#so early into their whole journey this was a simple (ish) interaction
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mossssor · 1 year ago
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still thinking about part 13 the dreamlands.......favorite quote from this episode was definitely the one somewhere along the lines of "hang on john i cant hear you over these trees"
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alolanrain · 3 years ago
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how old is ash on yours au’s?
It really really depends and I’m finding out that I’m absolutely horrible at actually giving out somewhat concrete ages, barring a few Au’s.
Unspokenly Ash is usually around late 20 to very early 22, unless I did write down and post an age for him in what ever Au has it, but thats also more drabble and fillet based. That is… basically my standard and I really need to vocalize that more from the content that I do write him as younger.
Basically how it goes is that with each region he ages up a year. Spending his birthday at home with his mom and the Oak’s that are present at the time before going off on another adventure. This gets kind of tricky around Sinnoh because Ash stay’s there to take on The Brain. I have that written down that it takes 3 month’s to even half a year. Which then put’s off the ‘sharing the birthday with mom and oak’ thing. This lands his birthday in the middle of his current journey at the time or a bit later like right before the league or a month before, if that makes sense. So in the end he comes home obviously older. Though I have been messing around and making the time in Orange Isles shorter to around 9 months instead of a full year.
Like here’s a time table and I’ll keep both set’s of ages if I do mess around with Orange Isles time line and add it as concrete. It gets really complicated so if you want a little more explanation please don’t be afraid to ask. I am also keeping the Brain Arc to half a year.
Starting age to finishing age *0/12 means how many months he is instead of a full year.
Kanto: 10 to 11
Orange Isles: 11 to 12 or 11 to 11 + 9/12
Johto: 12 to 13 or 11 + 9/12 to 12 + 9/12
Hoenn: 13 to 14 or 12 + 9/12 to 13 + 9/12
Sinnoh: 14 to 15 or 13 + 9/12 to 14 + 9/12
+ battling the Brain: 15 to 15 + 6/12 or 14 + 9/12 to 15 + 3/12
Unova: 15 + 6/12 to 16 + 6/12 or 15 + 3/12 to 16 + 3/12
Kalos: 16 + 6/12 to 17 + 6/12 or 16 + 3/12 to 17 + 3/12
Alola: 17 + 6/12 to 18 + 6/12 or 17 + 3/12 to 18 + 3/12
Galar: 18 + 6/12 to 19 + 6/12 or 18 + 3/12 to 19 + 3/12
I just want to say that typing all this out looks like one hell of a long ass math equation, kinda hate it and might change it later. But this is my completely basic format of what I use. Of course there’s a lot of wiggle room as I write Ash starting around 20 to 21 in Alola and Galar. He’s obviously going to probably spend more the one complete year in a region and less then another. The end of the league doesn’t dictate when he stays and leaves. Theres also the months that build up between each “arc”, another word I use to refer to his journeys, and to account the HC that some leagues start off at wildly different times then others.
It’s literally just a pick-and-pull basket and just a large general target where Ash would be ages wise. As you see in the end the two different age lists end up being only 3 months part from each other. It really doesn’t matter and I’m mostly just playing around with it. Another note thats… vital isn’t the correct word but I’m use it is that I don’t take Cerise Laboratory and the research assistant job into account. This is based off if Ash travels Galar to his normal standard with every other arc but Alola but I did keep the characters.
You didn’t ask for this but I want to add in other traveling buddies and side rivals ages and how they are compared to Ash as well. Usually Ash is the youngest if not one of them up until Hoenn. With the exception of being exactly 24 hours older then Ritchie. And all of this have way to much detail but its making my ADHD brain go brrrr happily.
He’s older than May, surprisingly, by like a month and a half but he doesn’t realize that and mentally clocks that he’s younger than her because of how responsible and adult like she acts a good chunk of the time. Max is obviously the youngest while Brock is the oldest. The same thing kinda happens in Sinnoh. He’s older then Dawn by a good year and a half to maybe even two years. Though Ash is younger then Paul and Barry by a varying few months between each boy.
Unova is where it changes a lot. Going from one of the youngest to one of the oldest out of his group of friends. Iris is drastically 3 years younger then Ash, making her around 12 at the start of the arc and somewhere around 13 at the end, and around 3 and a half with Cilan. This causes her to constantly pick against Ash because to her he’s older. Ash should be acting more like a seasonal trainer with known responsibilities and shouldn’t be so excited about everything. That’s also an expectation that was subconsciously taught to her by Drayden when she was still in School in the Dragon Village. Virgil is actually the oldest being freshly turned 18 years old while Cameron is the youngest at 11 and 5 months. Stephan is like the closest to Ash’s actually age but also acts a lot more older and more adult like then he really is just by his laid back attitude. Bianca actually just turned 18 before starting her journey.
Age Note: the reason why Cilan is weird and awkward around Burgundy is not because of her short temper and brash attitude but because Burgundy just turned 13 years old. She is a legitimate child just like Iris, compared to Cilan’s 16 years and 6 months when the meet on the road for the first time and not at a connoisseur event. Her deep infatuation and how young she is really puts Cilan in a active land mine field. Unlike Iris who listens to him and actually talks, he has no clue how to interact with her. Burgundy isn’t a normal gym challenger coming to his and his brother gym for a badge or even a normal crazed simple fan. As a gentleman at heart as well he raised to talk between certain age limits close to his own and this ends up making Cilan see Burgundy actually younger then she really is. Kind of like how Iris clocked Ash as a ‘kid’ when he’s obviously older then her and more experienced.
Kalos then thrusts Ash or being the oldest out of the main group but not as a whole. Bonnies around 8 while Clemont is 2 months and a half younger then Ash. This is where I struggle a lot in placing peoples based age in Kalos is actually because of Serena. I don’t want to make her too young to which the point it’s weird and also I based the other contest girls age’s around hers. But I also don’t want to make her too old to the point that Miette, the oldest out of the contest girls no matter what, is older then Ash. The general consensus is that Miette is right in with Clemont and Ash age wise while Nini is the youngest out of the trio. So that places Serena around 13 to 14 while Nini is like 12 and 7 months. Sawyer is obviously just turned 10 while Trevor, Tierno, and Shauna are between 12 and a half to 13 and a half years old. Giving that easy bonding connection with Serena and Shauna while giving Miette a older more experienced vibe and the childlike wonder to Nini. You’d think with Alain and all Ash would be the second oldest but your wrong. Ash is exactly 1 whole week older then Alain but, much like May, he doesn’t know that and mentally clocks Alain older then he really is.
In comes Alola and this is again where I usually bump Ash up to 20 to 21 but for the sake of everything I’m going off the basic target. Ash is obviously the oldest of the class by a good year on them alone though the classes collective smarts pushed them up different grades in school so thats how their together. Kiawe was the oldest at 16 and 9 months while Sophocles is still the youngest at 12 and 3 months, again bringing in the fact that the class is super smart and its based off intelligence instead of age like with every other class. Mallow is the third oldest at 16 and 2 months with Lana following on by at 16 and 1 month. Lillie is specifically around 15 years to 13 years and 4 months based off if I want her to suffer more as a older teen or as a child, literally her age is based off if I want to traumatize her more or not. Hapu is around 12 to 13 years old despite her obvious size and squeaky-ish voice. Acerola despite being very very mature for her age is only 17 years and 4 months old. Horacio is about Ash’s age at an even 17 years old when he and his lackies first meet Ash, Sophocles, and Kiawe.
Age Note: Horacio absolutely used his age as a card against Sophocles as many times as he could to the point it was so overused. This made Ash especially angry because he hated it when people used their age against much younger kids. Just because you’re older doesn’t mean you’re right.
Then we reach Galar as our final stop. Ash is once more the oldest out of him, Chloe, and Goh but not everyone else. That would be Hodge at a straight 19 years old when he first meets Ash and Goh at the Battle Frontier Flute Cup. Chloe comes at 14 and a half years old with Goh just freshly turning 14. This makes Ash’s relationship more of a mentor type distant older brother thing. Those two actually don’t find out about Ash’s age up until he and Goh get their letter so of recommendation and have to fill out the normal personal stuff. If you think Hop is close by in age with Ash then you’re wrong again. He’s actually two days younger then Chloe making Hop around 14 and a half years old as well. Marine is 13 years and 9 months old. Bede is much more closer to Ash then the others at 16 years 8 months. For Leon, Raihan, and Sonia their still very much the same in a way. Leon is still the youngest at 20 years while Raihan is the oldest at 23, leaving Sonia in the middle at 21 and a half years old.
Age note… once more: this fits perfectly for the Kanto and Galar Trios as they basically get opposite of themselves in a way. Goh who’s very oriented, loud, and on the go gets paired with marine who’s very quite and shy for the most part and their going to subconsciously teach each other that its okay to come out of your shell or its okay to take a moment and relax. Hop is very much like Ash and Goh combined with the strategies and the none stop puppy own straight crack like energy and he declares himself as Chloe’s, who’s silent and very critical and almost broody like it’s not quite there but it’s close enough, rival and is trying to teach her that battling is fun and okay and a lot of Pokemon like battling for those reason. Ash and Bede are the obvious choice for each other because once again Ash is very bright, happy-go-lucky, just sweet in general to everyone while Bede is completely broody, extremely sour, and just utterly rolling in his own image and being way to cocky.
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The Rogue Class Analysis
When the word ‘Rogue’ is brought up, what is the first thing that comes to mind? A person who lives in the forest, cloaked in shadow, always on the run from authority? Someone who steals from the rich and gives to the poor, a bow and arrow always in their hand? A mysterious, brooding figure with a secret and mysterious backstory who hides their trauma behind a charming personality and slick, witty tongue? Perhaps something along those lines at the very least.
Now, there is some weight to the point that the Rogue is a figure almost as well known and cherished as the Knight. Across multiple pieces of media, there is often at least one way the Rogue and their legacy manifests. This could be as simple as the term “Rogue-ish Charm” being used, as Rogues are famous - or infamous - for having some of the most charming personalities; if only being challenged slightly by that of Bards.
In a way, this matter of fact can go for Classpects, as well - specifically Classes. However, the charm of a Bard is a discussion that will happen for another day. For now, let’s truly begin to focus on just who exactly the Rogue - or rather the people connected to it - is and how they act like. As mentioned before, Rogues are often figures cloaked in shadows and shrouded in mystery when it comes to media - and those connected with the Rogue Class are no different. They tend to be the ones who linger in the in-between of groups, never being truly in the spotlight, but rarely ever being fully shoved to behind the stage and curtains.
For some Rogues, this is a deliberate choice. Not wanting to be the main protagonist of their own story, but also never truly wanting to lose all control over their narrative. They often much prefer to play a supportive role - being one of the many support beams helping to keep up the rest of the group. However, that support can often only go so far before the Rogue realizes that they are at a grand risk. What risk, exactly? Why, the risk of their facade falling apart and their true self being realized.
As much as the Rogue may present themself to be a kind and loving individual, this is often an over-inflated part of their personality. That is not to say that they are cold or uncaring, but rather that the amount of effort they put into others is often far more than they normally would. Why they do this is often to hold up the other parts of their facade - specifically the ones that hide that the Rogue isn’t one who exactly knows what they are doing, or that they are as successful as they may present themself to be.
One of the biggest things Rogues love to brag about is how much of their Aspect they have. A Rogue of Doom may brag about how empathetic they are, perhaps a Rogue of Light speaks highly of all the knowledge they have, or a Rogue of Space talks so highly of themself and their calm, precise nature in battle. All of this confidence, all of these boasts about their greatness and triumph in their Aspect; all of these facades and characters the Rogue plays.
But, why? Why lie about something such as this? Aspects are such a deeply personal thing - a force rooted into our souls like the veins within our own bodies. To lie about having any connection to it is to create this false idea in everyone else’s head - the idea that the Rogue is someone far bigger and better than they really are. So, once again, the question is begged: why hide this truth away from everyone, even close friends, and instead craft countless frail facades?
The simple answer is this: the Rogue is ashamed, and they are scared. It could be argued that they are ashamed of being scared, especially for the Rogues who seemingly hold more power over others in their group, or who feel they must be the stronger and better person no matter their situation. Rogues are often selfless people, and are so quick to give away pieces of themself so that others may further their own growth. Oftentimes, they will convince themself that their own suffering will never truly be as bad as someone else’s. And so they continue to give, and give, and give to others.
It is because of this selfless nature that people tend to flock to the Rogue, and begin to lean on them for more and more support. The last thing a Rogue wants to be is a disappointment to the people around them, so they allow for this theft of themself to continue. However, deep down, the Rogue is scared of so many things. Scared of failure, disappointing others, never rising to their true potential - whatever that may be. But, most importantly, the Rogue is scared of their Aspect.
To be more specific, the Rogue is afraid of taking a hold of their Aspect - of finally stealing it away from where it is plentiful. To try and take hold of a force so abstract and flexible would be like attempting to wrestle eels coated in oil; near impossible, and extremely dangerous. For the Rogue, if they are to try and attempt to take hold of their Aspect too early, they risk losing a connection to it altogether. Many Rogues tend to be very spirited people, and as such are very quick to try and jump ahead of their Aspect-lessons as soon as possible. Sometimes this is out of a want to help people sooner, while other times it’s because they simply are bored and don’t want to be stuck with what is, essentially, Aspect Homework.
Whether Rogues realize it or not, they are people who have a lot going for them. The universe tends to have great plans for them, and it is shown in how they interact with the world and people around them. Rogues tend to have great influence on their surroundings, and sometimes can even become the catalysts for some rather important events around them. Although they may try to steer clear of being the center of attention, the spotlight still often manages to fully capture them every once in a while. When it does, then it is often a sign from the Rogue that their journey is about to take a rather interesting and unexpected turn. 
With that in mind, one of the biggest struggles the Rogue heavily internalizes is that they tend to underestimate themselves. They don’t think themself as anyone special, or of grand importance to the greater plot of the world around them. Instead, many, or even most, Rogues will see themself as just someone doing what they believe to be best. When faced with compliments in regards to the good things they do, they tend to be the type who get red-faced and try to brush it off with a small comment. ‘It was the right thing to do’, or, ‘I couldn’t just let someone/my friend deal with it on their own’ are two extremely common remarks made by Rogues.
As humble and selfless as Rogues may present themself to be, this deflection and internalized underestimation of themselves are some of the biggest things that prevent the Rogue from taking control of their Aspect. Humbleness does not always mean progress. Selflessness is not always harmless. By allowing for them to constantly be the one in a supportive role, they occupy themself with far too many side-quests that involve other people’s issues when, truly, they are meant to focus on their own journey and their own growth. Some say that a Rogue does all of these tasks, jobs, and quests so as to avoid even having to think of their journey - believing that if they keep busy, they will never have to answer to their Aspect’s call. For some Rogues, this is true.
Perhaps one of the reasons Rogues struggle so much with their journey is that they are not even sure what they are meant to do. Everyone around them has all of these distinct powers of destruction, manipulation, creation, and more; but what do they have? What are they? Who are they to the group, the world, or even the whole universe they dwell within? Their Aspect has been stolen from them so much that they often do not question it, or even try to fight it. Some Rogues may believe that this is their power; to have their Aspect taken from them by everyone and everything around them. A person so passive that they always seem to have some piece of their Aspect to give, despite never having lifted a finger to achieve it.
Little does the Rogue know that they are so very, very close to discovering their potential and power(s). It should be of no surprise to read that the Rogue is one who is meant to steal their Aspect, and that they have their own personal spin on it. For Rogues are those who not only steal their Aspect, but they give to those who are truly lacking in it - much like themself. Rogues are very rarely meant to keep whatever they reap from their sowing, instead giving it to the world and people around them. 
If the Rogue so chooses, they can keep some pieces of their Aspect all for themself. When enough of this force has been collected, they can then acquire the power of being able to steal through their Aspect. However, Rogues are those so often held back by their high morals, loyalty, and more, that very few even understand their first power of only stealing their Aspect. The thought of ever having to take something away from someone is oftentimes enough to keep a Rogue away from continuing their journey any further. 
Despite their selfless nature and alluring charm, Rogues are still those who tend to keep to themselves for the most part. Whenever a Rogue is in a conversation, very rarely was it them who started it. They tend to be those who believe that any conversation they start must have a purpose; uncommonly being one who enjoys mild chitchat and small-talk. If they are going to start a conversation, chances are it is because they have something deeply important and/or urgent to share with the other(s), or they merely prefer the company of whomever they are talking to.
It could be said that Rogues are those who much prefer to be approached rather than approach others. To an extent, this is extremely true; however, it should be said that this attitude is not one of being self-centered. Quite the contrary, actually, for they are someone who much prefers to let others speak first and for themself to speak last. They tend to be the one who listens to everyone else, whether it be wonderful news or the most devastating story to be told.
On the other hand, Rogues are those who tend to hide away all of their problems from everyone else; even if the very ship they are standing on is engulfed by flames. No matter what is happening in their life, they will be the person to put everyone before them. If anything, chances are that the more worst things the Rogue has been through, the more they are willing to help others around them. 
Helping has and always will be their biggest priority in life. Almost every action they do is to help someone they know and care for. There are only a few things in life that could ever change this part of the Rogue. They are lovers, not fighters. Although they are not a healer, their actions and motives tend to run nearly, perfectly parallel to that of a Maid or Sylph. On that same note, however, do not believe them to be completely harmless only because they do not hold the same destructive power as a Bard of Prince. Underestimating a Rogue is one of the most foolish things to do.
However, even the Rogue themself is guilty of underestimating themself in almost every way possible. It is because of this self doubt that they put up their facades in the first place. A cool person who has everything under control, and who is never bothered by anything at all - that’s who they present themself to be to nearly every person they ever meet. There may come a time where they themself begin to think this facade is who they really are even though, in reality, they are struggling heavily with an immeasurable amount of problems. 
In order for them to properly start their journey and acquire their powers, they must learn to come and face the truth. They aren’t as great as they present themself, they aren’t as flawless, skilled, or even suave as others perceive them to be. And that’s okay. At least, for most people who are faced with this truth would come to think. It’s not right to expect perfection all the time, and it will ultimately become something that brings out more harm than good.
The facade of how they want to be perceived is not who they are, and it is not the person that their Aspect is looking for. It is something that prohibits them from becoming a true hero. What their Aspect is looking for is someone truly brave and confident enough to even attempt wrangling it; stealing it from any source that holds it. As it stands, so long as the Rogue is withholding an identity that does not truly reflect on who they are as a person, then they will never be able to begin their journey towards their powers nor their Aspect.
Although they care for their friends and enjoy playing a supportive role to those around them, they can only help them so much before their attempts become useless. No, the way in which the Rogue is meant to fully help their friends is not through comforting words, loving gestures, or silent moments of solidarity. Rather, they are meant to redistribute their Aspect to those who are so desperately in need of it; or, more accurately, steal away their Aspect from those who have far too much of it and give it to those who are lacking in it.
It could be said that, to an extent, there is a considerable amount of Rogues who know the curse they have inflicted upon themself. Being aware of what is holding them back from being their best self is sometimes what helps them to start their journey, but other times it’s what holds them back more. Now, there has been a lot of emphasis on their facade and anxieties, but what about the solutions for this? Or, perhaps, what about the rewards for them removing their facade?
Many times, a Rogue will scare themself out of removing their facade. They’ll convince themself that the cons will always outweigh the pros, even if it means helping others to the best of their ability. It is a long and internal battle for the Rogue when it comes to breaking through these facades, but it is one that will have many rewards awaiting them. It is the Rogues who manage to look past their moral compasses and internalized lawfulness that will begin to see the cracks in the walls they have fortified around them. Through those cracks they will not only see their true self, but they also begin to see the true world around them.
For as faithful as the Rogue is to the people around them, it is a faith that comes from blind following and ignorance. It is because of this ignorance that they subconsciously put everyone they care for on a pedestal, with them as the pillar holding them up. By putting away and dismantling their facade, they will come to realize that they are not the only person with flaws in the world; even those who we pour our hearts and souls into are sometimes not always the best or most elegant individuals.
The more aware of reality, their very own included, that they become, the closer they get to achieving a sense of alignment with their Aspect. However, by doing just this, the Rogue will also have to see past their false paradise - they will have to realize how truly bleak and harmful the world around them can be. Most importantly, they will have to see how misplaced their Aspect has become in the world - or even as small as the very group they belong to.
Such a change in perspective can become overwhelming to some Rogues, and thus prevent them even more from beginning their journey towards harnessing their power. It is something far bigger than them, so who are they to even begin and try to think on how they may fix it? There have even been some cases where it’s made them even more afraid of their Aspect, causing them to avoid it even more - sometimes for the rest of their life or existence.
However, there are just as many Rogues who will see this and eventually overcome that initial feeling of shock and being overwhelmed. Once they do, they can finally start to get to work on finding the best ways to redistribute their Aspect - making it far more evenly placed amongst their group and, perhaps eventually, the world around them. The journey in which the Rogue takes down their facade is often a personal one, best left to be heard about than witnessed. Occasionally on their journey, though, they will come to a pit stop where a person they love and/or trust waits for them. They have given so much to their friends, and so it is time for their group to return the favor during the Rogue’s journey of self discovery and alignment.
Ultimately, the Rogue is someone who has to become comfortable with taking something that rightfully belongs to them: their Aspect. They have to accept that they won’t always be able to please everyone, right alongside not allowing injustices to lie; inside of their own life included. By stealing their Aspect away from something or someone, it means putting others at a slight or even grand disadvantage while also giving an advantage to another sector. Recognizing their true self as a Rogue will not only help them become more confident in who they are as a person, but it will also help them become the hero they are meant to be.
For the Rogue to harness their potential alongside their power, they must first learn about all there is to know about their Aspect. How it affects them, their friends, and everything else around them. Knowing about one’s Aspect is not something only restricted to the Classes of Knowing; one of the best examples of this would be the Rogue. Once they come to understand the ebbs and flows of their Aspect, how it swirls mystically inside and out of them and everyone - everything - else, they will finally begin to approach their powers of thievery.
Along the way of this journey, they will have to overcome their own internal blockades; namely, they will have to stop worrying about hurting those around them. Sometimes a Rogue’s Aspect is one so deeply personal and ingrained in one’s being, that to steal it from someone could feel the exact same as stealing away their right of oxygen, love, or life itself. It is something many Rogues struggle to face and battle, for it is a fear the size of a titan, so deeply stitched into them. What the Rogue needs most on this journey is a companion, someone to be there and help guide them into the waters - holding their hand, no matter how frigid or boiling it is, or how deep it may go. After all, the Rogue has been there for their friends numerous times; is it not fair that at least one of them returns the favor?
It is a long journey for the Rogue to become comfortable to steal away their Aspect. While there will certainly be some who may never truly make it to their full potential, there will be a hundred thousand more that will find their way across the finish line. Against all the odds, and all of their own personally created challenges, the Rogue will finally get to feel what it’s like to be of far more fulfilling use to the world around them.
At least, that is how it should feel. That is how it does feel for most of the other Classes whenever they fully align with their Aspect, and truly begin to harness their powers. More often than not, the case is the exact opposite for the Rogue. It is not the theft of their Aspect from themself that is discomforting, but it is the fact they now have to maintain boundaries.
In the past, the Rogue would hold their Aspect out for everyone to take their piece, leaving themself with very little of their Aspect left. Now that they have learned how to steal their Aspect, however, their next step is putting up rules. These rules are not only meant to prevent outside forces from taking too much from the Rogue, but also prevent the Rogue from unevenly distributing their Aspect to the world around them. One of the biggest responsibilities for the Rogue, after all, is to maintain complete Aspect Balance in the world around them.
Take too much, and they will be the one hoarding their Aspect from those in need of it. Give too much away, and they risk putting too much of it where it does not need or deserve to be. Finding that balance not only in the outside world, but inside of themself, as well, is a daunting task for some Rogues. What the Rogue will learn from plenty of opportunities of practice is how to determine when someone has truly had their fill, and how to ignore any possible rebuttals; how to ignore the loud thumping of their ever-bleeding heart.
Once they manage to teach themself these important factors - of course, if they do manage to do so, as not every Rogue is guaranteed to succeed in this journey -, they will not only begin to steal and redistribute their Aspect, but also accumulate it for themself. With every piece they steal and place somewhere else, a metaphysical Aspect Residue sticks with them without the Rogue knowing. This is a much slower, but natural process for the Rogue to build up their own amounts of Aspect Residue, but it is one that is well worth it.
If the Rogue were to become aware of this gradual build up, then some may find it far more beneficial to begin actively taking their fair share of their Aspect when stealing and redistributing it. A few Rogues may find this to be more cost effective with time, resources, or something similar. Other Rogues just may be eager to keep a little bit of extra of their Aspect, no matter what comes of it.
This begs the question, what does happen with this residual Aspect that the Rogue is left with? Why do they even gather it in the first place? Much like any other Class, the Rogue Class is one who holds a secondary power. However, their method of reaching this secondary power is only slightly different from most of the others. While an Heir must plunge themself into their Aspect, a Knight must free their sword from themself, or a Seer must gain a pure clarity and understanding of their Aspect, the Rogue is one who must build up their Aspect on the inside.
Rogues are those who are naturally equipped with their Aspect, but they are so often quick to give it away to those around them. Therefore, by keeping more and more of for themself whilst stealing it, they allow for their Aspect to truly find a place in their heart and soul. When enough of their Aspect has built up inside of them, then the connection between the two forces will become far stronger and rigid - a new level of understanding achieved by the hardest working Rogues there are.
This understanding of one’s Aspect lends itself to a new power. That power is being able to steal through the Aspect itself. Stealing through one’s Aspect means to hold control and a grand understanding over it, capable of using it in the many different forms it can take. Very few Rogues do get to achieve this power, yes, but the ones who do get to truly show off just how far they are willing to reach in order to help out their allies.
A Rogue of Life would be able to steal through literal Life; i.e. having creeping vines beckon to their will. However, they may also use their amassed wealth and luxury as a get-out-jail-free card. On the opposite end, a Rogue of Doom could summon a gang of the undead to help them acquire the treasure they so desire, or use their tragic backstory as a way to schmooze what they want out of someone’s pocket. Of course, this is only two of many other ways in which a Rogue may steal through their Aspect. It is a power that calls upon a creative mind, willing to play around and perhaps even toss out their own personal morals and other blockades when the need arises.
These are often the Rogues who have gained the most genuine confidence in almost every part of themself; though that is not to say they are always going to be confident. After all, a Rogue’s job is never truly finished, not when there is still an imbalance of their Aspect left in this world. Being one of the Classes meant to bring that balance to their group is often one that seems to continue for eternity, but so is the way of the world. For Rogues, what often matters most to them is the certainty that somehow they have made things a little better for a struggling person in this world. Or, perhaps on the flip-side, they made a nuisance into a much smaller problem; bringing a king off of his throne.
When the word ‘Rogue’ is brought up, what comes to mind may now seem like a far cry from how Rogues here truly act. A Rogue may have a charming personality of mysterious gravity to them, but this is often because they do not want people to know who they really are. And it is this facade that has left the Rogue so stunted in their growth. For the journey of the Rogue is not as traditional as some of the other Classes.
Many Classes may seek out means of redemption, to fix what they have broken on the outside. But, the Rogue is different in that it is not something external they have broken, but rather internal. They had allowed for themself to be picked apart, piece by piece, by everyone around them; especially those they love and hold close. However, there came a time where the Rogue had to finally realize that this was not a sufficient way of helping others. No, they needed to take the initiative to better not only themself, but also their Aspect.
By going on a personal journey of betterment and self-reflection, the Rogue will have to face the fact that there is no such thing as perfection. Even the people they so deeply idolize and love have flaws that cannot forever be ignored. This is meant to be a wake up call to the Rogue; that even they can have their own imperfections, commit acts that hurt those in their group, and still have the potential to be a good person who is loved.
The most important part of a Rogue’s journey is that they realize how much they are worth. How much they matter to their group, the world around them, their Aspect, and, ultimately, themself. Only once they realize their worth will they finally be able to help those around them to even higher levels, including themself. It is most certainly a slow going journey for some Rogues, but there is a promise that, no matter what, they will achieve that power to steal their Aspect.
Rogues play critical roles when it comes to maintaining balance with their Aspect. Chances are that any Thief in their group will play as a lovely reflection of them, and pose an interesting challenge. Thieves are those who steal their Aspect for themself and only themself; at least, more often than not. Because of this, they could help the Rogue to become more connected with their powers, as the two of them would become near polar opposites to one another. When the Rogue has come far in their journey of thievery, they may jokingly say to themself that ‘at least [they are] not a Thief’.
Ultimately, the role of a Rogue is someone who continuously helps to usher everyone closer to their end goal. Whether it is a group wide goal, or individual ones. During the Rogue’s journey, they will come to take on a far more neutral mindset, often because their own personal goal becomes that of winning. For a Rogue in a game, they will do what they can to usher in that victory for others, even if it means breaking and/or bending a rule or few.
Rogues are not healers, nor are they protectors. They cannot fix what has been broken, and they cannot defend what has been exposed. What they can do is exploit moments of vulnerability and weakness to get what they want, stealing what belongs to them and those in need. If the Rogue deems someone or someplace to be withholding an overabundance of their Aspect, then it will be up to them to formulate a plan to reinstate that balance.
If you ever need a job to be done, then the Rogue is someone you can most certainly count on, even if they occasionally doubt their own ability. Even when they do have self doubt, it is so often spoken over by their dedication and care for the people in need. No matter where a Rogue is in their journey - whether they are just starting, half-way through, or have achieved complete alignment with their Aspect. Nothing will ever stop the Rogue from having a large, bleeding heart for everyone around them.
And that is what makes the Rogue who they are. No matter what Aspect is tied to them, everything they do is in the name of someone else in some way. The Rogue knows how it feels to be lacking in their Aspect; how lonely it can leave one to feel. And so they learned, and they taught themself how to take hold of what belongs to them. They are the conductor, the arch, the bridge that allows for their Aspect to move on to someone in need of it.
The Rogue does this because they care. They create an even playing field not just for themself, and they do not redistribute their Aspect for its balance. They do this so that those who have natural disadvantages, as well as those who have a natural advantage, all have a fair fighting chance. In the Rogue’s presence, everyone can have a chance to give their piece, even the Rogue themself. In the Rogue’s presence, everyone has a chance to succeed.
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kitkatopinions · 4 years ago
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Jaune acting a leader and being ~tactical~ is mad forced imo. It’s like every other character gets dumbed down to give him a shining moment
Hmm, I personally don’t think it’s necessarily forced, but RWBY does have a problem with making some of their characters less reactionary in order to make other characters’ reactions seem bigger. Like Jaune grieving Pyrrha wasn’t bad, but the fact that Ruby barely acknowledged any grief over Pyrrha or Penny, and Ren and Nora didn’t seem that affected by Pyrrha’s death at all, was mad frustrating. And the show wants to establish that Yang and Blake care about each other, so they have Weiss and Ruby interact with both a lot less, not realizing or maybe just not caring that now the four person team feels like they’re not that close. There’s more I could go into, but it is a consistent problem.
Jaune tends to grab focus away from Ruby and get many character beats while Ruby doesn’t get much, and I don’t mean that as any Jaune hate. I like Jaune, but he is not the main character, he’s not even in the top four. While Ruby had one episode geared towards struggling with her teammate and as a leader, Jaune got a whole arc, while Ruby did almost nothing for most of the dance arc, Jaune got a forced love triangle, etc. etc. When it comes to Jaune as a leader, the problem isn’t that he’s a leader and comes up with strategies. His character improved and grew into that role and although I wish the change from ‘bad leader who clearly doesn’t get his teammates’ to ‘strong leader who’s close to his teammates’ had a bit more in-between struggle, I think it’s overall fine. The problem imo is that Jaune is the only one allowed to really grow as a leader.
Ruby - despite her early problems with her team being mad rushed through on 2x speed - had some real established leader qualities in the first three seasons. This included advising Jaune on some of the qualities of being a leader, planning group activities for her team, and having great kickass team attacks she seemed to have invented.
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On top of that, Ruby was always the one willing to do what needed to be done herself, rather than sitting around or waiting for someone else to take care of things for her. Things like bursting onto Torchwick’s plane the moment she sees that he’s attacking transports, or being the one Weiss sends up to Beacon Tower to try and help Pyrrha, to going on her journey to Haven in the first place. Foolhardy? Reckless? Sure. But also based in the role Ruby had, that she takes care of her team and has to be willing to sacrifice for them and others. It’s a kind of Harry Potter-ish quality, and seeing Ruby sitting around a mansion drinking tea while soldiers are slaughtered by Salem on the battlefield, wondering if maybe Uncle Qrow will somehow get out of prison and save her, seemed like a mishandling. Or at the very least, a wild disappointment based on who she had been.
In volume four, despite being on the trip for Ruby’s objective, Jaune is the one leading them through Mistral, Jaune is the one who gets flashy weapon upgrades, Jaune’s the one who comes up with how to defeat the rock monster, Jaune even gets a moment and a nod with a sick Qrow, Jaune even gets some focus from Tyrian for some reason that’s totally not explored four seasons later. Jaune also getting the focus of dealing with his grief and growing in his skill makes him seem much more in focus than Ruby, who acts like a support character for Jaune for some of season four. He even gets more of an emphasis when you see Team RNJR in the theme song.
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Side note, how did I only just notice Qrow in his bird form? I’ve been watching this show for years omg.
The thing is, if this was a journey with Yang, or Weiss, or Pyrrha, or Sun maybe, I wouldn’t mind this. I mean, I’d mind Jaune claiming the main character role with Weiss and Yang, but they aren’t leaders. I didn’t include Blake because she has displayed strong leader moments. But all the other characters, Weiss, Yang, Pyrrha, and Sun, are all followers, or more go with the flow, and I could see Jaune needing to come up with all the plans and be the more level headed one for them. But Ruby? Ruby is supposed to be the simple soul that brings victory, the person who changes things, the one who’s going to figure out how to beat Salem. So why, after eight seasons, is she much less of a leader than she was in volume one? She and Jaune at the very least should’ve shared the load.
While Ruby has slowly had her qualities of a good leader lessened, Jaune has progressed into a much stronger character and a viable leader. That’s why he was actually enjoyable during season eight, while Ruby was not. In my opinion, the problem isn’t how Jaune’s growth is portrayed, I think that’s on the whole, fine. My problem is that - as you say - Ruby’s leadership is dumbed down, other characters don’t get time to be logical or grow.
So... Yeah. I wouldn’t say Jaune as a leader is forced. I’d say everyone else growth being lacking is forced - and none more than Ruby herself, once again being sacrificed and put on the back burner in her own show.
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pomegranate-salad · 8 years ago
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Seeds of Thought : Wicdiv #26
Is it just me or we waited for this issue longer than the previous one ? Anyway, my tutorials haven’t started yet but that means professors are free to add as many lectures as they want. I was in class from 10 am to 9 pm yesterday and the day before with no interruption. Clearly my college’s motto is “we were so busy wondering if we could, we never stopped to wonder if the students could”. So that’s why this post took me a bit longer to publish. I need to start monetizing this gig somehow.
As usual, thoughts and opinion on the issue under the cut, spoilers included. Enjoy.
 ROLL UP THE PARTITION, PLEASE
 So far, Imperial Phase (part one) is a strange, strange arc. It feels both as the most Wicdiv thing Wicdiv has ever done, and as something from another series entirely. If Rising action was “an ideal jumping-on point”, Imperial Phase is an ideal breaking-up point. As the ellipsis that separated Rising Action from Imperial Phase portended, this is the arc before which the cards have been reshuffled, and all we’ve learned so far about the story and its characters comes into question again. And in that context, one of the most noticeable changes from previous arcs is the way it handles reveals. Aside from big twists and cliffhangers, Wicdiv has already been very careful to weave its more character-oriented reveals into the narrative flow, to make conversation between its characters as natural as possible when it came to what they were willing to say about themselves. Think of the way we learn Cass is trans, that Ammy lost her father… Giving the audience information always came second to the character’s own communication pattern, which more often than not only gave us snippets of what we wanted to know.
Meanwhile, Imperial Phase’s character reveals feel a lot more heavy-handed, calling a lot more attention to themselves. From literal interviews of the gods to them detailing their sexual orientation to each other, information just seems to fly left and right compared to how long some characters have remained a mystery until then. And this issue might be the most flagrant example yet. Over its course, we learn a bunch of things, some we already kind of knew (like Dio’s asexuality), some more unexpected (like Cass’ polyamorous lesbian relationship), and others long awaited (like Baal’s real name, which by the way confused the hell out of me at first because in French “Valentine” is a girl’s name). But when so many reveals are able to take us aback, just as the gods finally get an opportunity to spend more time with each other, a question starts to form : How well do we know these people ? And more importantly to the story, how well do they know each other ?
 It’s been over a year since the gods have started to interact, and something like two since Wicdiv has started, and yet at a point in which most series’ cast would already form a functioning crew, the Pantheon can’t make it past one simple reunion without breaking apart. The simplest dialogue seems to bring new, surprising information to both sides, and even Baal and Persephone who have been dating for six months apparently know jack shit about each other.
But if the reveals feel so oppressing in this arc, this might be because this is the first one in which the characters are actually forced to face them too. Looking back, the Pantheon has never known this kind of unity ; there’s always been some sort of division preventing any large-scale interaction. First there were characters seeking the truth versus characters willing to accept the Luci cover-up, gods versus yet-to-ascend Laura and Cass, Underground versus sky gods, and of course Team Persephone versus Team Ananke. As a result, gods mostly have been too busy picking bones to actually get to know each other. We know for a fact that some gods never even met before the Rising action arc. Worse, the Pantheon has consistently lost its most aggregating members : Luci and Inanna, who by virtue of their intermediary mythological positions and sexual pursuits had formed bonds with several other gods, Tara who was uniting everybody in their distaste of her, and finally Ananke who was supporting the entire structure of the Pantheon.
 The inevitable conclusion to this rundown is that, at the time when important decisions must be made, the people in charge simply don’t know much about each other. And this reunion could only go about as well as any assigned work group. Which is to say, badly. It’s kind of amazing how this Pantheon meeting is reminiscent of a high school project and its most cliché figures. First we have Baal assuming the leader role - now complete with a tragic spiderman-ish backstory - who only makes things worse by trying to make them absolute. Then we have Cass as the smarter-than-thou kid whose good intentions get hindered by their need for validation and their bad handling of criticism. And then we have Sakhmet as the kid in the corner who’s somehow proud of not contributing in the slightest.
Of course, things are never that simple, not even in real life. But as ���human” beings, and specifically teenagers, the gods react like anyone who has to get through to people they sometimes barely know : communication is just as much about ideas that it is about personas. The gods don’t just want to convince, they want to make themselves look as good as possible in the eyes of their peers. This comes back to something I’ve talked about numerous times before : between the gods and their social self, there is a gap formed by how much they are willing to “be themselves” in the presence of others. We’re at a point in the story in which each god’s persona has been enforced on their peers and they must now carefully navigate to maintain this image and use it in the best way to convince. Their persona is as much a tool to shine as it is a straightjacket restraining their ability to reach out. And when twelve people are playing this game simultaneously, the most innocuous decision gets lost amidst the bid for the spotlight.
 Let’s take a moment to seize just how bullshit this whole voting plotpoint is : it rests on both a false premise, that any majority decision besides anarchy can be enforced, and a false dilemma between fighting and studying. The people who want to fight and those who want to study want the exact same thing, only in different capacities, and the people who want anarchy weren’t going to help in the first place. I feel confident in affirming that any voting outcome would have basically had the same result : people willing to help helping in the capacity they’re most suited for, while the remaining gods are sitting on their ass. So how did it come to a vote in the first place ? First, you have Baal and Cass vying for the Most Righteous trophy, which prompts Persephone to push towards the solution that will most restrict everyone’s responsibility in the decision (I’ll come back to that in a moment). Sakhmet lets them know she’s not interested in either choice, which would have probably remained an incident remark if not for Cass and Baal catching the soft ball and blowing it out of proportion. And here we are. Out of a simple discussion, they’re made a house divided. Somewhere along the lines, the reunion stopped being about what was right and became about who was right.
 Graphic analysis is not my specialty, but I find this whole theme to be reflected particularly well in the nine grid panel structure. There’s the obvious fact that most of the panels show only one god, each of them finding themselves oppressed and isolated by the delineation. But the backhand of the fact is that most of the panels do not show who the god is talking to. Even when the god is addressing a specific person, the conversation feels like a statement for the entire group. Everyone is painfully aware of the others’ eyes on them. Every panel has something of a Facebook wall to it : technically made to communicate, in reality used as a forefront for people to look at.
 There’s of course one exception, and once again I have to talk about Persephone. I find it odd that these analysis posts of mine always come back to Persephone when the story is clearly branching to other protagonists in this arc while she willingly adopts a recessed position. While in SOT#24 I talked about her lack of goal and in SOT#25 her rejection of responsibility, these themes come back in issue #26 in a more concrete and spelled-out way. If you’re an early Laura fan like me, it’s really hard to wrap your head around the journey from the girl who jumped in front of a subway to help her friend to the god who won’t even protest when some of her peers are trying to cast her aside. But as painful as this change is, it also feels justified and progressive. Of all the living protagonists, Persephone is the one who had to make the most choices, had to see the most people she cared about die, has the greatest power at her disposal, has the most blood on her hands. Not only that, she’s arguably the closest to an aggregating character we have left after Ananke’s death : she’s met all the gods quite early, has developed bonds with almost all of them, and cared probably more than any of them about their wellbeing. Imperial Phase had every card in place for her to become the undisputed central character of the comic.
And yet, while her peers are fighting for the spotlight, Persephone is sinking in the shadows. During the whole nine panel grid sequence, she’s colored in a somber tone, away from the lights above the table illuminating the gods’ faces. While the gods are sitting or static, she’s the only one walking around, ignoring the empty seats. And when she has to cast a vote, for the first time in the sequence we see someone who is only looked at, silent, with the camera on their back.
And then of course she chooses anarchy. Just like she would have gone with the majority if anarchy hadn’t been on the table. Why suggest a vote when you probably have enough clout to make the discussion go your way ? Because it requires the smallest involvement of every member. Even when you are the deciding vote, your responsibility in the outcome is only as important as anyone else’s. No one can say it was her fault without accusing everyone else of not swinging the vote. Just like there is no fault in crashing your motorcycle in a wall if you come out unharmed and you can get a new one. Persephone went from being the driving force of the plot to avoiding responsibility at every turn. The gods now need to make their own mistakes, because she won’t carry anyone else.
Should this be read as selfish, as Dio says ? That’s definitely the result, but in Persephone’s case, things aren’t as simple. You don’t have your choices determine the lives of everyone you care about and come out unscathed. Persephone crumbled under the weight. Worse, every new development points to her decisions being the root of the danger they’re facing now. Despite probably being the most powerful god, she is useless against the Darkness. One after the other, she is losing every footing she has in the group. It would be so easy to slip into a more comfortable villainess role. The Pantheon is divided. The emblem of her power is the emblem of their death. Will she make the jump ? Who knows. I still want to believe Laura and her courage, Laura and her faith, is in there somewhere. But so is Laura and her pain, Laura and her desperation, Laura who’s been through so much more than any other god will for her. In an issue in which, more than ever before, the gods wanna be adored, Persephone just wanna let go.
  WHAT I THOUGHT OF THE ISSUE :
 I knew I’d eventually come across an issue for which I’d struggle to write this part. One thing you consistently get thrown at you when you’re as critical as I am is how easy it is to throw tomatoes instead of praise, and I won’t disagree : divisive and controversial make for an easy blogpost, and you can even reap edgy points in the process. But it’s never been clear to me why it’s so much easier to explain why things don’t work than explain why they do. Maybe I’m just more reluctant to pick apart a functioning piece than a broken one. “Why doesn’t it work ?” I don’t know, let’s open it and take a closer look. “Why does it work ?” Who cares, just look at it running.
But that’s where we are with issue #26, an issue kinda too boringly perfect for me to really write volumes about. I don’t mean perfect in the flawless sense, but in the sense that it’s an issue with a clear goal, some specific formalist tools, hitting the mark perfectly.
We’ve been amped up this issue as the first capital one of this arc, and it feels exactly like this : it’s neither a letdown nor a complete rupture with the previous toned-down issues. We learn just as much as we need to feel the plot progressing while more and more questions are piling up. We’re introduced to a new status quo solidly built on the old one.
I want to say this issue is adequate in every way, but somehow it feels like an insult instead of a compliment. If I have one real criticism, it’s that this issue didn’t really elicit any emotional response from me, probably because we can see where this is going from the start. Thank in part the Image synopsis for that, which was way too explicit this month and ruined the surprise a bit. Also, apart from the whole Cass reveal, there’s not much there that made me more curious about a character than I was before. By the way, am I the only person who completely missed the bdsm meaning and thought Cass’ mind had been absorbed and was being controlled by the two other Norns or something before checking Tumblr ? There may be hope for my soul still.
So yeah, despite not hitting me in the guts, which to be fair is notably hard to do (I’m heartless), this is a virtually flawless issue, and trying to poke holes in it would only be creating problems where there aren’t any. As usual, it’s in the details that Wicdiv accomplishes the most instead of the heavy-lifting, and everyone’s micro-expressions are a delight. Graphic and coloring touches are a joy to discover upon rereads, and while the dialogue feels a bit more heavy-handed than I previous arcs, it’s in perfect synchronization with the turn taken by the plot.
Is there room for this arc to improve from great to masterful ? Definitely. Am I still disappointed that we’re apparently going with the Great Dark plot ? Sure. But like I said last month, not being what you wanted doesn’t prevent something from being the best version of itself. Well, issue #26 is the best version of itself. It’s the perfect version of itself. So no, I’m not about to look under the hood for my own critical satisfaction. I just want to reread the issue over and over. It just works.
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bmaxwell · 8 years ago
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Top 50 Video Games: Stats, Regrets, and Honorable Mentions
Statistics:
My top 50 can be classified by platform (the platform I primarily played them on anyhow):
PC: 13 Nintendo: 9 Playstation 2: 8  Super Nintendo: 5  Arcade: 4 Xbox 360: 4  Sega Genesis: 2 Nintendo Gamecube: 2 Nintendo 64: 1 Playstation 1: 1 Playstation 3: 1
At a glance I’m a little surprised at the relatively high number of Xbox 360 games and the low number of Playstation 1 games. 
The list can also be sorted by genre, though that’s a little messy because of the difficulty in classifying some titles. Sure, Super Mario 3 is a platformer, but what is Twisted Metal? I ended up drafting a list that had too many categories. So spoilers: I really like platformers and RPG’s. 
Regrets:
These games should have made the list. I am bad and I feel bad.
Bionic Commando
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Capcom did something impressive with Bionic Commando: they made a platformer where you couldn’t jump. Bionic Joe (yep) instead could latch onto things with his bionic arm and swing or pull himself up. Add in an overhead map, some weapon and armor upgrades, and 8-bit Hitler swearing at me before I explode his head like a pumpkin with a hand grenade inside and you’ve got a classic.
I finished the game for the first time in front of a group at a friend’s birthday party. In many ways I peaked at age 10.
Super Mario RPG
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I loved Mario. I loved turn-based RPG’s. Still, putting goofy, colorful platforming old plumber-ass Mario into an RPG seemed like a bad idea. I was very wrong, and I’m pleased to report that they’ve been making great Mario RPG’s ever since.
Don’t Starve Together
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Making a list like this means that there is an itch in my brain somewhere that doesn’t go away. I must be forgetting something! There’s some game that I love and I’m forgetting it! This is the game. I enjoyed Don’t Starve, but it never entirely hooked me until it got a multiplayer release. This is the perfect game to play with friends. You explore, stake out a base, divvy up the necessary tasks, and die horribly. All with some of my favorite music and art in video games. 
Honorable Mentions:
Initially I thought I might have trouble coming up with 50 games for this list. As time went on I realized that I probably could have made this list 75 or 100 games long and been okay with that. Maybe in another 10 years...
These are games I couldn’t fit in the list, but still love and want to mention. 
Honorably.
Stardew Valley
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This game missed the list due to the timing of its release. Stardew Valley would certainly be on the list today, probably in the top 30. I’ve logged over 100 hours in it and I’d happily go play it right now. It’s an everything-but-the-kitchen-sink take on Harvest Moon that manages to give the player a billion things to do without making you feel rushed. This game is deep, peaceful, relaxing, and wonderful at coaxing one more day out of you when you know you should be going to bed.
Toejam & Earl
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Every now and again a game comes along that is just its own weird thing. Such is Toejam & Earl, a screwball free-roaming but level-based game about 2 funky, rapping aliens who crash on Earth and have to avoid all the insane humans while trying to recover the pieces of their ship.
The music was catchy and the cooperative play was a blast. It was goofy - even at the time - but goofy in a way that made me smile. I never played the poorly-received Panic on Funkatron sequel, but the upcoming Back in the Groove game looks like a promising return to the series’ roots. Fingers crossed.
Paper Mario
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The spiritual successor to Super Mario RPG was an excellent game in its own right. It managed to invoke the first game while still standing on its own. It also made good use of the “everything is flat like paper” thing, and the pun game was strong as always.
Viva Pinata
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It looks like a game for babies, but there’s actually quite a bit of challenge in Viva Pinata if you decide you want to catch them all. Every animal has certain requirements that must be met before it will appear, and trying to meet those requirements while dealing with predators and keeping the animals you like from running away or being eaten...well...making a game simultaneously relaxing and stressful  is quite a feat. 
Katamari Damacy
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So your father - the King of All Cosmos - got drunk one night and lost all of the stars. Now, as his son the Prince, you must make new ones by rolling up anything and everything into balls. First it’s thumbtacks and paperclips, then cats and pineapples, then cars and blimps and trees and continents and PLANETS OH GOD WHAT IS HAPPENING.  Japan is weird.
Bully
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On paper, Bully doesn’t work for me. It’s a Rockstar game set in a prep school, so it’s super juvenile. It’s an open world, mission-based game. I wouldn’t give the game a second thought if it were released today, and I’m not sure why I tried it then. But I’m glad I did. I think it was post GTA 3/Vice City before I had burned out on that kind of game. 
Bully has underwear and wedgies and jocks and nerds and greasers and drunk teachers and panty raids and, well, everything you’d expect. The music is great and the game is charming. I’m glad I played it. 
Super Dodgeball
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An NES dodgeball game where the different players have different super throws. the game looks like regular-ass dodgeball, but if you run at the enemy and throw the ball just right it gets all flat like a football and shoots real fast and BOOM knocks them down. So yeah, it’s pretty fun. Also, you travel around the world and face different nations. Seems to be a tournament of some sort but holy shit SPOILERS at the end it gets all weird and you face a shadow copy of your own team WHAAAAAT?
Firewatch
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This one was an unexpected gem. It’s a story about people running from their problems in the Wyoming wilderness. It’s a story about solitude, introspection, coping, and sprinkle of mystery. Some people were disappointed by the ending. I was not one of them. 6 months after finishing it, Firewatch still lingers in my memory. If that’s the case a few years down the road, it’ll elbow its way into the top 50.
River City Ransom
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This NES game was ahead of its time. It was an open world(ish) game where you run around and beat up thugs. The thugs drop money which can be used at shops in the game to purchase books which unlock new attacks. You can also buy food, and the whole thing has an RPG feel to it. It’s a tongue-in-cheek game about high schoolers rescuing someone’s girlfriend from a rival gang.
Salt & Sanctuary
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I spent some time with Dark Souls, but ultimately fell off it. Salt and Sanctuary really is 2D Dark Souls. So it’s derivative. It’s also really goddamned good. It worked for me where DS did not, maybe because I am more comfortable with platformers than with 3rd person action games? No idea, but the minimalist music, grimy colors and high difficulty made it a satisfying hill to climb. No idea if I’ll hold it in high regard in a few years time, but 6 months after finishing the game, it has stuck with me.
Dragon Quest: Rocket Slime
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This is another game that felt like it punched above its weight. A weird spinoff of a franchise I love, Rocket Slime puts you in the role of a lowly slime trying to save its town. Or maybe rebuild it. I don’t know. It isn’t Torment. You bounce around the game world and fight enemies by flinging yourself like a rubber band. It’s a novel and quirky little game full of puns. The weird part is that there are several tank fights in the game. You are in your big tank thing fighting an enemy tank. You are loading stuff into the cannons and firing upon them, and you can bounce over to their tank and fight the ones loading the cannons. It’s weird and charming and wonderful. 
Journey
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It feels a little light to be on a list like this. Then again I’m the guy who included Plants vs Zombies on my list, so what do I know? In Journey, you are given no instructions. You start in a desert facing a distant mountain with a pillar of light at the top. You head toward it, solving some simple puzzles and getting bits of story in the form of hieroglyphics. You can encounter other players, but cannot interact with them outside of a little sound that accompanies your scarf briefly lighting up. I encountered one other player about halfway through this ~3 hour game. We stuck together and waited for each other, helping each other however we could until the very end. It was a really neat thing, to form a sort of bond with a stranger like that. My 10-year old daughter played it and had the same experience. It’s an unusual, beautiful, special thing. 
Mike Tyson’s Punch-Out!
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This game is a pillar of the old, memorable NES era. The controls are tight, the music is catchy, and the characters are memorable. And defeating Tyson for the first time is one of my favorite gaming memories. 
The Legend of Zelda: The Minish Cap
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The last Zelda game that felt like Zelda to me. 
Night in the Woods
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Just finished this a couple of months ago, so I need more distance from it. It isn’t perfect. But boy does it get a lot of things right, things that aren’t common in video games. It’s about a college dropout returning home to her failing rust belt hometown and loving - but disappointed - family. And the main character isn’t always likable. She’s often a dick. And sometimes there are no good dialogue options for her. I think “Fuck, I wouldn’t say either of those things!” but I’m not Mae; she does not have the tools to deal with some of the situations she is in. I don’t think it quite sticks the landing, but I didn’t care. Night in the Woods genuinely made me feel things. 
It’s too early to say, but if I make this list again in 5 years I feel like Persona 5, Horizon Zero Dawn, NieR Automata, and Breath of the Wild could all be on it. 
We’ll see.
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