Monday, February 24, 2020
The Untold Sad Story Of Erangel
Sunday, February 23, 2020
Riot Zone (TurboGrafx-CD)
Developer: | Westone | | | Release Date: | 1993 (1992 in Japan) | | | Systems: | TurboGrafx-CD, Arcade (kind of) |
This week on Super Adventures we're going to the Riot Zone, on the TurboGrafx-CD / PC Engine CD-ROM².
Though it's also known by another name, as it started life as an coin-op called Riot City. The licensing agreement that developer Westone had with original publisher Sega said they owned the rights to the game, but not the characters, bosses or names, so when they ported it to Hudson Soft's console they had to give it a makeover and a new title. It's a bit weird they didn't just port it to Sega's Mega Drive / Genesis instead and save themselves the work, but I suppose they must have had their reasons.
The game never got a European release in either form, but the console version did reach America, so there'll be nice English cutscenes for me to completely understand. Well I'll be able to read the text at least.
Read on »
Friday, February 21, 2020
Favourite Games -V- Most Re-Played Games
I have been recently thinking about the games I usually say are my favourite, as in my "top 5 RPGs" or whatever, and thinking about how this list overlaps with the games that I have played again and again.
What I have noticed is the lists don't really overlap.
So, my favourite game and RPG is probably FFVII, but in actual fact, I actually haven't played this game through in maybe 15 years now. Is it really the game that I should say is the "greatest"? Is that really what I think, or am I really saying "the game I have the greatest nostalgia for is FFVII"?
I don't think it is all about nostalgia though, because I only played MGS through for the first time 5 years ago, and I honestly think that that game ranks right up there in my top list of games, and in fact, I have only played it through once.
Is this honest? Do we need to have played a game many times for it to be in our top list? When it comes to films, all the films I like the most will be films I have chosen to watch quite a number of times... but with games, maybe it isn't the case.
Perhaps this is down to the amount of time it takes to complete a game, the investment, compared to a film. But even with my favourite books, I have read them a number of times, though probably not all of them....
And then there is the really weird case of games that sucked hours and hours away from my life, but don't even appear on my tops lists. RPGs that I put way down the list but which I played every last bit of juice from them, and at the time must have really enjoyed them or got something from them.... FFVIII for example- I played that to death over a full year, or Age of Empires, or Street Fighter Alpha 3, or Fifa 97, or Altered Beast, all of these I played loads, more certainly than MGS yet MGS ranks above them for sure in my estimation.
Thursday, February 20, 2020
Alter Ego Progress
So last week I brought Alter Ego out again with my playtest group. Looks like it's been about 2 years since it hit the table! I think the overall structure of the game is solid, but there are still a lot of details I think need work. Here's some stuff that's happened just in the last 2 playtest sessions:
Deck Size
I have always used a starting deck size of 12 cards -- 4 each of Job, Family, and Support cards. Actually, since I added "character" cards (each with a unique fight icon and a specific starting deck configuration), the decks started with 13 cards. The game takes about 5 rounds to play... I could lengthen it, but I think it would drag a bit. However, this means that you only add 5 cards to your deck, which isn't very many for a deck learning mechanism...I don't have much in the way of deck thinning in this game. There are a couple of equipment cards that do it, but mostly I had decided that instead of thinning your deck, players could focus on Family, thereby drawing a ton of cards instead. This is equivalent in some way to deck thinning, and it means that if you want a "thinner" deck, then you have to focus on Family. If you focus on other things and neglect Family, then you will suffer from deck bloat.
I think I chose 4 of each card (plus or minus) so that you could reasonably have 3 of them at a time. If you play 1 Family card, you avoid a penalty and draw +2 cards next turn. If you play 2, then you draw +4 cards. But if you commit 3 of your 5 cards to Family in one turn, then you draw + cards AND you get a Teamwork token, which is valuable.
Similarly, if you play 1 Community card, you avoid a penalty and draw 1 extra henchman to choose from. 2 is a little stronger (draw +2 henchmen to choose from). 3 Community cards means you draw + 3 henchmen to choose from AND you get to call the police on one of the henchmen in play.
Job cards are a little different in that you gain $ tokens, which you don't have to discard. Playing 3 at once doesn't do anything too special, but most of the equipment costs about 3 to obtain.
Anyway, because of all that, I wanted to make sure players had enough cards to invoke those more powerful plays if they wanted to. However, I might try reducing the starting decks to 3 of each (10 cards if you include the character). Then if the game lasts 5 rounds, then at least a larger portion of your deck will be changed. Also, with the changes below, it's possible I could add a few rounds to the game, further impacting the amount your deck changes over the course of the game.
Villain Format
Since the games inception, the Arch Villains would sit there, out of play, until one (or more) of them were triggered to enter play. Part of the point of the game was to make sure the "right" one came into play, the one you'd have an easier time beating based on the cards you'd taken into your deck throughout the game.Last week I tried a slightly different format, which I think has a lot of good things going for it. Instead of being "out of play," the three Arch Villains could be in play the whole time. When henchmen come into play, they are placed in front of their affiliated villain, in a way protecting them. During the game, you can't attack an Arch Villain if there are henchmen in front of them. Theoretically, this could lead to more interesting decisions about which henchmen to defeat (you want to save certain colored civilians so you don't lose, you might want particular trophies, you might want to defeat what you can afford to defeat, and you might want to "dig" toward one of the Villains in particular). This way you could also have to face decisions mid-game such as "do we defeat this henchman over here, or do we hit that villain while we have the chance, since he has no henchmen in front of him?"
This format seemed to work, though it'll require some tweaks and changes to fully implement. I think it feels more like a real game this way. It might mean cutting the few henchmen that are affiliated with multiple different villains, and I'll have to decide if unaffiliated henchmen are in front of no villain, or all villains.
Turn Structure
It had come up before, more than once, that the turn structure was not intuitive. I have considered changing it, maybe even tried changing it once, but never liked the results. After playing a couple games with my regular testers, I finally conceded that the turn sequence needed to be different. What I had was this...1. Income phase: collect $ based on what you have in play
2. Support phase: draw cards based on what you have in play (now you have cards in play, a hand of cards, a draw pile, and a discard pile)
3. Patrol phase: draw henchmen based on what you have in play
4. Fight phase: spend icons in play to defeat henchmen. Once in a while you maybe have a card you can play from your hand, but mostly you have a hand at this point to help decide what to do this turn based on what you could maybe do next turn.
5. Recoup phase: discard everything in play, play new cards from hand to use next turn, then discard hand.
The long and short of this was that players were having several problems:
* Confusion between the hand, draw pile, discard pile, and display
* Planning the turn, then having to re-plan the turn once new henchmen were revealed (in the patrol phase, right before fighting)
* Confusion between cards in play that they could use this turn, and cards in hand that they can't use until next turn
There had been suggestions of putting the Support phase right before Recoup, so you draw cards right before using them. I think I even tried this once, but it didn't really solve the problems, and I didn't like it.
I have finally decided to re-organize the turn to actually address those problems. The new sequence is:
1. Support phase: draw cards and play some of them into your display
2. Income phase: collect everything you collect ($, teamwork tokens, penalty tokens)
3. Fight phase: use icons in play to defeat henchmen currently in play
4. Patrol phase: NOW bring new henchmen into play
5. Recoup phase: note how many cards you're supposed to draw, then discard EVERYTHING, hand and display.
So now you still technically have a hand, display, draw pile, and discard pile, but you don't access them at weird times. You draw cards ant the beginning of the turn, use them during the turn, and then discard them at the end of the turn.
Putting Patrol after Fight means you only have to plan each turn once. This is not only less confusing, but it speeds things up quite a bit, and makes a lot of sense. It also approximates other cooperative games in which players get a turn, then the AI they're fighting against gets a turn.
So we tried that a couple of times, and it definitely seemed smoother. I personally sort of missed the ability to know what you would be able to do next turn, but I also didn't have a problem with the old turn sequence. Other players weren't using the info about next turn, and were getting confused, so the obvious right thing to do seems to be reorganizing the turn like this. Also, while you don't know exactly what you'll be able to do next turn, you DO know the general contents of your deck, so you should know what's likely or possible.
On the down side, this new structure introduced a new issue. Now you plan out the turn at the beginning, and then you resolve it. As nothing changes between when you play your cards and you resolve them, there was something a little off about the very end of the game. When you could win, you would know it during the planning stage, and that felt bad somehow. You're sitting there figuring out your turn, making your plans, etc, and one of the other players just says "GG guys, we win this turn." So anti-climactic.
Sure, at SOME point in every game there will be an instant when you've realized you will win. But that should really be you're resolving the action, not when you're planning it. What really ought to happen is that you play the cards, then something happens such that you don't know for sure whether you'll win or not. In the old format, you'd plan your turn, maybe see that you can win this turn, then you had to add new henchmen which might lose you the game before you resolve the fight phase. that wasn't perfect, but it was enough to counter that anti-climactic feeling which appeared as soon as I changed the turn sequence.
So, how to solve this problem, while keeping the improvements of the new turn order? Well, I need something that happens between card play and resolution that could change or foil your plans...
Villain Events
Fortunately, there's something I've been meaning to add to the game anyway: effects each villain could have, which make the game harder, and make the villains feel more different from each other. I hadn't designed those, but I had a few ideas for some effects. For example, the Sadist could kill civilians (you don't get them back when you defeat henchmen), and the mastermind could block access to some of the rules (no calling the police, for example).
So I made a small deck of cards for each villain with some effects on them. At the very beginning of the Fight phase, before anything else happens, you'll flip the top event card for each villain. Their effect will occur, which may be immediate, or may be a static effect that stays active until the next turn's fight phase when a new card replaces this one. These effects could very well foil your plans, making them exactly what I need to keep the game interesting. For example, if you plan the turn and decide that you're able to win this turn, and then all of a sudden, the Anarchist makes you draw new henchmen, and they happen to go in front of the villain you were going to defeat, then you'll have to wait until next turn. Or perhaps the villain you were after suddenly requires 1 more Strength icon to hit -- can you still afford it? Or perhaps they take an extra hostage - can you hit them one more time? Maybe next round...
Further, I wanted to make sure it wasn't all about picking 1 villain, and just piling up the other two with henchmen while you beat up the chosen one. Therefore I put 3 effects on each card, each more severe than the last. The effect in play depends on the number of henchmen in front of that villain. The first tier is currently "no effect" for 0-1 henchmen, but it could also be some small, mostly insignificant effect. This way, if you have the villain's henchmen mostly under control, then the event won't hinder you that bad.
The 2nd tier (2 henchmen) is a bigger effect, often local to the villain and his henchmen. Things like "my henchmen cost an additional Smarts to defeat" or "I cannot be attacked". This has the potential to mess with your game, but not in a huge way.
The 3rd tier (3+ henchmen) is an even bigger effect, often global, affecting all villains or henchmen. Things like "ALL henchmen cost an additional Smarts to defeat" or "no villain can be attacked this turn".
I brainstormed enough effects to make 5 cards per villain:
* The Mastermind effects mostly limit your access to rules (can't call the cops, can't use Teamwork, Equipment costs extra to buy/use).
* The Sadist mostly deal with henchmen and hostages (bring new henchmen into play, rescued hostages are removed from the game, remove civilian tokens from the game, take extra civilians hostage).
* The Anarchist has wild or chaotic effects (players take penalty markers, players draw fewer cards, players draw fewer henchman to choose from)
This is just the first draft, but I'm excited to try it out tomorrow. Assuming the structure works, then I think a little testing and development of those abilities will really make this game feel like a proper co-op.
A Eulogy For Saturday Morning TV
Image by the autowitch. Some rights reserved. Source: Flickr |
So, Saturday morning cartoons are dead.
Last year, The Washington Post reported,
"This past Saturday, the CW became the last broadcast television network to cut Saturday morning cartoons. The CW is replacing its Saturday cartoon programming, called "The Vortexx," with "One Magnificent Morning," a five-hour bloc of non-animated TV geared towards teens and their families.
From the 1960s through the 1980s, Saturday morning time slots were synonymous with cartoons. Broadcast networks and advertisers battled for underage viewers. But that started to change in the 1990s.
In 1992, NBC was the first broadcast network to swap Saturday morning cartoons for teen comedies such as "Saved by the Bell" and a weekend edition of the "Today" show. Soon, CBS and ABC followed suit. In 2008, Fox finally replaced Saturday morning cartoons with infomercials.
In the 1970s and 1980s, a Saturday morning cartoon viewership could grab more than 20 million viewers. In 2003, some top performers got a mere 2 million, according to Animation World Network," (Sullivan).
Well, I suppose it was only a matter of time before this occurred. Saturday morning cartoons have left the public television stations for good. Of course, this isn't a bad thing. Kids can get their shows on demand from a variety of venues, be it Hulu, Netflix, and the wonders of cable. No need to wake up early in the morning with a bowl of sugary cereal, while your eyes sink in the flashing screens. I think this change is for the best, children should be doing more productive things with their weekends, but nevertheless, a eulogy is necessary.
I can't remember when I first started watching Saturday morning TV, but I do know that the earliest I'd get up at would be 7:00. A feat that'd be unthinkable for my more jaded self to do on a day off. 7:00, I'm sure, was when they'd play the classic cartoons, like Popeye. Then there were the principal shows that I followed every week, Pokemon, Digimon, Power Rangers, Teenage Mutant Ninja Turtles: The Next Mutation, and Transformers: The Beast Wars. I may have watched more, but I don't remember them. Of course, many of these shows, along with others like X-Men, Beetleborgs, and Spiderman, often played on weekday afternoons. Yet those were reruns. On Saturday morning, you saw things fresh.
Of course, none of these shows was anything particularly intelligent or profound, this was children's entertainment, after all. They just hit on all the right points, reaching those base, animal desires that most children wish to see. Namely, colorful, lively worlds with fantastical characters, be they transforming monsters, super-powered teenagers, or shape-shifting robots. Many of these shows, I imagine, probably introduced a generation of children to science-fiction, fantasy, martial arts, and most importantly for me, anime. That said, reading Calvin and Hobbes has made me reflect and question the wisdom of consuming so much silly television at a young age. While I don't believe television to be quite the scourge of civilization that some Luddites may make it out to be, to say it has no effect on us at all (if even a fleeting one), after habitual viewings, just sounds dishonest.
It's a bit regrettable that Digimon and Pokemon were released around the same time. No doubt, Digimon banked somewhat on the popularity of Pokemon, but it would always be under Pokemon's shadow. The reason I say this, is because Digimon was a smarter show, well, "smarter" by the standards of children's entertainment, but you get the idea.
Pokemon came out in 1998 and Digimon came out in 1999. While I can't speak for the developments of these shows in Japan, I suspect that Fox Kids licensed Digimon to capitalize on Pokemon's success and have an easy cash cow to compete with WB. I mean, as far as they saw it, Pokemon had monsters and that made money. Digimon also had monsters, therefore, it too will make money. While Digimon certainly had its peak, it never became quite the phenomenon that Pokemon was. Not where I lived, anyhow.
If you're too young to remember the Pokemon craze, then you'd best watch the "Chinpokomon" episode of South Park. While being in its own right an entertaining episode, it's a fairly accurate satire of how most children and adults reacted to the fad. So much so, that I'm a little embarrassed of my behavior then. In a nutshell, children became consumerist zombies, begging their parents to buy as much Pokemon-related merchandise as possible. While the adults were gravely confused as to why children found this cartoon so attractive. I recall one adult asking me why the Pokemon only say their own names and nothing else. Although unlike South Park, the Japanese weren't interested in using this franchise to cause another Pearl Harbor (or complement our comparative penis sizes).
Pokemon was based on a series of Nintendo video games, which are far more enjoyable than the television show. The point of the game was the capture 'pocket monsters' or 'Pokemon', and use them to fight other Pokemon. So yes, the premise of the franchise is essentially glorified cock-fighting (another South Park episode comes to mind), but electric Pikachu and fire-breathing Charizard are a far-cry from actual animals. I'm not aware of anyone who has said that they were drawn to cock-fighting, or even animal cruelty in general, because of Pokemon. So PETA's grotesque claims that Pokemon encourages such behavior, and the degrees of absurdity with which they attack the series, diminishes, if not destroys any credibility they have as an honest animal rights organization. Try the Humane Society instead.
Digimon, on the other hand, is set in real-life Japan, with Japanese children who fall into the digital world. The digital world is inhabited by digital monsters, or "Digimon". These children, dubbed the "Digi-destined" (because it has been prophesied) partner up with Digimon to fight off the threats to both of their realities. Much like the Pokemon, the Digimon can also evolve. Agumon can turn into WarGreymon and Patamon can turn into Angemon, the difference being that Digimon evolutions aren't permanent and didn't always work in a pinch. Digimon also dealt with more mature themes than Pokemon, like divorce, romance, and death. Yes, much of Digimon devolved to monster-of-the-week plots and very cliched characters, but some clever people were able to put their mark on it. One was Mamoru Hosoda, who would later gain fame for the films Summer Wars and The Girl Who Leapt Through Time. He got his debut directing the "Four Years Later" or "Our War Game" section of Digimon: The Movie. Even if you don't like Digimon, you have to appreciate the physical realism that Hosoda brought to the series, and surreal, hypnotic design of the World Wide Web that were a clear influence on Summer Wars. In the English dub, this is all dubbed over with a pop soundtrack that includes The Barenaked Ladies and The Mighty Mighty BossTones. It actually kind of fit, somehow. The other talent to touch Digimon was writer Chiaki J. Konaka, who wrote mind-bending screenplays for Texhnolyze, Rahxephon, and Serial Experiments Lain. His pen went behind the third season, Digimon Tamers, which was also the darkest. The season is rather meta, with the past two seasons being a television show in this universe. The main character creates his own Digimon and has to own up to the responsibilities of that. I can't say I remember much from this season, except that it was pretty gloomy in comparison to the other two. So, to summarize, Pokemon was about fighting for fun, Digimon was about fighting for glory.
As dumb as Pokemon and Digimon were, they're probably the best examples in recent memory of anime becoming mainstream entertainment in the United States. I mean hell, I sang the Pokemon theme song in music class, and not the TV-edited version, either. Yes, Dragonball and Sailor Moon ran close behind, but they were aimed at a slightly older demographic, so they didn't get quite as much accessibility as those whose cerebrums were still wet. That isn't to say that Dragonball and Sailor Moon weren't accessible, or even all that unpopular, but again, I didn't sing the Sailor Moon theme song in music class.
Probably the most significant anime I saw on Saturday morning was The Vision of Escaflowne. It didn't get a long run, I only recall seeing two episodes. Anyone who's seen Escaflowne knows that it's not for kids, so the editors went to work on Disneyfying it. Yet as defanged and bastardized as this version was, those two episodes still left an impact on me. One so strong, in fact, that long after I had forgotten the title of the show, the image of Prince Vaughn sprouting his glowing, white wings haunted the dark corners of my brain. Escaflowne was really weird in comparison to all the Pokemons running around. The characters had detailed and mature designs, while the atmosphere was enigmatic and quiet. Even though I didn't rediscover Escaflowne until over a decade later, it was my first glimpse into the world of adult anime.
There's not much I can say about Teenage Mutant Ninja Turtles: The Next Mutation because I can barely, and I mean barely recall it. I can't even reproduce a full episode in my mind. All I know is that they had a female turtle, Venus de Milo, and that's about it. The show has aged terribly, and I doubt if I could stomach a full half hour of the stuff nowadays. Yet, nevertheless, this was the series that introduced my generation to the Turtles. (I think that's a good thing.) I know that the only episode of Ninja Turtles that left something of an impression on me, was their crossover episode with the Power Rangers, who were then, "lost in space." Again, details are fuzzy, but at the time, it was a pretty cool event.
Now Power Rangers was a show. To see young people like myself fight monsters in colored spandex and ride in giant robots inspired by prehistorical creatures, was all my hyper-active brain needed. Much like Pokemon, Power Rangers was also very repetitive in form, but unlike Pokemon, Power Rangers is still plenty of fun to watch. The campy aesthetic coupled with MTV style editing, a slapstick Saved By The Bell background, and hard rock soundtrack are all too much to resist. If you don't take it too seriously, which you shouldn't, the Power Rangers is entertainment for entertainment's sake. Kitsch, yes, but if you know what you're going in for, then you might as well have fun with it.
I was introduced to the Transformers through the Beast Wars series. So my understanding of Optimus Prime was not of a semi-truck that could transform into a robot, but of a gorilla that could transform into a robot. Beast Wars tried to do something different with the premise of alien robots who disguise themselves as vehicles, being alien robots who could disguise themselves as giant animals. There were also no annoying humans on the planet, just aliens on an alien planet, so the plot was not restricted by the red tape that previous and later Transformers installments dealt with. Not only was Optimus Prime a gorilla and Megatron a T-Rex, but new characters were also thrown into the mix. My favorite being Cheetor, who, if you couldn't already guess is a cheetah. His personality was very much like Johnny Storm from the Fantastic Four, arrogant, quick-tempered, and fun-loving. Beast Wars was so popular that it got a sequel series, Beast Machines. Things turned darker, with the Autobots on the lam in a futuristic city, and their designs changed to reflect their more robotic predecessors. It was awesome. At my babysitter's house, where I watched much of these shows, we played with Beast Wars toys, and let me tell you, they were as frustrating to transform as all hell. In the commercials, they made it look so easy. I mean, does Hasbro really expect children to be able to successfully transform the Cheetor into assault mode in between commercial breaks?
For what it's worth, I did try watching the original 80's cartoon, but I was older, and so, didn't care for it. I liked the theme song, though. Then there was that movie which had talents like Leonard Nimoy and Orson Welles. An irony that Welles's debut was Charles Foster Kane, and his final performance was Omnicron. The movie is very much a zeitgeist of what was being marketed to boys of the 80's, over-the-top action and loud rock music. How much has changed? While I'm at it, I may as well address the elephant in room, Michael Bay. Yes, his Transformers films are all very bad, but the first one, at least, was watchable. It was a decent action film with neat effects, but held many of the problems that were multiplied over the next couple of movies. What I find more offensive than the bad scripts, however, is the fact that Bay thinks it's appropriate to market towards kids, or any human being, a franchise littered with excessive violence, racial insensitivity, and crude, blatant misogyny. In fact, I'd argue that these terribly unpleasant and immoral films do far more harm to the minds of children than the cheap shows I'm discussing here.
Here's a sidewinder, Spongebob Squarepants. Yes, I distinctly remember watching the series premiere of "Bubblestand", in my mother's bedroom, on a Saturday morning. Now, Spongebob didn't always play new episodes on Saturday mornings, but I watched the series religiously since that first viewing, so I felt the need to reference it. It's hard to defend the ungodly receptacle of garbage that holds the banner of Spongebob today. Ever since Stephen Hillenberg left, the show produced some of the worst writing to ever grace the televised screen, it's real nauseating stuff. I blame Nickelodeon's producers more than I do Spongebob's writers, because a premise can only work for so long before it grows stale. Point of reference, The Simpsons. Though at least Homer still has some dignity left on him and after two decades, no less. Spongebob, on the other hand, is no longer the quirky, nervous, and hopelessly naive character that endeared him to audiences on his first appearance. Now, he's a blubbering twit, a moronic and deranged man-child, whose every action is designed to irritate the living hell of you. The masturbatory excess of Mr. Squarepants, along with his now depraved and unsightly "friends" will not recover from this milking from a long deceased cow.
Believe it or not, my interest in Saturday morning cartoons extended into middle school. Why? Perhaps it was out of a desire to relive the nostalgia of my former years, even though I knew what I watched was garbage. At the time, I was very much addicted to television. I watched it because I was bored, and terribly lazy. I not only lament the fact that I wasted much of my youth consuming television, but that it was bad television. Surely, I could've benefited from some Star Trek or The Twilight Zone episodes. That said, there was one show I watched religiously every Saturday morning with great fondness, about as much as Pokemon, Spongebob, or Beast Wars, and that was Yu-Gi-Oh!
Yu-Gi-Oh! was more than just an anime to me, it was also a trading card game, and a very fun one, might I add. A game in which one could summon monsters, cast spells, or spring traps against your opponent. Some monsters had special abilities, while others could fuse to create greater monsters. It was a lot of fun.
However, Yu-Gi-Oh! initially began as a tribute to tabletop games in general. The protagonist, Yugi Moto, is a shy high-schooler with multicolored spiky hair (it's an anime, remember?). He solves an Egyptian artifact known as the Millennium Puzzle. Inside of this puzzle is trapped the soul of a 2000 year old pharaoh known as "The King of Games." Whenever Yugi finds himself in life-threatening trouble, the spirit of the pharaoh possesses him, and challenges his opponent to a deadly game. A variety of different ones were played, like one inspired by Dungeons and Dragons. The card game, was one among many, but it stuck, being the most popular. So the anime focused on this aspect for the story.
That said, the anime is about as corny as most Saturday morning television, and the 4Kids chop-up didn't help. Yu-Gi-Oh! was very formulaic, featuring Yugi dueling an opponent in a game of cards and almost always winning (unless blackmailed by threats of suicide). Yet, we didn't watch to Yu-Gi-Oh! to see who would win, we watched the show to see the different strategies employed by the cards. Be it the destructive blowback from Mirror Force, or the dreaded one turn kill of Exodia. The simplicity of the game when it first began is now enviable, a time when summoning a high powered Dark Magician or Blue Eyes White Dragon could win you the game. The game has since mutated into a convoluted speed contest, with nonsense terminology, conflicting rules, embarrassingly high prices, and a rapidly growing roster of cards that may very well lead to an implosion. If there was one good thing to come out of Yu-Gi-Oh!, it's Yu-Gi-Oh!: The Abridged Series by Martin Billany (aka LittleKuriboh). An abridged series is when someone makes an edited version of a show and overdubs it with humorous and often meta voiceovers. Some of the best moments are when Billany constantly notes the borderline hyperbole of seriousness with which people take a children's card game (who's rules are often broken for plot convenience). This isn't even touching the many lines that are popular amongst the otaku fandom, like "Screw the rules, I have money!"
On a side note, don't you find it a bit bizarre that we define our fading childhood memories by the films, television, and music that we consumed then? Nostalgia has never been so openly fetishized in America as it has now. The culprit behind this is, of course, the Internet. Music critic Simon Reynolds, who wrote Retromania: Pop Culture's Addiction To Its Own Past, has said,
"It was gradual, but with the arrival of the Internet, and broadband access, and the rise of this kind of strange collective archiving thing, [looking backward] became irresistible. Now people put stuff on YouTube because it feels like they're doing something worthwhile and this enormous archive has developed. You're young, but I try to remember what it was like when it was actually really hard to get hold of information. If you wanted to look at old magazines, you had to go to the library and look at microfilms. Now all the records in the known universe are basically accessible at the click of a mouse. Don't you think that's weird? I think it's weird — but I have something to compare it to. I remember living in a culture of cultural scarcity," (Salon).
I agree with Reynolds here. Nostalgia is popular because it's so accessible. I probably wouldn't have been able to find Escaflowne were it not for the Internet. I also think that this nostalgia hunt comes from the effects that 9/11 had, and still does have on the American psyche. The War on Terror, and all that came after it, in the context of the Information Age, no less, made the world a complex and ambiguous place. The truth, however, is that it was always like this, we just want to believe that there was a magical, Reaganesque America where the mornings never ended. It's worse yet when one was a child, and could've hardly comprehended events grander than the events on your television screen. Now, a sort of cult has developed that puts the cartoons of the past on a pedestal, with entitled fans claiming that newer versions can never be as good as the older ones. The worst of it comes when Hollywood taps into this nostalgia for money, and is answered with cries that Hollywood "ruined my childhood." Yet this nostalgia that people hopelessly flee to is only fueling the film industries to make more adaptations. A Catch-22. Reynolds articulated some of these issues,
"This endless regurgitation of the familiar is dulling and vaguely depressing. It's nice to think there's a future for music, for example, and that people will do things that later generations can work with and take somewhere. I think if the preponderance of the music scene is based around recycling and revivalism, then it's like bad farming. Basic common sense in farming is that you sow as well as reap. If you're just reaping from the past, you're not really giving anything back. Of course, music and culture don't necessarily work in the way farming does, and ideas don't get exhausted in the same way natural resources do, but I think it's important for the ongoing project of music to at least try to come up with things that have never been done before. Young musicians, in particular, seem to be way more fascinated by the past than the future. That's my main worry: Where is it going? Is this a practice that is infinitely sustainable? At this point, we're well into the '90s revival, and then it will be time for the naughties revival. It just seems a bit boring that that's just how it's going to proceed," (Salon).
Our culture is in a feedback loop, stuck in the 80's and 90's, where twenty-somethings complain about how old they've gotten and indulge in listicles on the Internet that seem to confirm this bias. It's time that we stopped defining ourselves and our memories solely on the basis of the crappy shows that we were too dumb to turn off. Yes, some of them were fun, but let's not kid ourselves here, these programs weren't masterpieces. I had a good childhood, not because I had the privilege of eating soggy marshmallow cereals too close to a television screen, but because I had loving friends, teachers, and family. In any case, childhood is overrated. Some of us had terrible ones. I, for one, am glad to be older. Isn't it grand to be able to tell the difference between pearls and swine? It's easier to look back than it is to look forward. So unless you want Hollywood to reboot Spiderman every three years, I suggest we admit that the 80's and 90's were just as mundane as any other decade, and start looking ahead.
I wrote this eulogy happily.
Bibliography
Reynolds, Simon. Interviewed by Thomas Rogers. "Will nostalgia destroy pop culture." Salon, August 5, 2011. Web. http://www.salon.com/2011/08/05/retromania_simon_reynolds_interview/
Sullivan, Gail. "Saturday morning cartoons are no more." The Washington Post, September 30, 2014. Web. http://www.washingtonpost.com/news/morning-mix/wp/2014/09/30/saturday-morning-cartoons-are-no-more/
Suzy Cube Update: May 4, 2018
Wednesday, February 19, 2020
ATOM RPG: Post-apocalyptic Free Download
• Random Encounters with the dwellers of the old Wasteland both friendly and dangerous plus all at the same time.
• Even the smallest tasks in the game can lead to a big and intricate side story, Open some details about the world.
• Featuring: ATOM is a Powerful Character Creation tool, aimed at making the Wasteland hero you want to Portray.
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♢ Click or choose only one button below to download this game.
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If you have any questions or encountered broken links, please do not hesitate to comment below. :D
Thursday, February 13, 2020
Brave Browser voted the best privacy-focused product of 2019
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.
Earn Basic Attention Token (BAT) with Brave Web Browser
Try Brave Browser
Get $5 in free BAT to donate to the websites of your choice.Followers
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