Tumgik
#I understand that nintendo has made a decision but given that its a stupid decision i've elected to ignore it
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zelda: “no, but...I would also like this notarised”
the totk situation is a textbook case of royal marriage for appearances so that the gay zoras can be with their blonde hylians, and you can't tell me otherwise
the blond barbarian man is leeroy, a beefier and more himbo reincarnation of link. still waiting to see him in-game
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daddopenguin · 4 years
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#Thankyougamefreak
Here's my take on what I've learned and yeah I'll probably sound like a kiss ass to some of you but here is my thoughts.
I grew up with Gen 4 Pokemon starting it's reign, it's the first time I've seen it as a little child and eventually I saw the older stuff and I love it to this day. Now I do understand yes Gamefreak has the price of 60 dollars on their games so yeah they do have resources but remember their projects happen like a year or two after the latest one which yeah is mainly on not the staff but higher ups decision however they are people who have yet to figure out how to put in their amazing old content in with well what feels like a short amount of time.
They spend months literal months having to program from what I've seen over 900 Pokemon now, you really think they can fit everything with their time limit? Now you could ask reasonably "Shouldn't they delay it like Animal Crossing did for a better experience?" Well yeah but who knows if their staff made those recommendations or not and were ignored or shot down.
But like this shouldn't lead to actual DEATH THREATS over a game with magical, god like, alien like, and man made pets that you feed and battle with, trade or literally any mechanic they offer. I'd like to think the Let's Go games were like experiments to see if the game is ready for the next big console and you know what those graphics didn't really lie neither did the size of the game. It can run on Switch, hell they're probably still trying to figure out how the hell will they fit IDK like a Russian region in, Russia is fucking big. Sure BoTW is massive but it took lots of time and Game Freak staff doesn't really get that privilege and they're really used to their old work thinking "It won't be too much" then well they have a lot!
An RNG (Random number generator) with literal random chances on nature and stats and encounter chances along with IDK did I mention about 900 Pokemon existing now! It's a lot to program and design my dudes, don't act entitled I have seen the god damn Nintendo Treehouse live chat long enough to know you're either a scumbag who decides to start sending mother fucking death threats to tired ass people who have worked for so long day and night for a motherfucking pet video game it is Japan my dude they will work til they die it has happened in companies in Japan and the bootlickers who think it's flawless like I get it but it has it flaws OK gen 7 teased Pokemon following you but they never let it really happen.
Game Freak yes makes mistakes that cut your favorite stuff or they try to keep it in but they have to cut it to meet deadlines, DEADLINES EXIST!! Don't act like you've never done a god damn essay that feels really long and takes really long or get this in the art community deadlines are something that are feared because you don't want to rush your project but you like kind of have no choice but to rush it a bit and you feel moody because you feel like it could've been done better at your own pace. Idk what goes on in everyone's lives but it is common with students, movie makers, and IDK game creators, especially game creators that have worked over 20 years now trying to adjust to making something entirely new with different resources.
"But Daddopenguin!!" I hear most of you yelling, "How come your post about this controversy is looking like you bootlicking Gamefreak?!" Great question, I'll answer with this:
I'm not bootlicking I'm stating obvious things that even an old blind man can see but people with vision cannot somehow see it
Listen you can be critical of the game but let people who go to it because of fond memories or just straight up enjoy it, they also see the flaws and point those out but it doesn't mean they can't enjoy it. It seems so popular to shit on games and sending death threats to people who aren't even in control of the situation it's just normalized but so shitty. Yeah bootlickers are annoying and would threaten to kill you if you don't like the franchise and worship it like it's god when it's not that, it's a game nothing more nothing less.
I thank Gamefreak for making this franchise cause it has been there for me and many others to use as a coping mechanism and just to have fun, cute, cool and great times also music is still great to this day. Sure the game is same old same old, and grinding can be boring and tiring, but it's also something for fans new and old to enjoy whether it's for the story or just gameplay in general. Sure there are times where I rage quit the game because a certain Pokemon line has a stupid bullshit rare catch rate but it doesn't mean I'd send death threats over that, it's how it was programmed and yeah challenges are nice to have.
Yeah I don't like that National Dex got cut but I'm not super dissapointed, it wasn't in the first Generation 7 games I'm not sure on the sequels I haven't looked in on that I'll admit. But is this worth making people you don't know hurt and ashamed over things they've been told to do and hell maybe some of the higher ups can't really prevent shit from being cut because of GAME SIZE and COMPATIBILITY with the Switch. Sadly same stuff with the 3ds but a system can only handle so much data being put into it and we'll most of the people at GameFreak have been there for years and still have yet to find out how to properly program a whole lot of new stuff while trying to keep the old stuff in the time limit they are giving. Redesigns can cause reprogramming and changes of RNG data that can only be fixed or changed in the amount of time given before the short deadlines GameFreak decides to give it's own company, why do you think the Sonic movie was delayed, new design causes the animations and lip syncing to be redone and it takes TIME.
I also saw complaints about VA not being in Pokemon games yet and let me say this just as I said with Sonic movie, lip syncing takes time and GameFreak is sadly scarce on it plus it's like what's the point in complaining? If it gets voice acting it gets voice acting, if it doesn't it doesn't, I get it Zelda has been around just as long if not longer than Pokemon and did the voice acting after 20plus years but come on its not gonna completely define a game like Pokemon or not it'll lead to voice work than just dialogue noises like any RPG except the latest Fire Emblem games IS makes longer and bigger games than Pokemon same with Zelda so it's just like I said it either happens or not.
I think I dragged on long enough I had lot to get off my chest about this but this felt like something that needed to be said. I'm not praising corporate bullshit nor am I willing to shit on a game series I grew up with because a few things they thought they couldn't afford to put in got cut I guess if anyone responds a certain way to this they just do and it's either just death threat bullshit or an alright understanding person. I'll take my leave now.
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postgamecontent · 6 years
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Sword of Vermilion: SEGA Genesis RPG Spotlight #4
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Original Release Date: December 16, 1989
Original Hardware: SEGA Mega Drive
Developer/Publisher: SEGA-AM2/SEGA
There are a lot of interesting things to say about Sword of Vermilion. It was the first home game produced by the legendary Yu Suzuki and his team at SEGA-AM2. It was an RPG, which was decidedly outside of the developer's usual wheelhouse of thrilling arcade experiences. SEGA chose it as one of the handful of games to spotlight in its famous but ultimately unsuccessful "Genesis Does What Nintendon't" campaign. It uses four different viewpoints, which must have been an awful lot of work. In North America, it shipped with a 100+ page hintbook that basically walked you through the game. Some of the important names who worked on the game left SEGA after its release to found Genki, where they largely worked on racing games and only returned to the RPG genre once more with 1998's Jade Cocoon.
Yet for all the fascinating and unusual things happening around the game, Sword of Vermilion isn't anything particularly special. It's neither an amazing game nor a terrible one, the sort of experience that fills the belly but is forgotten by the next meal. It feels like even SEGA forgets about it now and then. The game was re-released on the Nintendo Wii Virtual Console, was part of the PlayStation 2 and PSP SEGA Genesis Collection, and is also available through the nearly-exhaustive Steam SEGA Mega Drive and Genesis Classics, but somehow was left out of Sonic's Ultimate Genesis Collection on PlayStation 3 and Xbox 360. As first-party Genesis games with no rights issues go, Sword of Vermilion is a relative rarity among SEGA's many re-packagings of their 16-bit output.
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As near as I can tell, nobody who worked on Sword of Vermilion had made an RPG before. The team was clearly familiar with the genre, though. I'd venture to say that they obviously knew of such hits as Wizardry, Dragon Quest, Xanadu, and Ys. The trouble is that they apparently couldn't decide which one they wanted to ape, and ended up doing a little bit of all of them. I don't mean that in a chocolate-meets-peanut butter kind of way, either. This isn't like Dragon Quest's smooth fusion of Wizardry's first-person turn-based combat and Ultima's bird's-eye overworld exploration. Instead, it's four dramatically different gameplay styles haphazardly stitched together into a bizarre Frankenstein's monster with little apparent thought or care put into making them consistent with each other.
The game starts with a somewhat lengthy cut-scene that sets up the story. Basically, some bad guys overthrew the good king. Before they arrived, he sent his infant son away with his top knight so that he could grow up safely in secret. Years pass, and the knight is on his deathbed. He summons the boy he raised, now a man, to finally reveal the truth of his origins. This is where you get control for the first time, and the game for all the world looks like a standard JRPG at this point. You can explore the town from an overhead view, talking to people, visiting homes, and going to shops. Once you reach the side of the man you believed was your father, he tells you of your royal lineage and instructs you to gather an assortment of rings that will help you take back your birthright. The first was entrusted to him, and he hid it in a cave many years before. Having told you all of that, he hands you some starting cash and then promptly kicks the bucket.
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You might be tempted to just buy some gear and leave the town at this point, but that's not a good idea. Someone in the town will give you a map if you speak to them, and you'll really want to have that in hand before you step out of the town boundaries. As soon as you do head out, you'll run into the next gameplay style: first-person exploration. Both the overworld and the dungeons use this viewpoint, and while it's not quite as smooth as it was in Phantasy Star, it's convincing enough. In this mode, the main viewing area only takes up a portion of the screen. The remaining parts of the screen are dedicated to status windows and a bird's-eye map of the area you're in. If you haven't gotten your hands on a map, you'll only be able to see the square your character is occupying. You can technically map this yourself on paper if you really want to, but the NPCs are pretty good about giving you what you need when you need it.
This isn't too strange so far, though. The first few games from Richard Garriot of Ultima fame basically used a similar combination of overhead and first-person exploration. Even SEGA had already done this, in the Master System classic Phantasy Star. You start heading towards the cave that holds the ring you're looking for and suddenly a slime appears in your view. Time to battle! And also time for our third gameplay style. Yes, the game switches to another screen where you have a sort of angled overhead view of your character and a number of enemies. You have to move your guy around and swing his tiny sword at the monsters to take them out. If they touch you or hit you with an attack, you take some damage. Should you run out of HP, you'll be kicked back to the last church you saved at with half your money gone. You'll often start fights in the middle of a crowd, and the enemies are surprisingly aggressive. Once you get the hang of things it's not so bad, though, and you can always beat a hasty retreat by walking off the edge of the screen.
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It takes a little while before you'll encounter the fourth and final gameplay style. After recovering the ring from the cave, the townspeople will direct you to the next town and even give you a map. Upon arriving there, you'll enter into what turns out to be the pattern for the rest of the game. The townspeople have some kind of problem. Maybe it's a wicked king. Maybe they've been transformed by evil magic. Whatever the problem is, you'll be given a map to a nearby cave and directed to retrieve something from it. You'll probably have to spend some time grinding experience and money to power up your character first, and there are some chests scattered around the overworld that give you something to do for at least part of that work. Anyway, you'll go into the cave, do the thing you're supposed to do, and that usually leads to the final gameplay style: a boss battle against a huge creature of some kind.
For these battles, you're playing from a straight-on side view. You can duck, swing your sword, and move forwards and backwards. Carefully hack away at the giant monster in front of you and you'll soon emerge victorious. You'll get one of the rings, the townspeople will hand you another map, and you'll be directed to the next town where you'll repeat the process. Lather, rinse, and repeat for 14 towns and around 20 hours, and you're all done. The number of monsters is quite limited, the game makes heavy use of palette swaps to stretch them out, and just about every location looks the same as the last. There's very little strategy in either of the battle systems, making combat somewhat dull. You'll never have any reason or cause to go backwards, with the result being that this a very linear, repetitive marathon to the finish.  
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Given when it was released, Sword of Vermilion looks the part of a next-generation RPG. Everything is quite detailed, and those side-view boss battles are pure spectacle. The music, composed by Yasuhiro "Yas" Takagi, is very good. Each town gets its own theme song, covering a wide range of moods. Yet beyond those surface elements, the game is decidedly 8-bit in its design. As an example, the simple act of emptying a chest sitting in front of you requires you to bring up the menu, choose 'open', read the text box telling you the contents, bring up the menu again, and choose 'take'. Dungeons are pitch-black unless you use a candle or a lantern, and candles only last for a short amount of time. Your inventory is limited to eight items, not including equipment, so you have to make very careful decisions about what healing and utility items you want to bring.
The maps for the dungeons are hidden in the dungeons themselves, so you might need to do some physical mapping until you come across them. You also need to check every direction of each square when you're exploring, as chests and other objects might show up when you face west but not when you face east, for example. You can only save at churches in towns, so if you're playing it as it was designed you need to make sure you have time to see your outings through before embarking. Oh, and don't expect to see the stats of gear found in shops or chests. You'll have to equip them to see their effect, and some of them are cursed. For a game from 1989, none of this is particularly shocking; few games of this era broke ranks when it came to interface decisions. But many soon would, and that made Vermilion feel like something from a by-gone era within a matter of a year or two.
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The strange thing is, I kind of enjoy Sword of Vermilion. The game has a really nice rhythm to it, even if it is somewhat mindless. The initial parts of each dungeon where you're operating without a map are pretty fun, and I like the basic structure of having to solve a different problem in each town before moving on. I had fun exploring each of the maps to see if I could turn up any treasure chests or special encounters. The battle systems are easily the worst parts of the game, but they're not offensively bad. At the very least, the normal battle allow you to feel your character's growing strength. The boss battles are stupid but thankfully quite painless in most cases. I'll even give a tip of the hat to the localization. It's a bit clunky in places, but it's largely coherent and correct. That was a big ask in this period.
I've seen some positively savage reviews of this game, and I guess I can understand why a person wouldn't like Sword of Vermilion. It's repetitive, old-fashioned, clunky, and some of its bits really don't work well within the overall game. It also drags on a tad longer than it should. Even though I enjoy the game, I wouldn't have shed any tears if everything wrapped up five or so hours earlier than it did. At the same time, I've played far worse RPGs that weren't nearly as ambitious. Even among the Genesis's library, I don't think I'd put Sword of Vermilion on a top RPG list, but I'm not sure I'd discourage anyone from trying it, either. I will say that if you play through to the second town's boss and aren't really getting into it at all, you're safe to cut your losses and quit. It doesn't dramatically change from there.
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Of course, the aftermath is quite clear by now. Vermilion is mostly forgotten, and the few who remember it don't usually speak well of it. Its creators only made one other RPG after it, and the studio that produced it would only dip their toes into the RPG waters (in a very tentative way) a couple more times in the future. Still, for early Genesis adopters who loved RPGs, Sword of Vermilion likely kept them busy between Phantasy Star installments. That's about the best someone could ask for at that time outside of Japan. I'm not sure this was the best choice for SEGA of America's big ad campaign, though.
If you want to try Sword of Vermilion yourself, it's currently available on Steam as part of the SEGA Mega Drive and Genesis Classics, on the Nintendo Wii Virtual Console, and on PSP and PlayStation Vita through the digital version of the SEGA Genesis Collection. You can also track down any of the physical versions; both the original Genesis cartridge and the PlayStation 2/PSP discs for the aforementioned Genesis Collection are relatively cheap even today.
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Previous: Landstalker
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eienias20 · 7 years
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Fire Emblem Warriors thoughts
I’ve made no attempt to hide my utter disappointment at this game and I think I made a post some months back that I might be reiterating...but I just want to say it one more time to outline my issue not just with Warriors but with what I encounter quite regularly for being a fan of the older games. Oops. I mean an “elitist.”
In my opinion: Fire Emblem Warriors biggest crime is that it could’ve ended, or at least severely broken “this”. What is this? The split. That’s what “this” is.
Since Awakening/Fates and all that, the Fire Emblem fanbase has been split. Badly. Warriors had the potential to be a Fire Emblem game for everyone. It could feature characters from all across the series’ history that everyone could bond over.
New favorites, old veterans, nearly everyone could’ve potentially had at least one character that really resonated with them, surrounded by many more familiar and maybe even some unfamiliar faces.
You can’t account for every single sense of taste but you could go for most of them. Ignoring that stupid “too many swords” argument the devs tried to use, you don’t actually HAVE to feature every single Lord. I think a game like this would be far more interesting with more of the B-teams from across the series. Some Lords, some plot important characters, A LOT of B-team. Because those B-team characters are the ones that people really invest into on the side, beyond the main lords, beyond the central characters, everyone has those side characters they just love.
And again, I doubt this game could cover every game in the franchise but it could do more than 3, two of which are already related and all 3 of which connect to one another. Warriors stated it would have support conversations. But with these games and casts being so interconnected ALREADY, what’s the point? They’ve already supported with each other once before, that’s another prospect lost.
Going back to unfamiliar characters, new fans would see these cool old characters, much like how Heroes introduces old characters, and they’d be inspired to learn more about these characters and maybe even check out their old games. Which btw Nintendo, you could release the games digitally on the eShop to make money off these new interested parties. In this hypothetical scenario where you did something smart at least.
But of course, in reality, they decided NOT to do that. Catering almost exclusively to the new fans, the new games and ignoring almost ten games worth of heroes and villains, thus widening the divide even further.
The saddest part is that the idea of a Fire Emblem Dynasty Warriors game is not new. People have wanted this kind of game for YEARS! And for those fan who wanted to play as their faves from Tellius, Magvel, Elibe or anything before that! Jugdral, Archanea...their wish finally came true.
Fire Emblem Warriors is real!
And it is nothing at all like how they imagined.
When I regularly bring up my grievances, I’m told to shut up and stop being an “elitist” and given these types of responses otherwise.
“Awakening Saved The Series” every time I hear that I have to bash my head into a wall. What does that have to do with anything?
Look. I think Fates is trash. The worst FE game ever made. And I think Awakening is way to over hyped. It's decent but many other FE games did what it did, BETTER. Did I want those games excluded from Warriors? NO.
I don't like them and they definitely should not represent Fire Emblem as a whole, but they are the most recent games (not counting Echoes because idk why) there was no version of Warriors in my head that didn't feature those games. I'm just so disappointed that they are the ONLY games being featured alongside Shadow Dragon.
Beyond that there is the “Wait for DLC” argument and that is a huge insult and unacceptable. If you are a huge Awakening fan imagine if no Awakening characters were going to be in this game. No one and instead you were told just to wait for DLC, that’ll fix it. That wouldn't feel good now would it? See?
I’m just asking for a little bit of empathy from the new fans for the many old fans being screwed over by this game.
I’ve made my decision that I am not buying a game for a roster comprised only of 1/3 of characters I actually care about and I am not holding over for DLC. It's a disgrace. It's an insult. It's a huge slap in the face. And while at times it makes me angry, it more often than not disappoints me.
When the announcement trailer released, I was hyped. This is a game, a concept, a crossover that seemed SO COOL! I imagined playing a game not unlike Hyrule Warriors but controlling characters I absolutely adore, heroes like Ike and the Greil Mercenaries (Mia stands out) or villains like Ashnard and the Black Knight! And that’s just Tellius! I couldn’t wait to see what they’d do with this game only to get “Shadow Dragon, Awakening, Fates” only shoved in my face.
Yes they said mostly. But you know why I don’t trust them? Because the same thing was said for the last Fire Emblem crossover. Tokyo Mirage Sessions #FE.
The game would feature Fire Emblem characters MOSTLY from Shadow Dragon / Awakening. Come release, ONLY those characters are in the game. Caeda, Cain, Draug and Navarre (Shadow Dragon), Chrom, Tharja and Virion (Awakening) fucking knock it off with tharja pls.
But you know what got me MOST excited in #FE? Seeing Ilyana as an NPC hostess for a restaurant. THAT did it, above all else.
This came out longer than I thought it would be but again this is the last big thing I’ll write over this whole Fire Emblem Warriors thing.
If you follow me on twitter, I’ll probably still reference it through retweets or some comments because I just can’t let go of my disappointment. But regardless of what I say, this is my biggest stance.
When DLC is announced I just know its going to be painful. At this rate, I’d rather the DLC as well be restricted to Shadow Dragon, Awakening, Fates. That’d be far less hurtful than seeing my favorite characters relegated to such a role.
I’d go back to playing Fire Emblem Heroes which understands how to represent the series even if Fates/Awakening still hold such a majority, especially since Sacred Stones finally got their banner...but my tablet no longer works so I can’t play it again.
I’m hoping to pick up Fire Emblem Echoes soon, since unlike Fates that looks like an FE game I’d actually enjoy and of course I am still cautiously optimistic for Fire Emblem Switch.
I’ve been a Fire Emblem fan for so long, despite the fact that I feel so bad about the series recently, I refuse to give up on it just yet. I’m hinging everything on what Fire Emblem Switch turns out to be like.
I’m looking ahead to that in 2018 for countless reasons.
small addendum
what the hell happened to the voice acting? in Awakening, I enjoyed the vocal performances. no one stood out to me as bad.
Fates? yeah...poor quality i’d say. Especially in Corrin’s smash trailer. wow that was bad.
but this? VA changes sure, but some characters have their old VAs and according to ppl more well versed in those characters, they don’t sound good. The less we say of the OCs performances the better.
Regardless of if you’re excited for this game or if you’re me who is staying as far away as possible, the voice acting leaves a lot to be desired.
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Random Encounters with Missingno: Chapter 59
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Chapter 59- A Random Relatability
Bits of purple goop go flying everywhere as the Muk breaks away from the confinement of the circus.
And then a dozen rockets sink into its body. They are easily absorbed, and the Muk turns towards the shooter.
“Oh, no!” Missingno starts to scramble away. “Looks like the plot won’t let us have any more delays. Your turn!” He gives a thumbs up to the others.
Koja tilts his head. “Wait, I’m all out of weapons. How am I supposed to help?” His thick eyebrows push together.
Missingno lobs a rock to him. As he catches it, it turns into a small throwing knife.
“Any rock you touch turns into a weapon. After a bit, however-”
The kunai in his hand turns back into a rock.
“Yeah, that.”
As the rock turns into a large throwing star, Koja flings it at the Muk. It stops moving towards them for a second as it absorbs the weapon and then begin moving again.
Koja grins. “Much better.” He gets ready to run. “I’ll keep it in one place. You figure out what to do.”
He takes off, circling just out of the monster’s reach. As he runs, he reaches down to grab a handful of rocks. As they become weapons, he throws them before they have time to turn back. Still, they just absorb into its skin. It falls forward, lengthening its reach just enough. As the hand heads down for Koja, needles stab into it. Although they instantly melt, it distracts the Muk long enough for him to escape.
Driller distracts it from the air while Koja keeps it in place.
“That should be enough for now.” Missingno turns to Cassandra. “Aren’t you going to help?”
“Uhhh, I am?” She jabs a thumb at Driller.
“No, I mean you.”
“I can’t really do anything, or have you glitched me to have some sort of superpower?” She laughs.
“Yeah.”
She stares at him as she feels her stomach churn.
“Come on, don’t you remember?” He snaps, and her hammer jumps out of her bag.
As it lands in her hands, she shakes her head. “This thing? It has been worthless since I first got it.”
“What are you talking about? With this hammer in hand, your strength is immeasurable, your foes tremble, everything has-”
She hasn’t had anything like that.
“... What?”
She has used it twice, with the Rapidash and then the skeleton. Other than that, you used it.
“Wait.” He turns back to Cassandra. “What about all those times you hit me with your bag and sent me flying?”
“I thought that was you being over dramatic.” She gasps and puts a fist to her lips as she ponders. ‘There was that time in the Veridian Forest. My bag had already been changed, so the hammer might have already been in there. Does that mean…’
“That’s right! It’s true!”
“Don’t read my thoughts.” She shook her head. ‘Why am I just accepting that he can?’
Missingno opens his mouth, but Cassandra’s glare stops him.
Cassandra shakes her head again and asks, “Why didn’t it work in the past?”
“Because hammers have no effect against blue.”
She thinks of the Rapidash glitch and it’s blue decorations, as well as the blue skeleton of the Tower King. She looks at Missingno and swings the hammer, sending him flying against an invisible wall.
“W-why?”
“Just checking if it really works.” She shakes her head one last time before heading off to join the fight.
… Are you ok?
Missingno pushes himself to sit up. “Yeah, I’m just worried about them.” He watches as the others keep the Muk busy. “Am I making the best decision?”
I thought that you wanted to get them involved in the fights?
“Yeah, but not until at least season 2.” He pulls his knees in. “I wanted to give them as much time to stay out of my fight.”
But you need their help. You need to conserve power, and let’s be honest, it would improve the story.
“Of course I know that!... It’s just, I spent the last year of hiatus thinking about it, and now that this moment is here, how can I just ask them to fight my battles?!”
… Sigh. Look at them.
Missingno looks at his three companions. They are fighting hard, and although they are not able to do a whole lot against the monster, they don’t let up.
Koja uses the skills forced upon him by the glitch. He hates the glitches that force such unnatural changes, but joined a group he had barely met in order to help others. To do so, he throws not only weapons, but his entire life away to help those in danger. To help Missingno.
Cassandra swings her hammer, and large chunks of purple goo are flung aside. Her attack doesn’t do much but move it around, but she grips and attacks again. No matter what has happened so far, she still has kept with Missingno. She has seen all the terror and danger that the glitches contain, but still throws her hand in with him. She believes in Missingno, and that he will always end up on top. So she clenches her teeth, and swings again as she waits for him.
Driller is very simple. Unlike Cassandra, he understands exactly what Missingno has done for them, and is forever grateful for it. He will accept anything asked of him, and even more when Missingno alters his attacks to be more plentiful and effective than the true Pokemon counterparts. He will attack with everything he has been given to give Missingno some more time.
… This may be your fight, but they do what they can to help you; it is their privilege. Now, didn’t you still need to work on that relatability of yours?
Missingno grins, and that grin widens as he look up with strained eyes. “Relatability? Who cares about that? I have ultimate power!” He jumps up, spreading his arms. “I am surrounded by danger that only I can defeat. And I can do so easily. Haven’t you ever dreamt about being so OP that saving the world is a piece of cake, and anyone with stupid ideas can be effortlessly taken care of?”
I-I guess so.
“I’m living that dream! I have power! I have morals! I don’t care what others think.” He lowers his arms as he looks at the ground. “I have avoided this fight for 20 years. But you know what? I’m not going to just sit around while others die because I can’t get off my butt and do what needs to be done!”
A unison cry comes from across the glitched field. “Missingno, you coming or what?!’
Missingno grins. He rips a single rocket launcher off of his custom weapon, loads a rocket, and leans it against his shoulder.
“YOU BET!”
Ok, I missed again. I apparently can't promise anything anymore. Just, try and stick with me.
As for the chapter, I hoped it made such a big impact as I had hoped. Fun, reveals, fourth wall breaks. This is it, time for some real fighting here!
Pokemon is owned by Nintendo, Creatures inc, and GAME FREAK inc. Missingno is an original spin on the Pokemon owned by them as well.
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