the game with a few of the exposition dumps hammering that legacy down. But to be honest it really didn’t need this, as what it had built for itself up to that point was very compelling.
The El Nido archipelago is a lovely place to visit, with a variety of locations that look fantastic for a PSX game, getting around the limitations of early 3D with neat trickery, pre-rendering, nice textures, and excellent use of colour. The characters that do get enough focus are fun, and uncovering their web of connections and their occasional side-plots can add depth to this microcosm. Of course, the soundtrack by Yasunori Mitsuda is atmospheric and studded with absolute bangers; long before I played this game I knew some of the more transcendent tracks through the local Eminence Orchestra’s covers in their Passion concert series, to which Mitsuda himself contributed. And the parts of Masato Kato’s plot that I understood were fascinating!
Seriously though, of all the parts of the game that seem to have got away from them, the story may be the biggest barrier to entry. It basically boils down to cliches of a lad from a small village setting out with his female childhood friend, discovering he’s the chosen one, and eventually killing God. But there’s a lot of twists and turns along the way. So many characters have hidden agendas, and there are plot devices and machinations that are never adequately explained, or worse exposited at you later in a text dump. After beating CC I had to consult reams of wiki articles and theory debates to try and understand concepts that remained vague or outright unresolved. But somehow for me this baffling heap of enigmas was attractive, and even though realistically it’s a sloppily told story on one level, by spurring me to research and ponder, and wonder what they were thinking or what might have been if the team had had more time, it had created an exciting level of meta-game engagement.
Chrono Cross is a product of its time, but its ambitions make it (ironically) timeless. There’s imagery here and gameplay concepts too that will stick with me for a long time, and I was left with a powerful sense of longing by the end. I haven’t even talked about the excellent mid-game twist, the self-contained scope of the game world, or the odd touches of humour, all of which I appreciated as well. But more importantly, when I think back on the game I see Lynx turning, or Kid smiling, or the ominous moons, and I know Chrono Cross has touched me deeply.
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raisingsupergirl · 5 years ago
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Wasting Time
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We all use our time differently. We assign certain values to everything in the known universe, and we allocate our attention accordingly. Work, war, school, sleep, play, research, romance, housework—life's pursuits all mean something different to each of us based on our personalities and circumstances. And, obviously, as we get older, those circumstances change. As young and middle-aged adults, we start becoming more practical (i.e. boring), and we tend to see anything that's not obviously productive as a waste of time. This shift comes primarily from increased responsibility, but oftentimes our sense of urgency is tied to awareness of our mortality. As kids, we feel invincible. We'll live forever. But it doesn't take long to lose a loved one or two, and then we start realizing that our days are numbered, so we'd better use them wisely. And then, in a fantastic twist of irony, as our final years wind down and death becomes an imminent reality, we become kids again, and we realize that wasting time is exactly the thing we should have been doing all along. Are you lost yet? Completely confused and angry that I would even suggest such a thing? Good. Because it gets better.
Last night, I downloaded Starcraft, a computer game from the 90s. Back in the day, I spent hundreds of hours mashing buttons and flinging commands at little soldiers, combatting evil aliens as if the galaxy were actually on the brink of destruction. Not for a second did I care that I was simply running through a pre-programmed simulation, just a bunch of ones and zeroes strung together to form some semblance of reality. No, for me, this futile act was pure enjoyment and mind-expanding revelation. I learned creativity, improvisation, leadership skills, and critical thinking, amongst other things. It didn't matter that the end result of the game was a pre-determined command execution that had no bearing on the real world. I grew as a person on the inside while looking like a mindless automaton on the outside.
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I've spoken before about the value that video games brought to my childhood, so I'll not go into that again, but my point is this: as I got older, I just couldn't stomach the idea of "wasting'" hours crawling through some digital dungeon just to level up some ultimately meaningless character and storyline. And, to be honest, I still feel that way. I wish I didn't, but I've got books to write. I have a company to run. I have patients to treat. And I have a family to provide for and protect. In short, my time is too valuable to waste.
And for now, maybe that's okay. Maybe I have a few years or decades to give back to the greater good. Maybe I can sacrifice some of my time to ensure my girls' future. But already I'm starting to feel the weight of mortality, and the idea of wasting time is sounding better and better.
Are you starting to track with me yet? Are you starting to see how "wasting time" isn't contradictory to making the most out of a finite life? Good. I knew you would get there. I knew you'd remember all those self-help mantras about work-life balance and appreciating the little things. But there's a reason why I keep using the term "wasting time" instead of sugarcoating it with "mindfulness" or ""recharging." You see, as humans, we require raw materials to survive. Resources: food, water, oxygen, and yes, time. We need time to sleep so our bodies can recover. We need time to gather those other resources. And we need time to consider how we should order everything else. In short, we're constantly consuming time, without exception. And so, if we're constantly utilizing our time to do something productive, that time becomes like carrots and purified water. It becomes "health" time. And man cannot live on carrots alone.
Okay, sorry. You're lost again. But what I mean is this: in the same way that rewarding ourselves with a donut or a beer makes it easier to get through a hard exercise routine or a long day of work, rewarding ourselves with "junk time" makes life's relentless productivity more bearable, and dare I say a little enjoyable.
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For example, right now, I'm literally sitting poolside at the waterpark, probably for the last time this year. My laptop is about to either melt from the sun or short-circuit from a random tidal wave. I'm drenched in sweat, and my family is splashing away in the shallow end. And I'm having a blast. Why? Because when I get done with this little post, I'm going to tuck my computer away someplace safe, and then I'm going to go waste some time in the water with my family. And tonight I'm going to waste more time by saving the simulated galaxy on a game developed almost twenty years ago. And during all that wasted time, I'm going to reminisce over all my good childhood memories, and I'm going to make more memories with my own children. I'm going to consider reality in new ways. I'm going to laugh. My heart is going to race. And at the end of it all, I'll have absolutely nothing productive to show for it. And that's okay. Why? Because productivity fades away. It all does. Famous authors will be remembered for a few decades. Maybe they'll even change the course of history for a while. In the same way, physical therapists improve the health and happiness of the human race. But ultimately, we'll all pass away, and the only thing remaining will be a glimmer of the collective time wasted by humanity. And it'll be beautiful.
So find someone and talk with about the weather. Share a laugh and a cry. Don't worry about being productive. We can't help but work too much. That's a part of our nature and culture. Instead, strive to be wasteful. And may the joyful sound that it brings echo to the edges of eternity and back. Now, if you'll excuse me, I have some swimming to do.
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tenscupcake · 6 years ago
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Kingdom Hearts 3 - An Honest Review
I’d like to preface this review by saying I am an unabashed Kingdom Hearts geek. Like, through and through. I played KH1 when I was just a tween, and have picked up a copy every installment since (in some cases, even bought the entire console just to play that one game). I still have CDs of the game soundtracks, a few discs which have nearly burnt out on replay in my car. Sanctuary After the Battle will forever make me cry, whether or not I’m watching the cutscene that goes along with it. I’ve replayed most of the titles multiple times. Wasted away hours on YouTube watching Story So Far recaps and funny commentaries about the games in preparation for KH3. Like millions of other enthusiasts, I have been eagerly and patiently (all right, sometimes not so patiently) awaiting the arrival of KH3 since the moment I first finished KH2 – 13 very, very long years ago.
At around eight o’clock on premiere night, I took my place in line at my local GameStop wearing my Kingdom Hearts t-shirt and pajama pants, brandishing the miniature Kingdom Key clipped to my lanyard. Finally holding that blue case in my hands was absolutely surreal. One of those natural highs it took me hours to come down from. Tears welled up in my eyes at the first few somber piano keys as the title screen faded into view.
Lots of people asked me, in the weeks and even months leading up to the release (because believe me, at any opportunity, I would not shut up about how excited I was about this game), if I thought it would live up to the hype. Pfft, I thought. People outside the KH fandom never understand. Of course it will. Sure, the series has had its weak links, its hiccups (the battle system in COM and the perpetual re-releases of old games with minor tweaks, to name a couple). But with the compelling cinematic storytelling and uniquely delightful gameplay of the main series’ smash hits - KH1, KH2, and BBS – in their repertoire, I knew the team at Square was capable of pulling this off. To me, it was just a given that it would be epic. That playing it would be worth all the years of waiting. I had absolutely no doubt in my mind this game was going to be lit. As. Hell.
I’m only saying all this so as not to give the impression I went into this game looking to find flaws, to nitpick it. Or with the expectation of being disappointed. In fact, quite the opposite.
I wanted to love this game. To me, loving KH games is one of very few constants in my life. I was supposed to love this game. I needed to love this game.
But the truth is, I didn’t.
That statement has been pretty difficult for me to come to terms with.
In what few early reviews and videos I’ve found of people discussing their thoughts on the game, I’ve found fans to be quite split: with some unreservedly loving, others downright hating the game.
I fall somewhere in the middle of the polarized fandom. I did NOT hate the game. It was actually a good, if not great game. But putting it on a sliding scale of satisfaction and disappointment, I would say it’s tipping toward the latter. And as it’s taken me hours of mulling, reading, and discussing with other players to characterize and articulate precisely why, and because I think I owe it not only to the series and the characters therein, but also my younger self to leave no stone unturned, this review is going to be a long one.
I’m finding it easiest to break it down by category:
Graphics.
This game is beautiful. It was sort of a dream come true to meander around in real time with the gorgeously, smoothly animated versions of Sora and the gang that we’d previously only been able to see in the rare cinematic cutscenes at each game’s beginning and end. Most of the Disney and even Pixar worlds and characters are rendered to nearly the same quality as their film counterparts. I often found myself just standing in place for a while, admiring it all. The vivid green landscapes of Corona, the beaches and sprawling sea in the Caribbean, the towering cityscape of San Fransokyo. And walking on water where the sky meets the sea? Stunning.
Gameplay.
All in all, this game is pretty damn fun to play. It was all I thought about during long days at work: I couldn’t wait to jump back into the action. Pounding on Heartless still brings me back to the good old days. And who doesn’t want to run up the side of buildings as Riku and Roxas demonstrated so epically, so long ago, in the World That Never Was? Soar to sky-high Heartless as easily as you can lock onto them? These new movement aspects brought an almost superhero-esque quality to the game, reminiscent of Spider-man’s wall-crawling or Batman’s grappling hook, that, if a bit unrealistic, I found to be immense fun. And compared to previous games, worlds are no longer cordoned off into many separate areas, and with the sheer scale of them, KH3 experiments with a quasi-open-world style that is rather freeing.
I also really appreciate that the character interactions with your party and with NPCs felt much less clunky. For one thing, they FINALLY did away with the press X-to-progress text-only conversations that were so prevalent in previous games, with all the dialogue left to voice actors. Even minor NPCs that only show up one time were given a voice, making every interaction that much more immersive. Transitions from cutscenes to the action were also much more fluid, and Sora and his current teammates talk to one another as you pow around. Even if it’s just a warning from Goofy you’re going the wrong way, or a heads-up from Donald there’s an ingredient or lucky emblem nearby, it was still a new feature I was glad to have.
Combat-wise, this game has a lot going for it. This installment brings nearly all the combat styles we’ve seen up until this point: magic, combos, form changes, flowmotion, shotlock, companion team-ups, and links. And it even introduces a few new ones on top of all this: the ability to swap between three different keyblades at will, and the new Disney parks-inspired attraction commands, where you can summon roller coasters, tea cups, and spinning carousels to your heart’s content. What this enables is for the player to never get bored during a battle. With so many options to choose from in each new enemy encounter, you never have to stick with the same combat style or get stuck in a rut of just mashing X to hack and slash everything. All things considered, Sora’s got some pretty sick moves this time around. Whipping out Thundaza, watching lightning explode across the screen and zap all the enemies in sight with it? Wicked. Floating above the ground, wreaking ethereal, glowing havoc with the Mirage Staff? Awesome. Surrounded by a sea of Heartless, locking onto 32 different targets at once and unleashing a flurry of lasers to slash through them all? Amazing. Thumbs getting fatigued fighting the third maddening iteration of Xehanort? Give yourself a break from the chaos in a giant, technicolor pirate ship, watching it thwack your adversary on every rock back and forth.
On one hand, the hefty damage most of these combat options deal gives the game an almost Ratchet and Clank-esque ‘blowing shit up’ vibe, which is undeniably fun. But, this array of choices does become a double-edged sword. With grand magic, attraction commands, form changes, and team attacks all fighting for space atop the command deck, they tend to pile up quickly. It’s not at all uncommon to rack up three or four different situation commands after only about 30 seconds of fighting. Sometimes, the constant need to make a choice, especially in a busy battle, can be more of a burden than a blessing. Having to shift between situation command selections on top of attacking, blocking, and accessing your shortcuts can be a bit cumbersome.
Unlike in previous games, there also aren’t many consequences for over-using special attacks. In KH2, your drive gauge ran out and needed to be slowly refilled. You also ran the increasingly high risk of morphing into the near-helpless Anti-Sora by relying too much on drive forms. But here, no matter how many times you’ve used a special attack, your MP will reload in a few seconds, and you can easily just ignore the situation command for Rage Form when it pops up. In BBS, it felt like it took a good while to power up to a form change, whereas in KH3 it seems like you can spend just as much time in a powered-up keyblade form change as in regular combat.
And, because so many of these situation commands are so powerful and frequent, they tend to dominate the entire battle, making the combat in the game much easier than previous games. Bordering on too easy. Where in other entries in the main series, I usually had to die several times on each boss in Proud mode before I devised the right strategy to defeat them, I rarely died at all in this game. On the surface, that isn’t such a bad thing. As I like to say a lot of the time, when I play a game “I’m here for a good time, not a hard time.” But there comes a point when the combat is so easy that it no longer gives you that sense of accomplishment when you progress past a tough batch of heartless or a particularly merciless boss – you know, that punching the air, whooping to yourself sort of pride. I was definitely missing that, at times.
Believe it or not, I think the Disney attraction commands, though powerful, and at first hilarious, were a bit too extra. After only a few hours in they just became annoying, and I was doing my best to ignore them when they popped up, even wishing I could turn them off. Now and then, I’d accidentally trigger the Blaster or the raft ride and just roll my eyes while canceling back out of it. Because it doesn’t really feel like you’re doing any fighting, let alone the real-time keyblade-style fighting uniquely special to this series. And forget trying to effectively aim while you’re in one. After a while the only thing I found them useful for was, as I mentioned earlier, taking a break from a fight when you’re fatigued, as they give your thumbs a break and cause you to take much less damage. While they were cool at first, my final impression of this addition to the combat was all flash, no substance.
I was one of the few who actually liked and took advantage of flowmotion in DDD, and was excited to see it brought back here. But this, too, turned out to be mostly another annoyance. I’m not sure if it’s because the actionable objects are so much more spread out in KH3, or because they actually built in restrictions on combos here, but I was unable to keep a flow going at all. After only one successful strike after leaping off a wall or pole, the blue glow of momentum vanished. It didn’t feel like “flowmotion” at all, just a one-and-done special attack that tended to kill any rhythm I had going moreso than facilitate it. So while conceptually and visually it was promising, I unfortunately no longer found it very useful.
Also, and I realize this is completely subjective, but I found the form changes to be stylistically underwhelming overall. I thought the drive forms in KH2 (especially Master and Final) were visually and stylistically cooler, and seemed to have more finesse.
Worlds.
When I was whisked away from San Fransokyo and landed in the final world of the game, I found myself disappointed by the number of worlds I’d been to, expecting there to be a handful more. Though, when I counted the worlds up, the tally was at nine. So I asked myself why it felt like so little, when nine didn’t seem like a small number. But, tallying up the worlds in previous games, KH1 had 13, KH2 had 15, and BBS had 10. Which does put KH3 on the low end of world count. Also, in all three of these previous games (especially KH2 and BBS), you had to return to these worlds more than once, usually unlocking new content and/or areas each time, leading it to feel like there were more worlds than there actually were. Though KH3 has a comparable length of gameplay to complete the story, it definitely does feel like it comes up short in terms of variety of worlds you get to visit. As a result, some of the worlds where you spend 3 or 4 hours at a time can start to feel like they’re dragging on a little bit. And on the flipside of that, there are certain worlds that you technically do visit in KH3 I did not include in the world count, because you are there for such a fleeting amount of time, or in such a tiny portion of the world – e.g. Land of Departure, the Realm of Darkness. Worlds that would have been awesome to get to actually explore! And perhaps the biggest letdown of all, though you get to visit Destiny Islands and Radiant Garden via cutscenes, there is no play time in either. Serious bummer.
As far as the worlds they did choose to include, the selection admittedly left me ambivalent. I was really glad to see Toy Story, Monsters Inc., and Big Hero 6 included, but wasn’t over the moon about any of the others. I was really counting on having a Wreck-It-Ralph world (I mean, how perfect would that be?), and would love to have seen them tackle Zootopia, Wall-E, Meet the Robinsons, or the Incredibles. I’d even settle for a return to Halloween Town (shameless NBC fangirl, what can I say). The Emperor’s New Groove could have been pretty damn funny. Even A Bug’s Life or Finding Nemo could have offered some unique gameplay opportunities. Certainly better content to work with than Frozen, at any rate.
As far as the plot/experience within the worlds, I also found it to be a mixed bag. I did enjoy all of them, even ones I did not expect to enjoy too much (i.e. Frozen and Pirates). Honestly, though, I found myself a bit bored in worlds where they followed the plot of the films too closely, to the point that it felt like an abridged re-hash of the movies. I know they’ve taken this approach before with earlier Kingdom Hearts games, and I may sound like a hypocrite for only critiquing it now. But I think even in stories where they did do this earlier, like Tarzan or Aladdin, they executed the re-tellings more successfully. The plotline was altered just enough to ensure Sora was a part of the action through and through. After playing those games, Sora was indelibly inserted into those films in my head. To where the next time I watched them, I was jokingly asking myself “Where’s Sora?” But that was not the feeling I got here. In worlds like Corona or the Caribbean, Sora was just sort of jammed into the plot where he didn’t really fit. In many of the longer cutscenes, I actually forgot Sora was even there – even forgot I was playing Kingdom Hearts. Sora didn’t really feel needed. I definitely found it more enjoyable to be part of a new adventure with the characters – like what was done with Toy Story and Big Hero 6, where Sora was able to play more of an active role in progressing the subplot. It was nice to feel like I mattered!
Extras.
These were hit-or-miss for me. I actually screeched with excitement when Sora and the gang ran into Remy, and enjoyed the scavenger hunt for ingredients. And while cooking with little chef was a treat I wouldn’t want to see cut from the game, I found most of the cooking mini-games to be simultaneously too short (less than 10 seconds each!) and needlessly hard to master (especially cracking that egg).
Admittedly a Disney and Disneyland fanatic, I also got a kick out of the lucky emblems (aka hidden mickeys). I thought they were one of the most fun collectibles we’ve seen to date in the franchise.
Which brings me to one of the more controversial extras in the game: the gummiphone! While a lot of people are ragging on the inclusion of this dynamic, I enjoyed it. The Instagram loading screens were a little jarring at first, but they really grew on me. And being able to point the camera at Goofy, Sully, or Hiro and watch them pose for a picture in real-time was nothing short of adorable.
Another thing that surprised me? The game’s occasional self-awareness. I almost included a separate category for this, because I’ve never seen another game do this, and did not see it coming! But the “KINGDOM HEARTS II.9” title screen gave me a good chuckle. It doesn’t make up for all the 1.5, 2.8, 0.2 nonsense we’ve had to put up with, but it’s at least nice to see they can poke fun at their own ridiculousness. And when Sora laments how long it’s been since he’s seen the folks in Twilight Town; then Hayner, confused and even a little creeped out, says “It hasn’t been that long”. Simply acknowledging the vast disconnect between the short time that’s passed in-universe since KH2 and how egregiously long the fans had to wait – well, it had me in stitches. It was morbid laughter, sure, but refreshing nonetheless.
Um, the folk dancing in the square in Corona? Literal funniest thing ever.
One thing that I really missed? Closing keyholes. Finishing worlds wasn’t the same without them.
At this point in the review, I’ve covered basically every aspect I can think of save for one: the story. I’ve purposely saved it for last, because it’s the most important aspect of the series to me, the one that can make or break a Kingdom Hearts game.
From the categories I’ve judged thus far – content, visuals, gameplay, extras – I’d probably give this game a solid 8 or 9/10. I had some issues with the overly cluttered combat, the difficulty level, and the slight disappointment with which worlds were included and the ways they chose to play out the subplots in each. But in the grand scheme of things, all these complaints are minor, and don’t detract from the fact that it’s just plain fun, in a new league with some of the most entertaining and most beautiful titles out there.
But that’s exactly it. Beautiful graphics are the new bare minimum for this generation of console gaming. If a game released for the PS4 or Switch isn’t visually outstanding, it runs a real risk of faltering behind the competition. There is no shortage of beautiful games on the market in 2019.
And if I want a fun game, I can pop back into Mario Odyssey or get a group together to duke it out in Super Smash Ultimate. I can easily download a dozen fun platformers on Steam for less than 50 bucks.
Yes, KH3 is really beautiful, and really fun.
But that’s not why I was so excited to play it.
A legion of kids and teenagers stuck with this series well into their twenties and thirties, never giving up on the release of the next installment. Trudged through handheld games and blocky graphics and clunky battle systems and convoluted plot lines. Why? Well, of course I can’t speak for all KH fans, but for me, and all the ones I know personally, it’s because of the story. It’s always been what, in my mind, sets KH apart from any other video game I’ve ever played. It’s the only game series that’s ever made me cry. The only one I’ve ever owned merchandise for. The only one I’ve ever been so invested in that I can discuss it with friends, even acquaintances, for hours on end. The only one that’s made me care so much about the characters that they feel like my friends. With how much time has passed since I started, maybe even my kids. No pun intended, the series has heart. It contains the same sort of magic that going to Disneyland as a child did. Or, it used to.
Kingdom Hearts 3 didn’t need to just be a great game. It needed to be a Kingdom Hearts game. One that built a wove a compelling story filled with intrigue and emotion from the first hour. One that did justice to all the characters (and by now, there are a lot of them) that we’ve grown to love over the last 17 years. One where a prepubescent kid can yell a speech up at a threatening villain that makes you believe, harder than you’ve ever believed, in the power of friendship. One that instills a childlike optimism that no matter how dark the world gets, as long as someone keeps fighting, good can still triumph over evil. One that tugs on the heartstrings in just the right ways, at just the right moments, to manage to make you cry – repeatedly – over a gang of outspoken, angsty kids with clown feet.
The thing about the story in KH3 is: it’s not inherently a bad story. Sure, it’s a mess, it doesn’t make much sense, it leaves you with more questions than answers, it’s incredibly cheesy, and it retcons a good deal of lore from previous installments. But many of these things could be said of other Kingdom Hearts games. The fact that these descriptors apply to KH3 isn’t what disqualifies it as a worthy entry in the series, in my mind.
For the most part, it’s not the story itself I found disappointing. After all, think about how a summary sounds on paper: reunions with long lost characters, long-awaited battles, conclusions of lengthy character and story arcs. 
The biggest problem wasn’t so much the concept of the story, but rather the execution.
First of all, the pacing. The pacing was terrible. Almost nothing happens the first 20-25 hours of the game. I can think of maybe two scenes that got me on the edge of my seat, gripping my controller in the hopes it would advance the plot further: the scene with Mickey and Riku in the realm of darkness where you get to play as Riku for a few minutes (sadly the only time in the game that you do), and running into Vanitas in Monstropolis. Nothing. Else. Happened. Sure you run into Larxene in Arendelle, and goof around chasing Luxord in the Caribbean, but none of this is actually relevant to the plot we care about. Certainly not the plot the story is telling us to care about from the beginning.
And that leads me to the second issue – how vague your objective actually is. The ultimate objective of the game seems clear enough: rescue Aqua from the realm of darkness, maybe worry about the other two Wayfinder trio once we’ve found her, and defeat Xehanort. But this is not Sora’s given objective. Rather, it’s to find the ‘power of waking.’ Which is not explained, either to Sora or the player. Sora, on the other hand, appoints himself to another mission entirely: contemplating the unfairness of Roxas’ disappearance, he seems to mainly be focused on finding him and restoring him to a physical existence. However, this mission is starkly at odds with the canonical explanation of Nobodies in general and Roxas, specifically. The last time we saw Roxas (chronologically speaking) he reunited with Sora, and as far as we know, he’s still part of Sora. So, the mission to “find” Roxas as if he exists as an entity in the real world is perplexing. Second, lacking hearts, Nobodies can’t exist as a whole on their own. So even assuming we can “find” him in Sora, how far we going to bring him back without splintering Sora into a Heartless and a Nobody again? Even according to the series’ own complex lore, it doesn’t make sense. Therefore, the first half or more of the game seems aimless, not really knowing what we’re meant to be doing, or how. It’s hard to be invested in a story with no clear objective. Not something we can easily get on board with like “Find Riku and Kairi” or “Track down the Organization.” Just “Go find the power of waking.” Okay.
And while a lot (and I mean a lot) happens in the last 4-5 hours of the story to tie up loose ends, it’s crammed together in such a jumbled rush that it’s almost impossible to appreciate any of it.
After collecting Aqua and Ventus, long lost characters reappear on screen one right after another assembly-line style, to the point that none of them feels special or poignant anymore.
Not only that, but the characters who are brought back, many of them beloved protagonists from earlier installments in the series, are not given any time to shine.
It was promising when they let Aqua fight Vanitas in the newly restored Land of Departure. Ven is her friend, her responsibility; it was her fight. But with this taste of getting back a playable character from the franchise, I expected that as the plot progressed, it would open up plenty more chances for past protagonists to take the stage. That we’d be able to step back into the oversized shoes of other playable characters we’d missed. That when (or if) others returned in all their glory, they’d get to strut their stuff.
But that is precisely the opposite of what happened.
I mean, Ventus didn’t get to steal the spotlight for the final clash with Vanitas? By definition, his natural foil?
Terra didn’t get to exact his revenge in an epic showdown with Xehanort, the guy who stole his body and enslaved him for more than a decade?
Roxas and Axel, reunited, couldn’t team up to pound on the Organization members that tormented them? Instead, after his surprise entrance, Roxas got hardly any screen presence at all, and Axel’s epic new flaming keyblade got destroyed, making him sit out most of the fighting after all the build up that he was training to fight?
Oh, and you know who else was utterly useless through the final battles, demoted once again to a damsel in distress despite years of hype that she’d wield a keyblade in this installment, and multiple cutscenes indicating she, too, was training to actually fight? Yup. I don’t even need to say the name.
And to only get one small boss fight as Riku, when in the previous installment he had half the screen time?
The heroes we’ve missed for so long and longed to return to the screen are not resurrected with the dignity and respect they deserve. They are relegated to side characters, who are either completely sidelined for the final battles, or else just hacking away mindlessly in the background as you marathon one ridiculously easy “boss” after another Olympus Coliseum-style.
Speaking of resurrecting characters: the manner in which they brought some of them back was so nebulous it was impossible to understand, let alone experience any sort of emotional reaction.
For one: Roxas. For starters, it’s pretty lazy writing to have Sora be the one pursuing his return (however that was supposed to happen), only to have that pursuit peter out completely, and for Roxas to just appear at the final battle with no resolution or explanation of how. (Nor the satisfaction of fleshing out how Sora achieved it.) But more importantly, where did he come from? There was no scene in which he emerged from Sora’s being. So, where was he? Also, I get that they must have used the replica Demyx/Ansem brought Ienzo as a vessel for him, but how does he have his own heart now? There was no evidence to indicate Sora or Ven lost theirs again. This is a pretty glaring plot hole.
Second? Naminé. This one really came out of left field. No one had even spoken about Naminé the entire game, save one throwaway line. Then all of a sudden, near the very end of the game, everyone cares about bringing her back, too? Even Sora, despite his hours-long obsession with bringing back Roxas without a word about Naminé, sees a newly empty vessel and asks “Oh, is that for Naminé?” All I could do at this point was laugh at the absurdity of it all. 
Even more confusing? Xion. She was a replica, with no heart, no personality... a walking vial for Sora’s memories. How on Earth did she get brought back? What was there to bring back? And what was the point? Xion always felt far more like a plot device than an actual character.
At this point, so little made sense and so many characters had appeared in a row with no regard for continuity or maintaining canon that my heart was really starting to sink. It all felt like it was meant to be fan service. Bring back everyone’s favorite characters: they’ll love that, right? But the issue is they did it no matter what rules they had to break, or canon they had to ignore. Sure, I wanted a lot of these characters back, I think a lot of people did. But not at the expense of good writing.
Even if one completely excuses the hole-filled poor writing that got us there, it didn’t even feel real that we had these awesome characters back. Because they just sort of existed, as high-def cool anime hair and porcelain skin and not much else. Not only did they not get to show us what they’re made of in epic fight sequences, but there was no meaningful dialogue from any of them. Where was Terra giving his friends any sort of recollection of his time as Ansem’s guardian? Riku and Roxas making amends? Aqua thanking Sora for keeping Ven safe? A brofest about protecting their friends between Riku and Terra? Axel saying anything at all meaningful to his best friend when he finally saw him again? For all the reunions we got, it was shocking how little substance there actually was in any of them. 
It was an insanely rushed ending, with stunted, shallow dialogue, and awkward tears that felt forced rather than genuine.
KH3 is to KH1&2 what Moffat Who is to RTD Who. A lot more flash, a lot less substance, and hollowed out characters that no longer provoke deep emotion.
Characters’ emotions were not handled well in this game. Like when Sora, notorious for being a persistent optimist, dissolves to hysterics and claims he’s “nothing” without his friends. But we never get to see this sharp departure from his M.O. (because he has lost his friends over and over throughout the series without reacting this way) really wrestled with. It’s just swept under the rug after a single line from Riku. It’s okay for characters to hit rock bottom: in fact, it’s good for them. But such episodes have to be properly fleshed out, or they won’t have an impact.
Also, just my two cents? Making your characters cry is not a shortcut to get your audience to cry. It’s a lazy way of demonstrating feeling. In the writing world, there’s something called “show, don’t tell.” Making characters cry left and right with hardly any time devoted to the proper dialogue and action is the equivalent of telling, rather than showing. This series is unique to me precisely because it’s the only video game to make me cry (repeatedly). But I didn’t shed a tear in this game. And I think that is so telling. I always think of this behind the scenes video I watched for Doctor Who, in which they filmed different versions of a (very) emotional scene. In one of these versions, the Doctor properly breaks down and cries. David (the actor) upon seeing this version played back to him, said: “I worry if you see him breaking down, it stops you breaking down, as well.” He was onto something there. They didn’t end up using that take in the episode, and I think everyone would agree it was the right call. I’m not saying crying is inherently bad and always to be avoided. In fact, the opposite: it can be very powerful if used sparingly, and at the right moments with the right build-up. But overusing it, with no apparent regard for characterization nuances, basically making it your only method for tell your audience a character is emotional? It’s a little insulting. You also need good dialogue, good acting (or in this case, good animation and voice acting), and proper timing if you want to strike a chord with anyone.
Which, speaking of, I thought both the dialogue and the voice acting in the game as a whole left something to be desired (and seemed almost painfully slow?), and I think a big reason why emotional moments tended to ring hollow.
Onto another aspect of the story: how it ties in to earlier installments in the series. There was a fair amount of speculation going into this game whether or not smaller, handheld-console based installments and extra nuggets from mobile games and re-releases would be relevant in KH3. But regardless of which side of the argument fans fell on, the fact remains that many fans had only played KH1 and KH2, possibly BBS, prior to playing KH3. Many people don’t have the money or the interest in playing on multiple handheld consoles (me being one of them, though I toughed it out in this case) or cell phones, nor the tireless dedication and yes, more money, to purchase games a second time for Final Mix versions and secret endings. This is not a bad thing. It doesn’t mean they are bad fans, or less deserving of playing or enjoying KH3. Someone should not have to be a zealous super-fan to be able to enjoy a video game, or any form of entertainment. If you show up to Avengers: Endgame without having seen some of the previous major installments in the film franchise, you are probably going to be confused. I don’t recommend doing that. But is it necessary to have re-watched them all 20 times, speculated for hours on blogs and message boards, and read decades worth of Avengers comics to be able to understand it? Of course not. Though some insufferable comic book elitists insist they’re better than everyone else because they know more about the Marvel universe, the fact is you don’t have to be a Marvel super-fan to enjoy the films. That’s how it should be. Because it’s okay to be a casual fan of something. Content creators normally recognize this, and respect all of their audience. But here, there was critical information from pretty much every spinoff handheld game that you needed in order to have any idea what was going on. There wasn’t even any recap system like in KH2 (the static memories) to get you up to speed on what had happened in the series up until this point. Not to mention the location of the final boss fight, as well as the very last cutscenes centered around a mobile game/movie that I had never even heard of until I was in the middle of playing KH3. Now I am something of a KH geek as I said, so I’ve sat through Union Cross now and done my best to understand some of the more obscure lore. But, call me crazy, I don’t think it’s fair to expect every single person who plays the game to do that in order to understand it. Games are supposed to be fun, not homework.
Which brings me to my last point: this game was supposed to be the end of the saga as we know it. Whether it’s the end of the series or simply the end of this story arc and subsequent games will follow a villain besides the many iterations of Xehanort is yet to be seen (as of me writing this), but it was established this game would be the end to the main trilogy so far. And, to have that end be the main character swanning off on his own (as some have speculated, possibly to his death)? With everyone else from the series partying on the beach like someone important isn’t missing? As someone who came into this game expecting closure, I felt completely blindsided by this ending. After all he’s been through and all the sacrifices he’s made, Sora deserves better.
Kingdom Hearts 3 was visually and mechanically a blast, and credit should go to the developers, artists, and designers where credit is due. But as a fan who plays this series not for graphics or flashy gameplay, but to immerse myself in the story, I’m left feeling cheated. The way the plot unfolded and the way the characters were handled did a disservice to both long-time fans of the saga and to the characters themselves.
I always have a hard time with this, but if I had to put a number to it? I’d say maybe 6/10.
It hurt just to type that.
I’m not giving up hope in the franchise. If there’s ever a KH4 (which still seems unclear right now), I’ll probably still play it. I’m trying to give the creators the benefit of the doubt: they were under a lot of pressure to create a great game, and had too much time in development on their hands and too many sprawling ideas and tried to do too much at once. I’m all for second chances. But if they want the trust of fans like me back, they’re going to have to earn it.
Over the last couple months as I’ve put together this review, I’ve found myself in doubt. Even, dare I say it, like a bad fan, though in principle I vehemently reject the notion someone is a bad fan for disliking an installment of any franchise they love. Am I just too old for Kingdom Hearts now? I wondered. Was I romanticizing the series the whole time, and it’s not as good as I’ve built it up to be in my head? After all my time spent waiting, am I being too critical? I tortured myself over it. So, a couple of weeks after finishing KH3, I popped in the 1.5/2.5 HD compilation into the PS4 and restarted KH2. I had to see if it even came close to the hype I’d built in my head in the 8 or 9 years since I played it last. Almost 60 hours of gameplay later, I can say with confidence that I had not romanticized it at all. This game is amazing. I didn’t mind watching 30 minutes of cutscenes at a time because everything is so compelling. So the graphics are dated, but who cares? The combat is FUN without ever being cumbersome. It’s just the right level of difficulty that there are still some battles and bosses that require multiple attempts and the journey continuously instills a sense of pride and accomplishment. It has so much heart. I still teared up in the same places I used to as a teenager.
KH2 is still a perfect 10/10, and playing it again with fresh eyes only made me realize just how disappointing KH3 actually was.
There’s an old adage that it’s the things we love most that hurt us the most. I wouldn’t feel so let down, or compelled to write 6800 words why, if I didn’t love this series with all my heart. I’ve seen a lot of fans insulting and belittling anyone who dares to criticize the game online, and frankly I’m baffled by that. I critique and discuss all forms of entertainment I enjoy: and that includes both the strengths and weaknesses, the successes and flaws. And I guess I tend to associate with people who do the same. It doesn’t make us bad fans, but passionate ones. I’m not sending hate mail to Square telling them the game unequivocally sucks. I don’t have any ill will towards them or think they’re irredeemable writers or developers. I’m simply recording and posting my honest thoughts to help myself process how I’m feeling, and perhaps others if they choose to read them.
I’m genuinely happy for the fans who loved the game and felt it worth the wait – I don’t want to pick any fights with them (so please don’t pick any fights with me, either). I’m sadly - believe me, no one is sadder than me to admit this - just not one of them.
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herzenswarme · 6 years ago
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Regarding the new Guilty Gear for 2020 and Daisuke’s public statement
Last edited: 2019-08-11
The trailer
During the last day of EVO 2019, a week ago from this post, our lord and saviour Ishiwatari Daisuke announced the new entry for the Guilty Gear series. The announcement video is the following:
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The trailer is absolutely stunning. The visuals, the music, the animations, everything is incredible. I’ve been in fact listening to this teeny tiny bit of music over and over for the past week. Somehow, Daisuke and Team Red managed to improve upon all other games using the Xrd engine, even the already widely praised Granblue Fantasy Versus. The textures have more degrees of shade, the animations look smoother (maybe they are using interpolation this time around) and there is a lot more movement in every animation (such as hear and clothing movement).
There’s little gameplay in the trailer, but there are some noticeable things:
The most obvious one is that there are breakable walls. Something that worries me is that this is not a standard feature of every stage, which could lead to some stages giving certain characters an advantage, which would lead to random selection being enforced in tournaments like in Tekken. This is a small random factor that I don’t really appreciate.
Another thing that caught my attention is how all the knockdowns that are seen are recovered from really quickly in relation to the attacking character. This happens both after the stage transition and Sol’s air Bandit Bringer-like move. This may be an indicative that the okizeme will be turned down a bit or just exceptional cases used with the pace of the trailer in mind.
Albeit quite a small detail, the last thing I consider interesting here is the change in the camera angle after Sol lands his 2D > Volcanic Viper string. The game transitions into a cool looking angle that while flashy, looks terribly awkward for a combo. A wild hypothesis would be that maybe it is because you cannot combo from it, which would point to the removal of Red Roman Cancel. However, it is likely that it is not a sign of anything or even that it will be changed to be less awkward in the future.
The statement
The most important and somewhat alarming thing comes after. Some days past the announcement, the Arc System Works USA Twitter account posted the following image with some words from Daisuke regarding the game:
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Source: https://twitter.com/ArcSystemWorksU/status/1159654937699086336
There’s a few different quotes I want to point out here. The text is at some points quite vague and even cliche, but there are some very heavy statements thrown in as well.
To create a game that both new and existing players alike would want to get their hands on
I want to get this one out of the way, as it is the most cliche quote yet the one that absurdly enough gets all the attention.
As per usual in the current fighting game-sphere, developers are trying their hardest to get more people to buy their games, as it is a niche genre in which Guilty Gear belongs to an even more niche sub-genre. This is usually worrying as the simplification of the games in order to “appeal to a wider audience” have never really worked for their purpose but also supposed a tough hit to take for the experienced player base. Guilty Gear is, however, a franchise that has plenty of systems that would not be missed. It is an extremely complex game with obscure elements one could argue are unnecessary, such as character weights, variable wake-up timings, mash to tech, mash to remove stagger and dizzy, and guts.
We’ve disassembled the current franchise into fragments and sifted out the pieces that make it unique and charismatic, using those pieces to have a complete reconstruction of the franchise
Here, Daisuke seems to indicate that they have been looking back and considering all the things that have been coming and going into and out of the franchise. It is certainly a wildly varying franchise, and some very crazy things have happened (such as Guilty Gear Isuka or even Accent Core). What he considers are the things that make it unique and charismatic is a mystery.
The real bomb comes now:
What we're undertaking is a full-frontal confrontation with the essence of the Fighting Game genre
This one quote is the one that made me shocked, and the one reason that moved me to write this post. Somehow, this is always overlooked by everyone criticizing or defending Daisuke’s statements, while for me it is the most important, heavy, alarming line in the whole post.
What is for Daisuke the essence of the genre? What could it possibly be for this to be a good thing?
Is it the competitive nature of the genre? If so, going against the competitive nature would mean the addition of mechanics that even out the field for the sake of “fun”, ruining the game for the fans. A way this could happen would be to implement the MOM mode as standard, although that is quite a silly idea.
Is it the focus on spacing and the neutral game? We have seen ArcSys talk how this is a problem for new players when talking about Dragon Ball FighterZ. However, removing or bastardizing this part of a fighting would destroy the strategy within it.
Is it the importance of dexterity? If so, lowering the execution barrier is as typical as it gets. Seems quite melodramatic for him to say it like that, specially when it is fundamentally implied in the first paragraph.
This brings me back to a previous point: What is to Daisuke that which makes Guilty Gear unique and charismatic, and how could any of those go against the essence of the genre?
Anyone who knows me knows for sure that Guilty Gear is my favourite video game franchise. For me, the game is all about its complex, unique character mechanics; its plentiful options for movement and defence; its atmosphere; and its speed.
Could any of that go against the essence of fighting games? It is a bit of a stretch, but maybe. Some people have a very strict definition of neutral, and by that definition many of the unique traits of some Guilty Gear characters would go against the essence of neutral. If this is what Daisuke means, then he will be focusing on these unique mechanics, which for me would be a blessing. So far, however, the trailer shows extremely generic movements, so we cannot know.
Other than that, I do not know how Daisuke intends to confront the essence of the genre. There’s nothing in the beloved Guilty Gear games (i.e. not Isuka) that could do so. This leads me to believe that Daisuke’s idea of the essence is so strict that nothing drastic is really happening and that it is in fact just picking up the good decisions from the rest of the franchise, however, Daisuke sees this as a “tremendous challenge for Guilty Gear”. If I were to be right and the idea was to centre the game around the character mechanics, that doesn’t sound like a tremendous challenge, as these mechanics are a staple of the series.
Because of this I am worried. Maybe Daisuke’s idea of what makes Guilty Gear unique and charismatic is for the most part aesthetic. The artstyle, the music, the speed, etc. could be elements that, while maintained, still give space to modify the experience so radically that it could even cease to be a fighting game. Something seems to be happening and so far it seems almost surely bad. There are things we still know for sure are still there: ground combos, air combos, specials, overdrive. But there are other many things we don’t (mainly because it is a trailer and it focuses on action, but these unknown variables are nevertheless unknown), such as walking back or blocking. After all, Daisuke and Guilty Gear have always had a predilection for offence (strong okizeme, negative penalty, RISC), it is a possibility that the game becomes a brawler, mixing its fighting game roots with elements of an action game.
I might add, however, that there’s another possibility. Maybe “confrontation” could mean that they are trying to adapt the game to the essence, rather than oppose it. With a strict definition of “the essence”, it would make sense for it to be a challenge to the more unorthodox Guilty Gear, as well as a risk. This could mean, in fact, a hard hit to the game’s complexity and pace.
What actually happens we will only know in November, with the playable demo in the ArcRevo Final However, the future looks uncertain and rather dark.
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How SparkNotes' social media accounts mastered the art of meme-ing literature
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Most millennials know SparkNotes as the ultimate no-nonsense study buddy, but today’s students not only receive help with schoolwork from the website, they get high-quality entertainment, too.
SparkNotes remains a crucial tool for text comprehension — full of study guides and supplemental resources on english literature, philosophy, poetry, and more. But over the past two years it’s also become a source of some of the internet’s most quick-witted, thought-provoking, and ambitious memes.
SparkNotes' Twitter and Instagram accounts have carved a unique niche for themselves online by posting literary memes that find perfect parallels  between classic works like Macbeth, The Great Gatsby, Lord of the Flies, and Frankenstein, and present-day pop culture favorites like The Office, Parks and Rec, and more.
It may come as a surprise to those who once frequented the site for the sole purpose of better understanding Shakespeare plays before a final exam or catching up on assigned chapters of The Catcher in the Rye before the bell rang, but SparkNotes is cool now, and absolutely killing the social media game.
SEE ALSO: The magic of Book Fairies
As someone who spends the majority of her workday on the internet and splits her leisure time almost exclusively between reading books and re-watching episodes of The Office, I fell in love with the account's near-perfect meme execution after mere minutes of scrolling through posts. 
In a world with so many bad brand tweets and tone-deaf memes, I felt compelled to seek out the well-read meme masters behind SparkNotes' social media to learn how it is they manage to make each and every post so good.
How SparkNotes' social media became LIT ✨📚
Chelsea Aaron, a 31-year-old senior editor for SparkNotes, is a huge part of the success. She started managing the site's Instagram in September 2017, and her meme approach has helped the account grow from 5,000 to 134,000 followers.
"When I first started managing the account, I tried a bunch of different things," Aaron explained in an email. "I ran illustrations and original content from our blog, and I also borrowed memes from our Twitter ... The memes seemed to get the most likes, so I started making and posting those on a regular basis, and now I try to do four to five per week."
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Image: screengrab / Instagram
Aaron discovered the account's recipe for success by not only making memes about some of SparkNotes' most popular, highly searched guides — which include Shakespeare's plays, The Great Gatsby, and Pride and Prejudice — but by mashing them together with a few modern television shows that she's personally passionate about, such as The Office, Parks and Rec, Arrested Development, and John Mulaney's comedy specials. She's also known for hilariously retelling entire works (SparkNotes style, so, abridged versions) using the account's Highlight feature.
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Image: screengrab / instagram
The brilliantly sharp, comical posts seem effortless, but Aaron explained the process takes some serious concentration. Essentially, she stares at a large collection of collected screenshots "in a state of panic" until an idea strikes. "It's wildly inefficient and incredibly stressful, but I haven't figured out another way to do it," she admitted.
Luckily, Aaron always has the SparkNotes Twitter account to turn to for inspiration, which is managed by Courtney Gorter, a 26-year-old consulting writer for SparkNotes who Aaron calls "a comedic genius."
Gorter has been managing the Twitter account for about a year and a half now, and joined the SparkNotes team because she utilized its resources growing up and wanted to help "make classic literature feel accessible" to others.
"I wanted this stuff to seem slightly more fun (or, at the very least, less intimidating) to the average stressed-out student who's just trying to read fifty pages by tomorrow and also has a quiz on Friday," she said. The memes definitely help her achieve that goal.
Scrolling through the SparkNotes Instagram account, you notice it generally uses a recurring but reliably satisfying meme format. Most of the posts consist of a white block filled with introductory text and a screenshot from a television show, like so.
View this post on Instagram
A post shared by SparkNotes Official (@sparknotes_) on Apr 16, 2019 at 10:25am PDT
Gorter, on the other hand, ensures the Twitter account showcases a far more widespread representation of the internet. She posts everything from out-of-context screenshots, GIFs, and videos, to altered headlines from The Onion and trending meme formats of the moment, like "in this house" memes, "nobody vs me" memes, and more. The account is full of variety and gloriously unpredictable.
Hades: Orpheus I’ll let you bring your wife back from the Underworld, but if you turn and look behind you she’ll be lost to you forever. Orpheus: pic.twitter.com/FWD9P2nO0m
— SparkNotes (@SparkNotes) April 16, 2019
Normal heart rate: /\⠀ ⠀ ⠀ ⠀ /\ _ / \ __/\__ / \ _ \/⠀ ⠀ ⠀ ⠀ \/ The old man you just killed, whose heart lies hidden beneath the floorboards yet continues to beat: ⠀/\⠀ /\⠀ /\ _/ \ /\_/ \ /\_/ \ /\_ ⠀ \/⠀⠀ \/⠀⠀ \/
— SparkNotes (@SparkNotes) April 12, 2019
Gorter, who describes herself as "constantly on the internet" feels a lot of her ideas are the result of "cultural osmosis ... our collective tendency to consume references and jokes without realizing it just by being on the internet a lot."
"Sometimes I’ll be reading a book, and I’ll remember a joke I saw earlier that fits. Sometimes a new meme format will crop up over the weekend, and I’ll think, 'That could work for Macbeth,'" she said.
Though the two accounts are clearly distinct from one another, they both give off the same hip English teacher energy and running them has become a truly collaborative effort. "I constantly send her [Gorter] emails asking stuff like, 'Can I still say 'big mood' or is that over?' and 'What's the deal with this whole 'wired vs tired' thing?'" Aaron said.
Together, the two women spend their days discussing iconic works of literature, making pop culture references, and keeping up with the latest memes. (A dream job.) Their separate styles fuse together to make each other's posts the best they can be.
The meme approach works wonders
One might not initially think that Boo Radley and John Mulaney have much in common, or that Michael Scott could effortlessly embody Romeo, Julius Caesar, and Holden Caulfield if you simply alter your perspective. I certainly did not. 
But Aaron and Gorter's work will convince you. Once you start merging the worlds of classic literature and modern television series, you won't want to stop.
The SparkNotes instagram is my favorite thing pic.twitter.com/FCc6sXjJly
— Jessie Martin (@jessie_martin97) March 29, 2019
Fun fact, the official Sparknotes Instagram account is probably the best one: pic.twitter.com/sIR6tsw7ZP
— Tommy (@tommy_jacobs92) February 28, 2019
When describing why the posts work so well, Aaron explained that Hamlet, Mr. Darcy, and Gatsby — three of her favorite characters to meme — have super relatable personalities, which makes the process so simple.
"They're dramatic, and awkward, and obsessive, which makes them identical to about 97% of the people on The Office," she said. "I've learned that you can use Michael Scott as a stand-in for pretty much any classic lit character, and it isn't even hard. (That's what she said)."
What wow the @SparkNotes Twitter is extremely good???? It all appears to be this good!!! https://t.co/PyEqTdQ3Ly
— Rachel Kelly 🥛 (@wholemilk) May 2, 2019
Why is @SparkNotes's Twitter so good it has no right to be this good https://t.co/eFBQpLMpe3
— Kelsey [Version 2019.05] (@flusteredkels) May 2, 2019
Gorter thinks the accounts are so appealing because they create a deep sense of community — an online space that isn't so isolating, rather a place where where bibliophiles, television enthusiasts, and meme lovers can all come together and geek the hell out. There's really something for everyone.
"When Steve Rogers said, 'I understood that reference,' I felt that deeply. I think people enjoy being in on a joke, especially when the source material (classic literature, for instance) isn’t particularly hilarious," Gorter said. "There’s a delicious juxtaposition there. I know that I personally get a secret little thrill when I understand something as contextually layered as a really niche meme, and a slight sense of frustration when I don’t."
Engaging followers and changing with the times
SparkNotes as a whole has come a long way since it was launched as TheSpark.com by a group of Harvard students in 1999.
What started out as a budding web-based dating service quickly transformed into a trusted library of online study materials, and over the years, as the publishing industry, technology, and the internet evolved, so did SparkNotes. 
Like the social media accounts, SparkNotes'  SparkLife blog — full of quizzes, artwork, rankings, advice, and trendy posts like "How To Break Up With Someone, According To Shakespeare" and "Snapchats From Every Literary Movement" —  perfectly encapsulates the site's commitment to catering to its audience.
Whoever runs the Sparknotes twitter and Instagram pages deserves a raise
— louise🌻 (@_Fallxn_) February 21, 2019
SparkNotes does a remarkable job of shifting with the times to stay relevant and interesting in the eyes of its readers — and the quest to balance fun and education really seems to be paying off. Recently, the Instagram account tested out a post that called upon students and teachers to request custom-made memes by reaching out via email with the title of a book or subject they want meme'd, along with a message for the intended recipient.
"The response was amazing!" Aaron said. "We got almost 250 emails, and it's so great to see the genuine affection and admiration that teachers have for their students, and vice versa." 
Thanks to the social media accounts, SparkNotes is not only helping students learn, but helping entire classrooms bond with their teachers. (And hopefully teaching educators who follow a thing or two about good memes.)
Print isn't dead, it's just getting some help from the internet
Aaron and Gorter are having a blast running the accounts, but ultimately, they hope their lighthearted posts will inspire people to pick up a book and read.
"I hope what our followers take away from this is that classic literature doesn’t have to be totally dry," Gorter said. "If our memes encourage our followers to engage with classic literature and be excited about reading, that's so rewarding," Aaron added.
The present-day approach to selling classic literature is undeniably unconventional, and the crossovers are absurdly ambitious, but they work so damn well. What's great about the memes is they're created in a way that doesn't diminish the literature plots, because in reality, one would have to have such a comprehensive understanding of the text to make such good jokes.
The memes are actually pretty high-brow when you think about it, sure to delight intellectuals with great taste in pop culture. I have no idea how the legendary writers would feel about their greatest works getting the meme treatment, but people online are definitely loving it.
It's refreshing to see a brand account succeed at such a genuinely funny level, but perhaps even nicer to see it thriving off of wholesome content that doesn't drag other accounts or get its laughs at the expense of tearing others down, as we've seen accounts do in the past.
SparkNotes social media accounts are genuinely just nice corners of the internet dedicated to making people laugh and hopefully igniting a love of literature.
WATCH: Steve Carell to reunite with 'The Office' creator for Netflix's 'Space Force'
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daisychainblogs · 5 years ago
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Ben Nunan is a useless fake. Well - that’s the way he sees it, at least.
“I feel like a fraud!” the twenty-year-old admits through a gulp of flat white. When I ask if he’s okay for me to record our conversation, Ben is quick to nod a yes, of course; but I notice that said nod is prone to a little wobble here and there – more of a down-left-up-right than an up-down-up-down - as it contends with the buffets of a simultaneous chortle. It’s just that he’s worried he might not have anything useful to say, the newbie playwright tells me. Judging by the three notebooks and accompanying pens perched on the table in front of him, however, I somehow doubt that this is will be the case.
Unconventional creative he might well be - as a second-year BioMed student, Nunan is of the lesser spotted ArtsyScientist bracket - but ‘fraud’ he most certainly is not. Just a few days before we hook up to shoot the breeze and chain caffeine, Ben’s debut piece, Torchlight, opened its doors to a sold-out Pegg and – three sardined nights later – closed to the glitter of a four star gush from Inter:Mission. A verse-prose mash up, Torchlight follows the sensible, good-head-screwed-onto-those-shoulders Rosaline and her somewhat spunkier little sis Lesley as the pair attempt to charter the years following their mother’s death.  It’s a family drama, sure – but zapped and zippy-fied with a few shots of poetic goodness.
So – let’s start it from the top, I suggest: what did those early Torchlight days look like? Has the script undergone any major plastic surgery sessions since its youth, I wonder?  
Well, those early drafts did have a few extra roles kicking about, as it happens.  
“It was a vague idea about F.S Scott Fitzgerald being a gangster…”, Nunan grins, shifting shoulders up and into a yeah-you-didn’t-expect-that-one-now-DID-you shaped shrug. ‘Yeah – it didn’t have legs… I was going to do it so that one of the other main characters was Fitzgerald’s protagonist…but then I decided gangsters…and I can’t do that kind of dialogue…and it was just a mess!’ Nunan blurts cheerfully, following his attempt to proffer further explanatory detail on Torchlight’s somewhat eye-brow raising origin form; “I think every writer tries to write about a writer first - but I didn’t want to do that”, he clarifies, shaking his head and laughing.
Nunan is not one to take himself all that seriously. Not that there’s anything flippant about his attitude: he is seriously driven, make no mistake. One third of a coffee cup down, and I am informed that the prospect of collaborative writing doesn’t really appeal at this stage in the game: it’s still early days, after all, and “getting the credit” for his work is not something to be sniffed at, reasons the practical, softly smirking writer. He’s aware of making the first-few-times count – can’t remake a first impression and all that. But he’s more than happy to fess up when things feel a bit off. A few moments after describing Torchlight’s first totter into the world as “a mess”, Ben reaches the conclusion that actually, to dub those early days “absolutely terrible” might be more accurate. The final product, on the other hand - now that’s something he was utterly thrilled with. When I congratulate him on scoring such a stellar cast - suggesting that he really lucked out with that, these things can go either way, etcetera etcetera - Nunan jumps to agree. “We really did!” he nods with energetic abandon. I don’t need to hear anything else to know that Torchlight’s was a happy team indeed.
So I know that writing about writers turned out to be a bit of a dud this time around – but I wonder what other story springboard Ben turns to in his time of need? Is it a mood, perhaps? Does he fling himself at a desk and let it all pour forth when he feels - melancholy, joyous, fill this space, x, y, or z? Or is it the characters who get their teeth in first, and the story which comes along second? Neither, really. “For me it was more - reach a philosophical decision or conclusion, and express that as a theme; and then tailor a character to resemble my opinion - or some side of the argument - and then you have an antagonist who does the other side, and then the actions I mould around the question”.
So - the apple doesn’t fall so far from the tree, then? There’s a ‘Ben’s opinion’ shaped pip or two in each of his characters? There’s some hesitation - it’s not quite so straightforward as fruit trees and falling.
“It’s almost inevitable that – even if you decided to write history – you would find the themes that you resonated with, and then you pick the events and portray them in a different light based on that”, he nods – slow, contemplative: taking a breather before judging it safe to continue.  “If you think and think, eventually you’ll find something that you’ll relate to. So if you were going to do a history play, you would keep going until the bits that stood out to YOU become the plot – and because you have an emotional connection, it will transfer that into an emotional story”.
Ben doesn’t deny that he’s been caught off guard by the Page Turned Mirror Phenomenon before. His next piece will tell the story of a magician – so far, so distant from reality. But things soon start to feel a little more familiar. “I was really connecting with the idea of this magician feeling dissatisfied after his show goes well – and then I was like – oh wait…my show [Torchlight] went well … and I’m dissatisfied!”. I’m quickly assured that this sense of dissatisfaction has absolutely nothing to do his lovely Torchlight team (*que gush of affection round two*); its just the post show blues, he says. The twitchiness of that inevitable lull, and those ‘now what?’ whispers.
Now that we’re on the subject of works in progress – are there any other titbits Ben might care to give me about future plans? Titbits there most certainly are – Nunan is clearly beyond psyched at the prospect of getting properly into Take Two. It will be set in 1830’s Paris – “I want it to be big!” – and its central character will be magically inclined. I nudge a bit more. Maybe there’s something Ben might want to give a bit more oomph to with this second play? A theme, or a technique?  Or maybe there’s a trademark Nunan stamp he’s hoping to ink up and carry on over from Torchlight? Not really. It’s not that he’s about to throw all things familiar to the wind; there are, granted, one or two features which will likely be sticking around for the foreseeable. “I mean, lots of stories have similar themes, right? Like kindness and forgiving and understanding”. And Ben wants to make sure that his characters remain firmly rooted on the neither-wholly-good-nor-completely-bad side of things: “Regardless of what I do, I want to have characters that are sympathetic and I want to do different viewpoints […]even if you don’t forgive them, you understand them…”. Good forward slash bad is off the table, then.
“I like softening moments where people take a step back and forgive someone or change their mind’,  Ben tells me when I ask what human quality he really looks to get up on a stage; any character who tends ‘to be a bit reflective - think twice about things”- gets top marks in Nunan’s book.
Oh, and his Coming Soon romp through the French capital will still devote a decent chunk of its attention to the kicking about of a juicy philosophical quandary – “the next one is going to be more about existentialism – determinism” - ; but other than that, Nunan is expecting this next work “to be the opposite” of Torchlight’s general tone and manner.
To kick off with, Ben is a bit more interested in the audience experience of things this time around.
“Everything this magician does on stage is like a show, right? So, he doesn’t really get the point of doing it … or he’s a bit sick of it?”, an excitable Nunan chatters, explaining that he wants “the audience to tell that these performances are fake – and then by the end, our magician will do a show that is … less easy to see behind?”. He hopes this might be “a good way to get the audience to experience the same thing as the character, in terms of … how far are we willing to believe in nice things to enjoy ourselves?”
So, he cares about the individual owners of his bums-on-seats, then? This isn’t all just good fun for him, and damn the rest? Absolutely not, Nunan says.
“I want to write with the audience in mind – I think there’s a lot of merit to that. It makes sense for me to think about how much they’re tuning in and tuning out of it – I want them to reach conclusions at the same time as the characters do”.
And might this be what those punchy verse sections of Torchlight were all about? Letting the audience in on a character secret – giving them a VIP pass into the characters-inner-thoughts pen? Kind of.
“Verse is a good way of showing openness to the audience…it definitely has something to do with getting inside a characters head, because I mean :you don’t see that unless they’re talking to the audience – you can only infer”. With verse, the character can be a bit more “truthful with the audience”. But then – it’s a bit more than that, even; it’s about his audience, too, Nunan thinks.  
“A character is feeling poetic…because we do that right?” Does he mean we all have those moments when we’re staring out the bus window, and there’s rain dragging its way on down, and we have a sad song blaring and we just feel so deliciously pained? “Sure! So its kind if realistic in that way …”. It’s a lovely observation – that we all feel like the poet at times: that these verse sections perhaps aren’t so unnatural as they initially seem.
And when the house light glow back up? What are the things he wants his audience members to take away with them? Well, certainly not the ooey-gooey-happy-endings thing. Ben favours a more “bitter sweet” taste: “especially at the end; when you feel like you’ve gone through the good and the bad; I like that feeling – and I want to give the audience that”.
Listening to Ben tiptoe his way through each answer – a little hesitant to commit, thinking it all out and bagging those marks for working – it’s easy to get the impression Nunan is forever musing; one of those cursed/blessed individuals for whom locating the brain-off-switch perhaps poses a bit of a challenge. He tells me that he likes to ‘carry notebooks around’ in case of any impromptu, inconveniently timed lightbulb moments, and has a habit of sending himself texts from bed if inspiration hits in the small hours. He’s even partial to a bit of thinking ABOUT thinking: “I like the idea of thinking and the loneliness, in that - your thoughts are never going to be heard by anyone else”.
For a fraud without anything useful to say - Ben Nunan sure has some useful things to say.
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4colorrebellion · 5 years ago
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4cr Plays - Mario & Sonic at the Olympic Games Tokyo 2020
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Mario and Sonic are, unquestionably, two of the biggest titans of the gaming world - eternally popular characters who somehow, against all odds, work well in a variety of settings. Yet, they rarely meet. Sure, they can brawl in Smash Bros, but everybody is in that. Dedicated crossovers are rare.
The Olympics, apparently, is just the event needed to bring these two heroes together. It makes sense - the real-world Olympics bring together the best athletes from around the world. Why couldn’t it bring together two of the icons of gaming? 
Mario & Sonic at the Olympic Games Tokyo 2020 is my first foray into the “Mario and Sonic Crash an Athletic Event” series, and I had all sorts of questions. There is a story mode. Would it offer any explanation of how - or even why - everybody decided to show up in the real world? Would the two of them take on normal humans? If so, how could anybody beat Sonic at something involving running? Even more pressing, how could a portly plumber beat an actual athlete? Is the Mushroom Kingdom considered a country in the Olympics? Or... whatever country or world Sonic is from?
Read on for my impressions. Some of these questions are even answered. I was surprised too!
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Alright, here’s the deal - M&S 2020 (I needed to shorten that somehow) is a sports-themed minigame collection for one to four players (locally) or two to eight players (online). Take basically any sport represented in the olympics, and it will be represented here - relays, sprints, archery, karate, you name it - even skateboarding and surfing are represented. 
Rather than competing against normal humans, characters from the Mario and Sonic franchises take each other on in the event. The specifics - number of players, controls - vary based on the event, but in general, each minigame attempts to recreate the feeling of taking part in that competition. That is a bit vague, but we can take archery as a simple example. In archery, you press a button to draw the bow, use the stick to aim - fighting against your shaking hands - and release to fire. In many of the running events, you press to focus energy while waiting for the whistle, then spam a button while running to pick up some extra speed.
Since there are a lot of ways to play the Switch, there are also a lot of ways to control each event. For instance, I played quite a lot in handheld mode, using pure button controls (that is, with the joycons attached to the Switch). You can also play most events with two detached joycons, or even with one single joycon. The latter mode will obviously be a bit simpler, but can be nice for a party where you need to spread the controllers among a larger number of players. 
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This is the second time the summer Olympics have been held in Tokyo - with the first being back in 1964. This is a great excuse for a throwback, so a number of minigames have been included that call back to the previous games. They do this in exactly the way you’d expect - using older pixel style to represent those events. The central plot of the story mode revolves around this. Dr. Eggman has created a game system containing the Tokyo 64 game - as well as a nasty surprise. The system sucks Mario and Sonic in, along with Eggman, Bowser, and Toad. Inside the system, the good guys and bad guys have to compete for gold medals to free themselves, while in the modern world, the remaining characters compete to free the trapped heroes and villains. 
The modern events are depicted in 3D, with the modern look for the characters. The Tokyo 64 versions are in 2D, with 8-bit Mario sprites and 16-bit Sonic sprites (against generally 8-bit-ish backdrops). The throwback isn’t just in terms of the appearance either - the modern games tend to be a bit more complicated, while the retro events feel like they dropped out of something like Summer Games. In total, there are about 20 modern events and 10 classic Tokyo 64 events, giving you plenty to try out. There are also three special “dream” events - shooting, racing, and karate - that feel a little more substantial.
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My actual enjoyment of the minigames varied quite a bit, depending on which ones I tried. To be honest, I think many of them are actually a little overcomplicated - a little too much to try to work through in a multiplayer setting. Several of the events depend too much on endless button mashing, and I almost started yelling at a canoeing event - one that depended on rapid, timed spinning of the analog stick - that brought back flashbacks of an early Mario Party. 
That said, I also quite enjoyed a number of the games. The versions of skating and surfing are both quite fun - simple, but satisfying, timed runs where you attempt to pull off as many combos as you can. I also really liked the shooting and archery events. The retro diving event, where you try to match button patterns in a narrow timing window - representing mid-air movements - was also quite satisfying to master. 
This is a minigame collection. While it can be played alone (as I mostly did in preparing the review), it feels like it was designed for multiplayer. If you don’t have a bunch of friends to invite over, I would skip it. While several of the games are fun, they really do work best as quick bursts of fun with a few friends. That said, the story mode is fairly substantial, and acts as a great way to introduce you to all of the games. It is, absolutely, worth working your way through. I just might skip the game if you have no plans to dig into the multiplayer. 
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Strangely enough, an area where M&S 2020 really pretty well is as an advertisement for Tokyo tourism. In the real world, the Olympics will take place at a number of sites in the Tokyo area. In the game, these events take place where they will in the real world. Likewise, the Tokyo 64 events take place in their equivalents from the 1964 games. In the story mode, you get to wander around these sites - at least, within a small portion of the site. However, you aren’t just running around stadiums and race tracks. You also get to visit several of the major tourist sites in the city - such a Tokyo Station, the Tokyo Tower, Skytree, Asakusa, and a number of others. You can run around a small recreation of each area, and talk to Mario and Sonic characters about these tourist sites. Each area also has a number of trivia questions you can uncover and answer. 
Maybe it was the fact that I was just in Tokyo a couple of months ago, but I really enjoyed seeing some of the places that were still fairly fresh in my memory. A Shy Guy laments that Tokyo Station is hard to navigate. I could certainly sympathize. Still, a major part of the Olympics is seeing how the setting influences everything from the mascots, to the ceremonies, to how the sports themselves are conducted. It was cool to see the game make an attempt to present the setting in the same way. Likewise, it’s cool to see the differences between 1964 and 2020 Tokyo - even ignoring the pixel versus polygon difference, you can see just how much Tokyo has grown and changed in the decades since the last event. 
M&S 2020 looks fantastic, and performs well, on the Switch. The 3D sections are clean and colorful, lovingly recreating the Tokyo setting. The 2D sections also look great - although the mix of 16-bit Sonic and 8-bit Mario can be a little jarring at times. Framerates are rock-solid, and I didn’t experience bugs or glitches of any kind during my time with the game. It’s solid across the board, and it was clear that SEGA put quite a bit of work into the game. 
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If you are looking for a party game on the Switch, M&S 2020 is worth a look. While the minigames are a bit mixed, many are quite satisfying. The game offers a huge variety of events, makes great use of its Tokyo setting, and hosts a substantial story mode. The polish and care that went into the release are quite nice - you can tell that getting things right for the Tokyo games was a priority for the Japanese developer. M&S 2020 is a solid pick for your next gaming party.
A copy of Mario & Sonic at the Olympic Games Tokyo 2020 was provided for this review.
Nintendo eShop
Official Website
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xseedgames · 8 years ago
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Story of Seasons: Trio of Towns Localization Blog #6
Howdy, everybody! This is John with our final localization blog for Story of Seasons: Trio of Towns. The game comes out next Tuesday (2/28). Don’t miss out on your chance to preorder the game from select retailers to get the adorable capybara pocket plushie bonus, which I have had a lot of fun posing for our little “Capy and Bunny Adventures” comics over the past month. (Okay, sometimes it was a little embarrassing getting those photos.)
We just released a new trailer showing off the four Super Mario Bros. costumes that you can unlock in the game. We’ll also be streaming the game on our Twitch channel from 2:30 PM PST today. Stop by and ask us some questions.
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Before I bury the lede any further, I’d like to update you all on the DLC for Story of Seasons: Trio of Towns. For more information on the patches released for free over the course of six months after launch in Japan, as well as our dilemma about whether or not to localize this content, see my previous blog.
We were really overwhelmed by the feedback we received from it. The patience and support of those who responded was encouraging to say the least, and we were grateful to hear all of your opinions, however you felt about the situation. One issue that came up on our forums that I’d like to address quickly is about the bug fixes that were included in the post-launch patches in Japan. Those fixes are all already included in the core game that we are releasing on February 28.
Now then, on to the big news: I’m happy to report that we have decided to localize and release the DLC in North America. I don’t have information on a release timeline or costs for you yet, but we’re eager to dive into translating and editing the text for this massive update. Stay tuned for updates in the months after the initial release.
Thanks again for all your feedback. It made our decision much easier. While the DLC is a ways off, until then we hope you enjoy Story of Seasons: Trio of Towns. Even without the post-launch DLC, it is still the biggest game in the storied history of the farm/life-sim series.
As this is our final planned pre-release localization blog, I wanted to give some of the other members of the XSEED staff who worked on Story of Seasons: Trio of Towns a chance to give their comments on the game. As I mentioned in our very first blog, this game had a massive amount of text that we spent months and months focusing on.
Here are our questionnaire respondents:
Danielle: QA tester and editor
Nathan: QA tester
John: Project lead
1. Who were your favorite character(s) to work on and why? Have any lines in particular made an impression on you?
John: It’s hard to choose, but I will say that I love the dynamics between all the Lulukoko characters. Some of my favorite text in the game are the conversations that will take place between 3-4 characters during certain festivals. The normal groups (Zahau-Caolila, Lotus-Mithra, Iluka-Siluka-Ludus) are great, but funny conversations happen when you mix those characters together. There’s a really great exchange between Lotus and Tototara.
 2. What were your favorite changes and/or additions made to the game?
Danielle: Streamlined farming. Unlike in the previous game, harvested animal by-products and crops go straight into your inventory.Another feature I really like is the addition of actual dog/cat breeds. The previous game had about 4 different "breeds," and were mostly reskins. SoS: ToT has about 16 unique different breeds of dogs, and I have no idea how cat breeds work, but trust me when I say there's a lot more variety there. And last but not least, there's the new--and adorable--capybara!
 3. Which of the three towns do you like the most, and why?
Danielle: Lulukoko hands down for me. I absolutely love locations with tropical and/or oceanside settings. The music for Lulukoko is one of my favorites in the game as well.
Nathan: Lulukoko. Generally speaking it had my favorite bunch of characters, shop hours that matched my playstyle, and the most expensive stuff on the ground for scavenging.
John: Tsuyukusa has my favorite music and some really beautiful scenery. The homes and shops are jam-packed with interesting decorations and knick-knacks from Japanese culture. All of those cultural references were difficult to localize, but I think they make the town so interesting for players.
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Many of the decorations in Tsuyukusa are explained by the characters in dialogue.
4. Favorite bachelor/bachelorette? (Minor spoiler about a secret marriage candidate)
Danielle: Ludus. (Ford is pretty great too, though.)
Nathan: For the bachelors, I like Ludus, as he's a good dude that works hard and helps directly. As for the bachelorettes, it's a toss up between Siluka and Inari, though I may be biased as I spent a good deal of time with Siluka. Meanwhile, Inari is a god, so...
John: It’s a little weird seeing Inari referred to as a “bachelorette,” as we tried to keep the Tsuyukusa guardian’s text as gender-neutral as possible. (Though, ultimately, Inari will call him or herself your “husband” or “wife” in some scenes depending on your character’s gender. This is accurate to the Japanese text.)
Anyway, here in the office, Ludus is sort of everyone’s favorite because he’s so attractive and kind-hearted, but for me Ford is the funniest and sweetest bachelor. His response if you dump him just about broke my heart.
Iluka is a treasure. Komari was my choice when I originally played through the game in Japanese, and she’s definitely more my “type.” But Iluka’s sass just turned out so well in English.
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To be fair to Iluka, most characters ask you to come back later if you talk to them while they’re eating.
5. Do you have a favorite non-farming SoS activity?
Danielle: Decorating my farmland (or house) is always fun. I also really enjoy creating all the different outfits.
Nathan: Mining for sure, GIVE ME ALL OF THE MONEY.
John: I love fishing in these games. There are so many different fish in Trio of Towns too; it seems like it could almost be its own game. Also, you no longer have to mash the A Button to reel your line in, which is gentler on my hands and my 3DS.
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Fish alongside Lulukoko’s master angler, Zahau.
6. Which aspect of the game do you tend to focus on? The social or the farming?
Danielle: I'd say I probably focus about 60% on the social and 40% on the farming.
Nathan: I tend to do an equal amount of both, as I try to set up my farm to require as little attention as possible (and by that I mean planting trees). I do enjoy taking care of the animals though, especially my prize-winning cow: Horse.
John: I’m usually more interested in the social side. I’m always impressed by players who really micromanage their farms. (Like Nathan, who quickly became a fruit tree tycoon during his QA playthrough.)
 7. Which festival would you most like to participate in IRL?
Danielle: The Beverage Bash. I like cooking (making drinks counts as cooking, right?), and I love tea even more, so getting together with a bunch of people to try and create a new drink concoction sounds like a ton of fun. I just hope people in real life have more common sense than to bring mayonnaise as an ingredient.
Nathan: Westown's Goddess Festival, because, let's be real here for a second, there's a giant pizza. Giant. Pizza.
John: The “stargazing” events in Westown and Lulukoko are nice. In Westown, you go up in a hot air balloon to look at the stars. In Lulukoko, you go out in a boat to admire bioluminescent “sea sparkles” in the ocean. (Tsuyukusa has a similar event based on the Japanese festival Tanabata.) The prospect of going up in a hot air balloon (Westown) without a trained pilot is less appealing the more I think about it, however.
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The “Beverage Bash” event.
8. If you were a character in Trio of Towns, what would be your number one most loved and hated item?
Danielle:
Loved: Pumpkin Pie
Hated: Pickles
Nathan:
Loved: Black Coffee Hated: Mushrooms, of any type
John: There are over 1,100 items in this game, so it was hard to decide.
Loved: Curry (all types)
Hated: Olive (Who even likes these?)
You would also lose friendship points with me if you shoved a cat in my face (allergies).
 9. What features or changes would you like to see implemented in future games?
Danielle: The biggest feature I'd like to see the return of is the multi-floored mining system (as seen in some of the Wii-era games), as opposed to just the mining points.
Nathan: I'd love to see something along the lines of expeditions or fishing trips for rare fauna as pets, plants, or fish.
John: I would like the developers to bring back larger wilderness areas and even caves/mines to explore. That was the thing I missed most in Trio of Towns.
And, of course, it would be nice to finally have same-sex dating options.
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Don’t swing too far back, now.
That’s all from us. We really hope you enjoy the game. Look for another entry starting with “Howdy, everybody” on this blog in a few months’ time.
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gallyg · 8 years ago
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Extended Thoughts on Breath of the Wild (spoilers below the cut)
Breath of the Wild simultaneously feels like an idealized distillation of what Zelda is all about, and a very un-Zelda-like experience. The resulting experience feels both nostalgically celebratory, but also unfettered by traditions that don’t benefit the experience. I went into the game with some degree of cynicism, as I don’t care for survival mechanics and the game seemed to be drifting further and further from a formula that I basically liked as a Zelda fan, but I was pleasantly surprised on both ends.
Perhaps I would have known  more about what the survival mechanics in Breath of the Wild were going to entail if I had paid more attention to the pre-release information, but I was trying to stay away from it since I am a doormat for Aonuma and will buy the game anyway, even if I thought it'd be bad, just to keep up on what's going on with the franchise. Or maybe it was never clear. Either way, I don't really care for the idea of having to hunt for food to feed myself because I get hungry. I was relieved to discover that there isn't actually a hunger mechanic. You hunt for healing items or elixir ingredients, but you only need to cook them if you want to heal yourself or create a potion to give you specific buffs. Cooking is a rather tedious, boring process, but at least you only need to do it on occasion to stock up on healing items and elixirs. You can even just eat the fruits and meats raw for a small heal if you don't want to cook anything.
The interesting consequence of this is that you don't have straight-up hearts to collect anymore. Grass drops almost nothing in this game and monsters only drop cooking and crafting material. This is part of a trend Zelda has been on lately with cutting out random consumable drops like arrows and bombs. It all started when Twilight Princess decided not to have random bomb drops, and it comes to a head now when enemies only kind of have random arrow drops if they had a bow and arrow. This makes me curious what exactly the "hard mode" DLC they have planned for Breath of the Wild will entail. Hero Mode is the recent Zelda standard hard mode, and its main feature is the lack of heart drops. The only difference here would be increased enemy health and damage, which really just makes the game more annoying than hard. Here's hoping for more of a Master Quest approach to the game's difficulty, as the puzzles in Breath of the Wild are significantly less demanding than the combat.
This leads me to the other big part of Breath of the Wild's survival mechanics: weapon degradation. The Master Sword is the only weapon you have that won't break, and even it will need to recharge every once in a while. Everything else? Shit breaks after a few skirmishes, at best. If you're fighting a stronger enemy like a Guardian or a Lynel, you will often have to burn through two or three swords just to take a single enemy down. This is substantially more annoying than the cooking, as it is an omnipresent fact that every single weapon you find that you like is either going to be relegated to "too good to use" territory or be quickly disposed of, as there isn't even a way to repair damaged weapons in this game, as far as I could find, anyway.
This is a small annoyance that never really stopped nagging at me, but it is basically the only negative to this game's combat. Wind Waker gave the combat a more fluid feeling, and Twilight Princess and Skyward Sword gave you more ways to act in combat, but the core issue of enemies being weak and passive has only ever been slightly addressed. In Breath of the Wild, running from a fight is not an easy get-out-of-jail-free option, because enemies tend to be quite aggressive in chasing you down. Rushing headfirst into battle is also not a mindless exercise in button mashing on most enemies, because the monsters of this game actually attack when you'd expect something trying to kill you would. Nothing like Twilight Princess's bokoblins dancing and screeching an inch from your face for thirty seconds before finally doing a half-heart attack. The enemies in this game will mess you up if you let your guard down. If you decide to invest in stamina over hearts in the early game, you can find yourself regularly getting one-shot by normal monsters. I think this change is especially welcome in The Breath of the Wild, as it does make the more substantial resource management of its survival mechanics feel more relevant.
I mentioned earlier that the puzzles were a bit easier than the combat, and while I stand by that, I don't want that to come across as a slight against the puzzles, because the puzzle design of this game is absolutely brilliant. This game takes full advantage of its systems when it comes to the puzzles. While you might find a Sheikah shrine that clearly wants you to use all your abilities to move some blocks in such a way that they stay in place and finish an electrical current, you can also just throw all your metal weapons at the circuit to make the connection. You might be expected to use stasis to launch an object at a button across a long body of water, but you can also just build yourself a little bridge with ice blocks, three at a time, until you can push the button yourself. You might be expected to manipulate the room geometry to carefully maneuver yourself higher up, but you can also just use your high jump if you've already completed the dungeon that gives you that. This all technically makes the puzzles "easier", and even the intended solutions tend to be pretty straight-forward, but the way you are allowed to experiment and abuse all the games mechanics to achieve success makes for a great system of player expression. Or to put it less pretentiously, it's fun.
All in all, I like the exploration in Breath of the Wild. It's freedom from the moment you finish the tutorial, and there's always more to find. My only complaint really is that the visuals can get a bit boring. The vast majority of the overworld feels the same with the repeating theme of fields and trees and mountain ranges. There's a few areas that are a bit different, of course, but it's mostly just the dungeon quests around those aesthetics, so most of the exploring still happens in that eternal green field. Fun to traverse, rewarded with finding tons of shrines with interesting puzzles, not a whole lot to look at while you're doing it.
I've heard people complain about the enemy variety, and I do think it makes the world feel a bit bland when combined with the above point, but I think it's made up for to some extent by how many references to the rest of the series there are. Nothing to Spirit Tracks, sadly, but Phantom Hourglass's cast has some islands named after them, Tingle's brothers get some islands, Koholint gets a mountain, Fi gets alluded to, the Wind Waker races are back, even Minish Cap gets a shoutout. And of course, Ocarina of Time gets referenced plenty because of Ocarina of Time privilege.
I am a timeline theorist, so the fact that all these references seem contradictory is exciting to me. It's been a long time since Hyrule Historia and we haven't really had a game that muddied the timeline since then. The Sheikah, Rito, and Zora all co-existing in healthy numbers like they do here makes no sense, even if we grant that every name on the map is just a coincidence. It's fun to think about, and the general conclusion I've come to is that if it is meant to make any literal sense, the Hyrule Historia timeline is useless in discerning that sense. Aonuma even confessed that the timeline he works off of changes to suit the purposes of whatever game they're currently developing. Three games and six years have passed since Hyrule Historia. The timeline they work off of has definitely changed as well. And that's even ignoring my general opinion that the authorial intent does not matter when it comes to theorizing.
That's just speaking literally, though. What the game feels like, to me, is the metaphorical resolution of the Zelda series. The last major game introduced the concept of Demise's spirit and felt like the true origin of the legend. This game features Calamity Ganon, an ethereal spirit/eldritch horror that feels like a spirit that has put up with dozens of lifetimes and thousands of years of anger and frustration. It has degraded into a horrific form, a return to that force of nature Demise was before being reincarnated as Ganondorf so many times. You are not fighting a man or a beast, you are fighting hatred and malice incarnate. This combined with the inclusion of may beloved elements from all the games, timeline coherence be damned, makes me believe that this game is meant to be the definitive end of the story, not just of the adult, child, or downfall timeline, but to Zelda as a whole.
Or maybe it's just after Adventure of Link, I donno.
Random Thoughts:
The Koroks in this game are tear-wrenchingly adorable in this game. Only the ones in the forest, though. The Koroks in the overworld don’t have any unique character or dialogue.
I played this game with my girlfriend and she put forth the amazing idea of having to find replacement Champions for the Divine Beasts as an alternate version of the story. Riju pilots Vah Naboris, Teba pilots Vah Medoh, Yunobo pilots Vah Radunia, and Sidon pilots Vah Ruta. I love this idea and consequently hate that they just had ghosts pilot the Divine Beasts instead.
Remember not that long ago when Twilight Princess, Phantom Hourglass, and Spirit Tracks made it seem like we were headed toward a Steampunk aesthetic? Funny how the somewhat cybertech aesthetic of the Twili are what seems to have stuck around more, with Fi being basically a robot, Skyward Sword having literal robots, and now this game straight up just giving Link an iPad.
So the magic meter is never coming back, right? Right. Damn shame. I don’t like the stamina meter as much.
Much as I enjoy the more open games, I do hope that we eventually see more linear Zelda games. I love the more structured take on things as well. Both of the last two mainline games opted to give you every relevant item from the start over the traditional approach of gaining items throughout the game to unlock the ability to get to new places, which as a Metroid fan I love. Even if it is technically less freedom, it feels more rewarding because when you get somewhere and beat the challenges there, your prize is basically more ability to explore the world.
People complain that this game had no good music but Stone Talus is right here:
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twh-news · 8 years ago
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Skull Island' Review: King Kong Kicks Butt In This Gorgeous Pulp Adventure | Forbes
Kong: Skull Island opens in North America on March 10, 2017 courtesy of (among others) Legendary and distributor Warner Bros./Time Warner Inc. The film, budgeted at around $185 million, is both the start of a would-be franchise and something of a backdoor pilot for what the Dream Factory hopes will be a cinematic universe involving the likes of King Kong, Godzilla and other famous beasties. We’re getting Godzilla: King of the Monsters (a sequel to the 2014 Godzilla) in 2019 and Kong vs. Godzilla in 2020. So as you can see, there is more at stake than a single movie.
That’s the inherent risk of this whole expanded universe game. Under normal circumstances, Kong would merely be responsible for making enough money and audience approval to justify its expenses further installments. But since it’s the backbone of an expanded universe, a responsibility that Godzilla did not share, it has the extra burden of justifying and creating excitement for what comes next. Once again, Mr. Kong, we ask too much of you.
The good news is that, should this film do well and get decent reviews, it will go that much further in dispelling the conventional wisdom that Warner Bros. is a house of horrors due to the ups and downs of DC Comics movies. Fantastic Beasts and Where to Find Them earned $811 million worldwide and mostly positive reviews while The LEGO Batman Movie scored raves and solid box office. If the Skull Island is a well-received hit and King Arthur: Legend of the Sword avoids utter embarrassment, there is frankly only so much grief we can give the studio no matter how good or bad Wonder Woman and Justice League turn out to be.
The Review:
Kong: Skull Island is high-quality pulp fiction. The picture is a briskly paced and character-driven adventure that just happens to be a big-budget monster mash and part of a would-be cinematic universe. The film has a game cast amid stunning visuals and gorgeous cinematic sights. It may not be the eighth wonder of the world, but this King Kong revamp is often quite beautiful.
While the film is technically a prequel to the Gareth Edwards’ Godzilla, it stands entirely on its own in terms of content and visual style. The 2014 monster mash was a grim and foreboding affair, shrouded in darkness and mystery while offering the barest hint of humanity amid its jaw-dropping visuals. Skull Island goes almost the opposite route, plunging us immediately into the world of its quirky human characters and wasting little time giving us what we came to see and delivering most of its thrills in broad daylight.
Regarding cinematic foreplay, this is less Jaws and more The Host. While both styles have their merits, Dan Gilroy, Max Borenstein and John Gatins’ witty screenplay keeps us entertained and intrigued during the exposition and earns our investment in those who will soon fight for their lives. While I wouldn’t argue that this is a course correction, as Godzilla (which I didn't care for beyond the visuals) certainly had its merits and its fans, it is encouraging that the second film in this continuity can be so different regarding tone, focus and style. This is a possible signal that Legendary and Warner Bros.’ monster universe might well be filmmaker-driven.
While Godzilla was called “the first post-human blockbuster,” Kong: Skull Island is as much about watching the likes of John Goodman, Tom Hiddleston, Brie Larson and Samuel L. Jackson chew scenery as it is about King Kong and the various monsters of Skull Island. But fear not sports fans, you get a whole heaping of monster mash action throughout the 118 minutes. If you’ve managed to go this far without knowing too much, especially if you’ve avoided the most recent trailer (note: do not watch the final spoiler-filled trailer), I’ll try to be as vague as I can.
Set in 1973 as the Vietnam War winds to a close, the film follows a group of motley outsiders, including a discredited scientists (Goodman), a professional soldier (Hiddleston), a cynical war photographer (Larson), a geologist (Corey Hawkins), a biologist (Jing Tian) and the head of the chopper unit tasked with flying these folks into uncharted peril (Jackson). Goodman and friends are heading to Skull Island to conduct a land survey. Things almost immediately go to hell.
Shot by Larry Fong, the guy who almost had me giving Batman v Superman a positive review, this is an utterly beautiful motion picture. The naturalistic visuals, imbued with a particular hot orange vividness, gives the film an absolute authenticity of time and place and at least the appearance of realism even when we are clearly watching special effects. I saw this in glorious 2D, but I imagine it’s worth the IMAX 3D upgrade as the broad daylight action will probably survive any 3D glasses-related dimness.
And the title creature is a marvel, standing 100 feet tall and exuding animalistic menace no matter which side he’s fighting on at any given moment. His major introductory beat is a superb action sequence, even if it’s structured more for action-adventure thrills than horror or intensity. The film manages to humanize its main monster without being overly patronizing. This Kong is a protector of Skull Island. But if you get into his turf, he will bat you out of the sky without thinking twice.
Even after the monstrous stakes are established, there is still a relative focus on the humans attempting to survive and make it to a planned pick-up spot. Along the way, they stumble onto World War II soldier who has been living on the island for 30 years. Said MIA (John C. Reilly) provides comic relief, a surprising poignancy and plenty of exposition. Reilly quickly becomes Skull Island’s MVP.
Most of the survivors are focused on not dying, while Jackson allows his grief over first act casualties to turn him into a Captain Ahab figure. It’s an expected turn, but one which allows the survivors to have a conflict more potent than merely running away from scary monsters. The rest of his soldiers are slice-of-life characters, drawn just vividly enough so that you’ll briefly mourn when one of them cashes out.
Hiddleston is in full brooding rogue mode, even if he gets one moment of almost comical heroism. Goodman is superb, as always, although Booker and Tian fall back a bit once Reilly’s starts scene-stealing. Larson is fine, even if she is somewhat hobbled by being the only major female character. There are refreshingly few “beauty and the beast” interactions between the great ape and the empathetic photojournalist, which is a good thing since we're getting an actual Beauty and the Beast a week after this movie, but she doesn’t get much else to play in the film’s latter half.
The picture loses some of its character focus in the second act as certain characters split off from other characters, which leaves some of the more interesting folks out of sight and out of mind for a while. But the finale comes together in an exciting and satisfying fashion, delivering a climax that pays off the film’s Apocalypse Now and Moby Dick themes while providing the required monster mash action. And while there is less of a sense of awe to be found than Peter Jackson’s more overtly romantic take on this story, there are any number of gorgeous moments of vivid cinematic beauty and iconic imagery.
Kong: Skull Island is an action spectacular that offers large-scale monster mayhem, moments of cinematic poetry (like the grand moments of Kong standing tall amid the sun-drenched carnage) and memorable character work by a cast of overqualified thespians giving it their all. Skull Island is the very definition of a complete package. While the movie exists due to its IP and hopes for a larger cinematic universe, it justifies itself as high-quality popcorn entertainment and works as a piece of pop art unto itself.
While I admit will admit that the overall effect is less wondrous than the Naomi Watts/Adrien Brody/Jack Black fantasy, that’s also because movies like King Kong are a lot more commonplace than they were in 2005. Whether you prefer Peter Jackson’s epic romantic adventure or Jordan Vogt-Roberts’ lean and mean war story, they exist side by side along with the 1976 remake as artistically valid interpretations of the 1933 classic. Kong: Skull Island is a confident, pulpy, character-focused, big-scale adventure story that just happens to be a backdoor pilot for an expanded universe. That’s how it’s supposed to work.
P.S. Yes, there is a post-credits sequence, but it is terrible. It feels like it was shot during a lunch break and is not required viewing to understand Godzilla: King of the Monsters or the untitled Kong versus Godzilla movies. If you have to leave when the film ends, don’t feel too badly about it.
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