#phantom quest corp.
Explore tagged Tumblr posts
video-witch · 1 year ago
Text
Tumblr media
Did you know that there was an American comic based off the OVA Phantom Quest Corp? Well I scanned the single issue that was made for it.
https://archive.org/details/phantom-quest-corp-pioneer-comic
3 notes · View notes
animeglitch · 8 months ago
Text
Tumblr media
1K notes · View notes
lesserknownwaifus · 2 years ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
207 notes · View notes
doyouknowthisanime · 8 months ago
Text
Do You Know This Anime?
Tumblr media
9 notes · View notes
ew-selfish-art · 1 year ago
Text
DP x DC AU: Letters and Paper goods are easy to store, and therefore, easy to hide. Danny has drama to monger though.
Tim Drake becomes a ward of Bruce Wayne at the same time the Drake Corporation is crumbling, and his father's health is declining. Dana, his father's physical therapist turned new wife, isn't optimistic these days, and Tim can read the writing on the wall.
Times have changed and Bruce and Dick are treating him with kid gloves. Jason Todd is alive again, been there suffered that. Young Just-Us has proven yet again to be his true family... But Bruce 'welcomes' him home the second the fake uncle is sniffed out.
So, Tim rationalizes, If Drake Corp is going down, then so shall the reason he spent his childhood abandoned. The many, many archeology digs his parents left him for over the years and their many, many stolen historical pieces. Tim is ready and able to get rid of them all.
He first returns the artifacts that have obvious origins to the people with whom they belong. Then it starts to get a little hazy as to where each item stolen is from. The paper goods are the hardest to place.
Years later, Tim has almost completely emptied his parent's old home of their stolen goods. By now, he runs a fortune 500 company and is working as Red Robin. Going through the last of the archives means going through the very last objects his parents ever preferred over his company, and he can't wait to be rid of them.
A glowing green envelope however... this one he feels compelled to keep. He hadn't known it back when he started this project- but somehow his Parents had found objects drenched in the essence of the Lazarus Pits. And it wasn't just one letter, it was dozens and dozens.
Tim Drake knew it would be risky to move them, but he needed to get these letters to an ex-league member to understand what the language of the dead was trying to proclaim.
_____
Danny hates a fetch quest but apparently Ghost Writer is having a bad day. It starts with Danny running by the guys library to have a chat when all of a sudden, the question of certain... ghost relations... came up. Danny is always more than thrilled to hear about how the various ancient-as-in-old ghosts interacted with the Ancients-as-in-yikes ghosts.
Ghost Writer finally admitted to the monarch in training that if he wanted to know so badly, that he could track down Clockworks old letters. They'd been scattered well before Ghost Writer could properly work on the ghost archives (read: was still alive), and it wasn't until he'd long worked on the library that such affairs were noted as missing.
The potential for gossip was just too good! A call home to Sam, Tuck and Jazz to let them know he was on an adventure, and then Danny flew off with little more than some hints by GW and an annoyed nod of cryptic agreement by CW.
Danny goes about wondering Gotham as himself, not yet seeing the need to be Phantom, when he runs into the very guy he was looking for.
"Hey- you don't happen to have a shit ton of letters written in the language of the dead do you?" Danny smiles as innocently as possible as he watches all seven stages of grief play out on the guy's face. Then something changes and Danny can tell that this guy is like, scary competent.
"I do, however, I was double crossed and a shit ton of assassins are on their way to try and take them."
"Uh... Bummer for them I guess? I'll just take them and go- I don't even really need to keep them if you want em back-"
"Assassins. They won't exactly leave empty handed."
"Huh. Well... Wanna come with? These are supposed to have some pretty juicy drama in them." Danny awkwardly places a hand on the back of his neck.
A knife being thrown in their direction was enough to get this guy to make a decision.
"Let's go spill some tea then."
Danny grins as he pulls the guy through a rapidly drawn portal, ignoring the wide eyes he makes. Turns out his name is Tim, and walking him through afterlife drama is the best- how does he know so many dead assassins??? One of these letters is about a guy who took Tim's spleen??
1K notes · View notes
cherrythunder · 6 months ago
Text
Tumblr media
Phantom Quest Corp (1994)
17 notes · View notes
malfiora · 1 month ago
Text
Ideas for how the DCEU could have continued
With slight moderations:
OLD
Man of Steel
Superman's origin story
Batman vs. Superman
Slightly an origin story for Batman, brings the Trinity together
Wonder Woman
WW's origin story
Justice League
Slight Cyborg backstory, first team mission, they take down Steppenwolf, who heralds Darkseid's arrival
Aquaman
Arthur's backstory
The Flash
Barry's backstory (we will be ignoring the long-term impacts of timeline shenanigans)
NEW
Cyborg and the Manhunter
Martian Manhunter finally makes himself known to the League...except only Cyborg is around. He brings intel about some weird space shit that may have been the cause of his planet dying, and the two embark on a quest together to investigate. Along the way, Manhunter reveals more about himself and Mars, and they bond over being misfits on Earth. At the end, Cyborg pushes the GO TIME button to assemble the rest of the League.
Justice League 2: Crisis
Cyborg and Manhunter catch the others up. (Bruce struggles with his own anti-alien biases and learns to trust Manhunter.) They work to quickly understand the threat that is Darkseid, which brings them to the attention of the Green Lantern Corps. In a show of faith, the Corps reassigns an Earth-sector GL to work with the League (take your pick).
Justice League 3: Infinite
The League storms and stresses together, and factions form. J'onn (Manhunter) and Clark bond over being sole surviving aliens. Bruce, Clark, and Diana grow closer over being relied on as leaders. Vic, Arthur, and the GL (depending on who you pick) bond over being POCs and nostalgically swap Earth/surface dweller customs.
Then the stakes heighten: Bruce, Clark, and GL want Darkseid taken alive so he can be brought to justice; Arthur, Diana, and J'onn believe he should be killed. (Diana: "I'm a warrior, I fight until the end.") Barry and Vic are ambivalent and feel their age. In the end, Diana brings them back together with a rousing speech: "No matter what brought us here, no matter where we came from, we all want the same thing in the end. We're a team." (Bruce and Clark look on proudly. Bruce: "We didn't know you could give speeches like that." Diana: "That's because you never let me talk.")
Darkseid arrives and sniffs out the weak unity of the League and immediately tries to divide and conquer. He goads Aquaman and Wonder Woman with tales of how proud their respective people were and how disappointed they'd be seeing them rely on each other. He tells GL and Manhunter that neither of them have the guts to do what needs to be done – Martian because his race was peaceful, GL because they won't kill. He teases Cyborg and Flash for being too young and naive. He praises Superman's strength and tells him he owes Earth nothing. (Bonus: he somehow learns that Batman tried to kill him and goes, "See? Despite everything you do for them, they hate you. You will never be one of them.") He gives a "join me" speech to Supes: "Wouldn't you rather be on the winning side? Where you don't have to humble yourself, where you can use your abilities to their fullest extent." Batman finally has to say the quiet part out loud: "You are one of us, Kal. You're the most human man I know." That concludes their relationship arc.
Cyborg rallies the troops together. His quarterback side starts showing and he tough-loves the League back into fighting shape. GL clears their throat and shares how their ring works. "Green Lanterns are fueled by willpower. All of the amazing things my ring can do, it's only because I believe it can." For some reason that inspires everybody and they actually work as a team and manage to defeat Darkseid. (Maybe they trap him in Zodd's phantom zone as a full-circle moment.)
2 notes · View notes
scienceninjaturtle · 8 months ago
Text
Tumblr media
STAR WARS: DARTH VADER #49
GREG PAK (W) • RAFFAELE IENCO (A)
Cover by LEINIL FRANCIS YU
THE PHANTOM MENACE 25TH ANNIVERSARY VARIANT COVER BY CHRIS SPROUSE
VARIANT COVER BY KAEL NGU
VARIANT COVER BY DIKE RUAN
“IMPERIAL SCHISM” NEARS ITS THRILLING CLIMAX!
• LUKE SKYWALKER faces the full might of the SCHISM IMPERIAL!
• SLY MOORE makes the biggest choice of her life!
• The M.A.R. Corps gains the upper hand!
• And DARTH VADER confronts the consequences of his ruthless quest for unlimited power!
32 PGS./Rated T …$4.99
5 notes · View notes
ronqueesha · 11 months ago
Text
Tumblr media
I've been very slowly going back through Cyberpunk so I can play Phantom Liberty, and I got to this quest again.
In my headcanon, Johnny delivers this line slightly different from how he does in game. He doesn't outright say it, but he mentions he knows what Zoe endured as a child at the hands of her wealthy corpo-scum father. And since their personalities have begun to irreversibly merge, when Johnny rants about his crusade against the civilization that the corps have built, it also becomes a personal crusade to rid the world of her father. When he says "If I need your body, I'll take it", they both know he would absolutely wrench control away from Zoe if it meant he could use her hands to brutally murder the man that represents everything wrong with the world.
And this pisses Zoe off more than she's ever been angry in her life. Some of it no doubt fueled by the rage inside Johnny, but also because her feelings on the matter are deeply complex. And the idea of someone else peering into those moments she wants to bury and forget bring up horrible emotions that dwarf even Silverhands' most depraved destructive thoughts.
It's one of those moments that draw them closer together, but also drives them both deeper into their own darkness.
8 notes · View notes
yakdeculture · 1 month ago
Text
Phantom Quest Corp. Review
youtube
I was pleasantly surprised by how good this was. It's similar to Ghost Sweeper Mikami but a bit more serious, but also still funny and the humor isn't just  mostly being horny. Ayaka and Mikami  re also pretty similar characters. And shes alsoo really hot and I need her bad. I would actually recommend this, madhouse made this (they're a famous studio right? I don't really pay much attention to that stuff but it sounds familar).
0 notes
jcmarchi · 1 year ago
Text
Persona 5 Tactica Review - One More Uprising - Game Informer
New Post has been published on https://thedigitalinsider.com/persona-5-tactica-review-one-more-uprising-game-informer/
Persona 5 Tactica Review - One More Uprising - Game Informer
Tumblr media Tumblr media
Persona 5 has become its own sort of mini-franchise within the Persona series. With many spin-off titles released over the years, such as Persona 5 Strikers, Persona 5: Dancing in Starlight, and Persona Q2: New Cinema Labyrinth, Atlus seems to love using Persona 5’s popularity to explore new stories and gameplay ideas. However, I applaud Atlus for making all of these spin-offs in completely different genres from each other. The latest, Persona 5 Tactica, delivers an entertaining story, a colorful cast of characters, and fun combat mechanics within the context of a strategy RPG. Longtime Phantom Thieves can look forward to an enjoyable side adventure, but its uneven pacing and low enemy variety hold it back from being a true revolution.
Persona 5 Tactica’s story follows the core roster of characters from the original RPG. After finding themselves sucked into an alternate dimension, the group teams up with Erina, the local leader of the Rebel Corps, who wants to liberate citizens from the oppressive rule of the Legionnaires. Toshiro Kusakabe, an amnesiac politician from the real world, also somehow gets swept into the conflict. Their unknown connections to this alternate dimension have enough mystery to keep them interesting throughout the game. As the Phantom Thieves search for a way back home, the antagonists’ motivations intertwine with the origins of these newly introduced characters.
[embedded content]
The camaraderie between the cast members can be seen through optional conversations that naturally unlock as you progress through the story. Scenes like these are fun side conversations that allow characters’ personalities to shine, such as Erina’s natural leadership skills after a scene where she feels like a liability, or Ryuji’s role as the comic relief character when a treasure chest he’s seeking turns out to be useless villain-branded merchandise. Viewing these talks also gives the party members GP, which are skill points to be allocated to learn new abilities, so there’s a useful gameplay incentive too.
These conversations are bright and fun to listen to, thanks to the game’s excellent voice acting and art direction. The presentation style is more in line with an exaggerated cartoon style like Persona Q2’s rather than the more realistic proportions like in the original game and Strikers. This helps give Tactica a more lighthearted feel to balance out its darker themes, including illness, death, and trauma. The Persona series is also well known for its music, and Tactica’s soundtrack doesn’t disappoint. The soaring vocals and electrifying guitars will have your head bumping as the Phantom Thieves and Rebel Corp overthrow dictators in battle.
Tactica’s combat is more similar to XCOM than Fire Emblem in terms of strategic battles. Your team of three characters can hide behind cover and gain either partial cover, which drastically decreases incoming enemy damage, or full cover, which provides complete immunity. Tactica cleverly utilizes Persona 5’s main battle mechanics to fit the strategy genre. The most impressive implementation is the franchise’s signature “1 More” mechanic. In Tactica, instead of hitting enemy weaknesses or scoring a critical hit to trigger an additional turn, any unit on the field that isn’t behind cover becomes vulnerable. Being able to chain multiple 1 More turns and extending my movement range each time replicates the same sense of accomplishment that I felt when triggering multiple 1 More turns in the main game.
The 1 More mechanic is even more important when it comes to the game’s side quests. These side quests have restrictions, such as only being allowed to use certain characters or having to complete the battle under a fixed number of turns. I found these to be challenging but also incredibly fun, as they commanded me to think much more strategically than standard story missions. The side missions where I was required to beat them in only one turn were exhilarating.
I had to activate as many 1 More turns as I possibly could while also trying to keep my teammates in a triangle formation. Triangulating on a downed enemy activates Triple Threat, which is Tactica’s version of the RPG’s All-Out-Attacks, where enemies caught in the blast receive massive damage. Mastering these techniques to come out on top of these challenging side missions is rewarding, and they come with an equally amazing prize: Completing them nets you 20 GP as opposed to 2 or 3 when viewing conversations.
However, the gameplay suffers from uneven pacing when it comes to introducing new mechanics. This is especially true during the first 10 hours; you don’t receive the powerful follow-up mechanic until the second chapter. I’m confused as to why these highly effective attacks, which let teammates attack an extra time if you knock an enemy off a higher place, weren’t introduced earlier, as that would’ve kept the early hours fresh.
Enemy variety is also sorely lacking. Much of the time, you end up facing regular enemies with guns that don’t have any special traits to them. There’s also a bigger enemy that can only be downed if you hit it twice. Aside from some unique boss mechanics towards the end of a chapter, new enemy types are introduced sparingly. Enemy variety does improve later on, but not quick enough; it’s usually only a single new one per chapter. As a result, it’s boring to simply go through the motions when you’re repeatedly fighting the same kind of enemies.
Persona 5 Tactica is a fun time for someone who’s looking for a more casual strategy game. The Phantom Thieves are just as charming as ever, and the newly introduced characters mesh well with them. It’s not an essential experience in the same way that Persona 5 Strikers was, but fans who aren’t tired of Persona 5 yet will find plenty to like with Tactica.
0 notes
animeglitch · 8 months ago
Text
Tumblr media
105 notes · View notes
crossoverquest · 2 years ago
Text
Pretty Cure and Crossover Quest Lore: The TWF Sinistras’ Tournament for Villainous Types, Sparx’s Eliminator Corps Bio: Tough Love
One day, the Sinistras began to tire of constantly being in the shadow of their rivals and hosted their own championship. They called it the Tournament for Villainous Types because villains were its intended audience. The grand prize is a trophy in the shape of the Sinistras’ emblem and Senator Skull’s favor should he ultimately be defeated during the proceedings. The Sparx oversaw this cutthroat competition and created a team of Eliminators whose sole purpose was to keep the wrestlers who do well in check.
Sparx Eliminator Corps Bio #1
Megumi “Tough Love” Aino
“Hell hath no fury like a heroine provoked!”
Gender: Female
Affiliation: Sparx Eliminators
Stats:
Passion: 10/10
Fire Power: 9/10
Stamina: 8/10
Speed: 9/10
TWF fans call Cure Lovely Tough Love, and she truly lives up to the hype. Born Megumi Aino, the Sparx as a whole, Mugsy, and The Big Time are privy to a side of her few other people know: her Pretty Cure side. Pretty Cure or not, she has inhuman levels of resilience; she’s not easily pinned, making her the counterpoint to Noh Business. When she’s not fighting in TWF matches, she aids in battles against the Phantom Empire’s Remnants and their leader, Cure Mori. Tough Love has a personal vendetta against Bucks Gazillion, and she intends to settle it. According to Megumi, the same goes for Noh Business on account of him being a Noh Saiark; she has notoriously bad blood with his kind.
Special Moves: Passion Dynamite MAX and Lollipop Hip Hop Kido
Megumi received her Tough Love Precard from Ribbon after stopping a Noh Saiark attack on Sinistra HQ. It upgrades her Passion Dynamite and Lollipop Hip Hop spells. She also learned Hip Hop Kido from Zack Taylor himself.
1 note · View note
tenchiforum · 2 years ago
Text
Happy 30th Anniversary of Tenchi everybody! We've got a few goodies you might like, such as this little gem!
A special not-for-sale version of Pioneer's LaserKaraoke disc which had a side B which featured short anime clips from Tenchi Muyo!, Moldiver, Kishin Corps, Armitage III, and Phantom Quest Corp.!
Tumblr media
6 notes · View notes
holy-cucumber01 · 5 years ago
Photo
Tumblr media
Phantom Quest Corp.
Genre : adventure, comedy, mystic, vampires, detective, horror
Category : OVA / Special
Episodes : 4 duration 30 min / (Yuugen Kaisha: Jiken File 00 - Hajimari wa Ayashiku mo Hanayaka ni) 21 min
47 notes · View notes
xmnn70 · 6 years ago
Photo
Tumblr media
2 notes · View notes