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#capcom could you maybe follow their lead on that
hamartia-grander · 9 months
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Tired of ppl erasing Leon's flaws. Anyway, resident evil 4 remake analysis:
The funny thing with the remake is, they didn't actually write out Leon's misogyny from the og; they simply recontextualised it. He no longer says "following a lady's lead just isn't my style", but he DOES say "maybe you aren't heartless after all" to a woman who's saved his life and the life of Ashley countless of times. Hell, Ada is the reason Leon lives past Mendéz, she's the reason he finds Ashley again, she's the reason he is able to find anything in that place, and he still has the audacity to act like she doesn't care, or worse, that she's completely heartless, just because he got his wittol feewings huwt.
Leon's so selfishly caught up in making it entirely personal, even when she established that it wasn't, that he's letting his butthurt feelings literally warp his perception of her into something monstrous. He is quite literally the "one woman wronged me in the slightest way so I will distrust and despise her forever but actually it was just my entitled ass demanding more than she ever consented to give" kind of incel. All she did was kiss him in re2r, she NEVER said it meant anything, or that - fucking hell - she'd be committing to him in any way. I mean the very fact that she should have shot him to get the sample but didn't should be the biggest proof, to the audience and to Leon, that she truly cares and just didn't want him to get caught up in her work, which she actively recognises is not morally sound work.
Also, Leon never once stopped to care about or consider her own turmoil about it?? Every time they talked it was about his feelings and his sense of betrayal and "or are you just using me again", it was never about her. She cares more about him than he cares about her and it breaks my heart. He only cares about himself in this situation, he only cares about how Ada's actions affected him through his own lens, he only cares about his own hurt and doesn't stop for a second to consider hers. He doesn't see Ada as her own person, he sees her for what she could do for, or to, him. He sees her as a projection of who he wanted her to be, not as a person. And that's misogyny at its core.
And as for the fans ignoring every wrong thing Leon has ever done, and instead hating Ada for doing nothing wrong, that too is misogyny :)
Edit to add: it's most clear in how Leon treats Krauser in the exact opposite way. Despite Krauser being a power hungry maniac who killed Luis in front of Leon, Leon still appeals to Krauser's honour, he still tries to put himself in Krauser's shoes and says he "understands" the pain and betrayal Krauser must have felt. And these are all normal, natural reactions to seeing someone you used to respect and admire fall short. But the point is, he reacts this way with Krauser because he saw Krauser as a human being capable of good, whereas he only saw Ada as a projection of who he wanted her to be, and when she wasn't actually like that, he hated her for it.
Capcom's misogyny infects everything they make, and while they genuinely tried making Leon no longer misogynistic, this kinda thing still slipped through because Capcom only sees Ada as a romantic extension of Leon.
Edit again: Another thing is that just because you might think something is in character for Leon/makes sense for him to feel/act a certain way, that doesn't inherently mean he's right to. Like, Leon's an unreliable narrator a LOT of the time - anyone who has survivor's guilt like he does is gonna be. Just because you think it "makes sense" or you understand why he'd be upset, doesn't mean he's in the right to treat Ada the way he did. Leon was also understandably upset with Krauser and his actions, even saying Krauser "won't get away with this", and yet he still approaches Krauser with respect, and tries to empathise with Krauser's experiences. I just need people to understand that this double standard from Leon is obvious and misogynistic, that's all.
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valleynix · 6 months
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How I Would Have Written Resident Evil: Village
let me preface this by saying a few things: i am slightly tipsy as i write this, so i apologize for any misspellings, incorrect lore, or things not articulated well. i also do not hate Ethan nor the original story of RE8, but i do think there was a lot of wasted potential and unnecessary plot holes
moving on, under the cut
i'll start off by saying that i loved Biohazard. it's genuinely one of my favorite games and the atmosphere is done so well. i love the horror, the mix of action, and the genuine fear you can feel as you run around, searching for answers.
Village did not have this, and it was a massive disappointment, as was the game itself, overall. i do still love it and it'll always be one of my favorites, but Capcom fumbled hard with the plot and the general story.
let's start off with this: in my own little fantasy land where Capcom doesn't hate women (joke), Mia would have been the protagonist in Village. think about how well the story could have gone between her knowledge from the Connections, her unknown relationship with Miranda, the fact she likely would have been struggling to actually fight (just like Ethan should've), and how much different her interactions would be.
i'm genuinely so tired of seeing husbands and/or fathers searching for their lost wife and/or child in horror games. appeal to a different audience!!! where's my mother searching for her lost child, taken by Eldritch horrors???
anyway, i won't be super detailed, but we'll say Mia is the protagonist and Ethan is sidelined :3
throughout the game, i personally would have made it much more obvious that the lords are indeed a family. like, i thought it was obvious enough, but apparently lots of people in this fandom didn't get the memo?? so i would make it more apparent.
and just like i mentioned in the one video i'd already made on this (kinda), i would have changed the lords' appearances and their deaths, pretty much meaning that only Donna (maybe) would have been killed. everyone else would have just been something for her to escape from.
(i'm sorry this isn't super detailed. i don't want it to turn into an eight hour essay, which i may do for a video later on, but anyway)
i will say that i probably would have changed the beginning sequence and made it more mother-daughter focused before Rose is taken. like, imagine Rose being kidnapped right from under Mia's nose without all the brutality and shooting, as comedic as that was, once you knew. the whole thing with Chris not telling Ethan what was going on was probably the dumbest thing in these games and i will forever stand by that.
so, we'll just say that Miranda somehow finds a way to subdue Mia long enough to kidnap baby Rose, and Mia wakes up cold and alone and has to follow a barely-there trail of footprints and feathers that eventually lead her to the village and the horrors within
i also probably would have kept the game during nighttime or early morning, simply because of how terrifying that would be. it's not as fun when you can blatantly see the mutants trying to stalk you (ahem. lycans.)
at this point, Rose is taken and we now have an angry mother on our hands that is very wary of what's going on around her, but now knows that Miranda is a culprit (because in my mind, Miranda has no real reason to hide from Mia, and came to her in her true form). this would leave the audience to question what she really knows and what she's been hiding, and while it would create skepticism, it would also generate curiosity.
Mia traverses the village in relative darkness, led only by the moon's light (hehe symbolism) and the occasional torch. she searches the village for any inhabitants, and while she mostly finds blood and corpses, she also finds a group of people still surviving and untrusting of her.
i think the scariest thing would be that every time Mia progresses and comes back to the village, more people are missing and she finds out rather quickly that it's Miranda's doing. this would leave a sense of fear within her: Miranda is watching and waiting, she is causing Mia distress and threatening her without outright doing anything, letting her know she is unsafe and alone without ever laying a hand on her.
we'll say she goes to Donna's first, under the impression that the hermit dollmaker could have taken Rose per Miranda or she's just being mislead by Miranda posing as a villager (or even the witch lady). from there, she's forced through hallucinations, vivid fabrications of Rose and Ethan, all while struggling to see what is real and what's made up.
she finds out that Rose isn't at the Beneviento Estate, but now, Donna isn't letting her leave. she's not allowed to let her visitors through those doors, saying something similar (though perhaps slightly more afraid) to, "Don't leave... I can't let you." this may hint at the fact that Donna herself does not want to hurt Mia, but cannot let her leave.
Donna's boss fight consists of hallucinations and fabrications, and Mia "dies" when she succumbs to one and doesn't realize what it actually is. there is no "monster" in this section, but it's probably one of the scariest parts, as it takes place throughout the blackened estate and the dolls are, in fact, still moving and making little noises.
Mia escapes somehow, and when she returns to the village, she overhears a conversation from Miranda and someone else (perhaps Rednic?) basically hinting at the megamycete and the ritual and what needs to be done. this begins the plot of finding out what the fuck is going on and where the hell is her daughter, which she believes will be found together.
(sad mother moments, of course. i'd make them tearjerking.)
Mia then finds herself stumbling to Moreau's reservoir, cold and angry, and from here, she starts to realize just how deep Miranda's corruption really goes and how much danger she's actually in. in her mind, prior to this, she thought Miranda was under some kind of control or that she was simply a lackey in a larger scheme of things.
after all, the Miranda she knew was much different than this one, much less angry and violent. Mia doesn't recognize this woman any longer, and she begins to find herself very afraid of what she's gotten herself into, though she doesn't regret it.
Mia hears Moreau's pleas for his mother to help him, to be proud of him, to notice him, and all Mia can feel is the heartbreak of a mother watching this child throw a tantrum for his mom's attention. she tries to kill him, but in the end, she finds herself out of ammo and cornered and freezing her ass off, as well as injured from wounds so graciously gifted to her by lycans and the varcolac.
she escapes, leaves Moreau to his cries and his desperation, and at this point, Mia wonders just how much farther she can go until she collapses. she remembers those little moments with Rose when everything was starting to look up and when she thought her life was going to be normal again, and for a time, she fades into unconsciousness.
when she wakes, it's eerily quiet, and she knows she needs to leave. after more of the villagers go missing and they mention laughing and screaming from the castle, Mia decides she will go there next in her attempt to find Rose and take her away from this fucked up place, get her out of Miranda's grasp before she can do god knows what with her.
the castle is... eerie, yes, but not quite as dangerous as she had been expecting. she meets the Dimitrescus and she's most likely flirted with a bit (as they tend to do), and because Mia is a woman, her pleas are heard and she is allowed to speak, if only for a moment. they come to find that Mia is only there for her daughter and she will gladly leave once she's found, but they're under orders from Miranda now to keep Mia alive (wink wonk).
that doesn't stop them from chaining her up and giggling as they leave, as they did before. i'd make the castle much darker and make more noises throughout the halls, like footsteps or quiet laughter, maybe some soft clanging or things slightly being moved, like vases or chairs, only for there to be nothing.
it's creepy, but there's nothing outright dangerous until Mia finds herself cornered in the kitchens with a very angry Bela now out for blood. she holds back only a little during this little spat, but eventually, it gets to the point that Mia shoots open the window and only distracts Bela before she runs and manages to get away.
(it's now a safe room for her, as Bela would have run away when her weakness was exposed and warmed up, bruised ego be damned. she'll just regroup with her sisters and go from there).
i think the phone call scene would still happen, but it would be a little different. at the very least, it would still show that Miranda does not care about the lords as much as she claimed to and cares more about the ritual and ceremony, but now Lady Dimitrescu is pissed and wants Mia out of her castle before she can actually kill one of her daughters.
(i like to think Bela and/or Cassandra would be in the room, quietly observing, and if the player looks away long enough, looking back would show one or both of them staring right at Mia before quickly looking away. you know the drill).
Mia somehow finds a way to sympathize with Lady Dimitrescu, perhaps because she refuses to kill Daniela while the former is nearby or something, and she ends up escaping (though it's obvious the action is allowed, as Lady Dimitrescu is blatantly keeping her distance but ensuring Mia is chased out. yada yada).
more creepy village stuff happens, more fights with lycans, blah blah. i'm not entirely sure what to do here, but i'll think more on it.
the factory would be last, and i think it would be incredibly interesting with Heisenberg likely knowing that Mia and Miranda had a past together. he might try to use that against her and try to convince her that Rose is their only hope for being free (maybe playing into what she'd seen with his siblings), but he's ultimately denied again.
Mia doesn't know this dude, doesn't know his true intentions or if teaming up with him will guarantee her death at the price of his freedom. everything she'd gone through would have been for nothing, and so, she refuses.
i think the factory would have been creepier if the mechanical noises weren't so loud and in-your-face, but that's just me. keeping the lights low and the enemies quieter but still lit up would have been great, but oh well.
after making it through the factory and proving how strong she really is (never doubt a mother), she is, once again, faced with the opportunity to join Heisenberg or join the dead. she denies him once more, manages to escape the factory (and Sturm) as metal flies by and she's probably pierced a few times, and when she eventually becomes free, she just collapses in the middle of a dusk-lit village.
she's been through so much, lost everything dear to her, and she still hasn't found answers or her daughter. she begins to wonder if she ever left that first hallucination at Lady Beneviento's but she's too tired to care-
and then the moldy tendrils begin breaking from the ground, near enough to terrify her but far enough to know that she's not in immediate danger. she hears laughter and searches through the mold (which she comments on), vision blurry, only to completely freeze when she finds Miranda standing near one of the tendrils, watching her with a fond smile on her face.
this is all i've thought about (because the ANGST of seeing your, at the very least, old coworker/friend who is now a CULT LEADER and trying to kill you...) but i'll probably expand way more on it if i ever do a video on it. i didn't want this to turn into a massive ramble (even if it already did), so i'll pause here for now.
i didn't hit everything i wanted to and i'm sure i'm missing a LOT of points, but these were all the major things i would have changed or implemented. i am very tired and tipsy, and i do apologize for anything that doesn't sound quite right or that's left with like... no other point or explanation. i'll do better next time <33
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greenjokwe-blog · 1 year
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Zack and Wiki: Quest for Barbaros’ Treasure - Finished 01/04/2023
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... I really, REALLY need to vet these games before playing them.
Zack and Wiki was high up on the list of games I needed to play for a WHILE. I bought it YEARS ago for preowned £12 back when the Wii was still relevant, I heard RAVE things about this game from places like Official Nintendo Magazine when it launched. As far as I’m aware, the game is still considered a hidden gem in the Wii library to this day. I left my Wii backlog abandoned for a while, so when I decided to finally dust off my Wii U (it wasn’t that undusted, was replaying some BoTW recently) and finally beat it, thinking a break with a nice, casual, children's point-and-click game...Fuck man, part of me makes me almost think I’M the issue.
Okay, compliments first cuz there’s a LOT to love about this game. The visual presentation is absolutely lovely. The models look great, colours gorgeous, animation is lovely, and honestly this game feels like to the Wii what Mega Man Legends was for the PS1. In fact I’d say this game has a lot of the best of Capcom’s default charm. Everything pops out and makes sense, there’s an inherent “kick” to how things feel to use and interact with, and in general, there’s just a great sense of creativity with the amount of game mechanics that fit into the structure of the game. This game has a ton of ideas and feels pretty unique for what it is, the best way I could describe it is like a fusion of Mega Man Legends, Ghost Trick, Secret of Monkey Island, and your standard early Wii game.
And when I say early Wii game, holy shit do I mean it. What’s nice about the puzzles in Zack and Wiki is that they are very beginner-friendly and easily solvable, but maaaan that does NOT follow up in actual execution. This game controls entirely via the Wii mote, and a lot of actual interfacing with the mechanics requires a variety of different motion control actions. Which, don’t get me wrong, at the time, SUPER cool, especially with how they’re integrated into the levels and the items it can feel super immersive, but it makes things a strain at certain points, especially towards the end of the game where it feels like half of the controls don’t even work like intended, leading to a lot of unintended deaths.
Oh yeah, dying in this game sucks. Instead of having your standard life system or using checkpoints, this game needs you to buy lives with gold, you don’t get any for free. What at first seems like an interesting idea to play into the games score system for solving puzzles, turns into immediate frustration very quickly, as large amounts of progress can be reset due to a mechanic not working or an accidental misclick, and your only reprieve is that you didn’t waste your money and have enough lives, which still resets your score, so you might as well reset anyway. It sucks cuz what could’ve been a convenience was turned into the exact opposite.
It’s so frustrating. If these features felt less broken, felt more considered and just, worked? I feel like this would be one of my favourite games on the Wii. And who knows, maybe it’s because of the final boss that really frustrated me and broke the straw, but man it’s hard for me to even look at the great parts of the game without thinking twice. I did really like the game at its best though, fusing great child-friendly point-n-click mechanics without the inherent puzzle-solving arbitrariness that may turn people off. I love games like this, I LOVE unconventional games and, if not limited by the pre-Motion+ Wiimote or maybe a better money balance for hints AND lives that didn’t require you to replay levels, I’d be suggesting EVERYONE check this out. I can still definitely recommend this game just cuz the good parts manage to be so incredibly impressive, unique and charming, but only with the pre-warnings I didn’t really give myself. I really really wanted to fall in love with Zack and Wiki, but all the things against it just make me never want to touch it or its post-game ever again. An EXTREMELY neat game worth remembering and looking into, but nowadays will need to be judged by new players to see if it’s worth the dive.
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retphienix · 2 years
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@sont
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(Even though I've little to add I wanted to make it a post since the replies are becoming lengthy)
(This is in response to a thread discussing just how significant the overhaul to HH in Rise actually is, and how upsetting this can be since you don't get to opt in or out, and how the Rise HH should/could have been a 15th weapon- and I agree and consider the context of just how big a change it was / how it's not optional in Rise is good for the discussion on Rise HH- both for the positives and negatives of it.)
(Side note, on the positive side for people who prefer non-Rise HH, there's like, literally no way my beloved Rise HH gets to continue on in the next monhun ;_;, but at least I still like classic HH and outside of Rise I've always been a GS main so I'll survive)
THERE IS SO MUCH POTENTIAL TO ADDING MORE SUPPORT WEAPONS AND SO MANY FUN HH DESIGNS THAT COULD BE ADJUSTED TO FIT IT!
I'm not particularly picky on how it'd be implemented (beyond gameplay, please let me use Echo 😔(Performance is fine too but...)), but I would love to see it attempted.
Not to literally counterplay you're proposal- just to BS my ideas because the overall idea is SO SICK- Maybe Flute can be all about being a DPS half support, aggressive moveset (as we know), and reliable uptime on their songs, but lower the efficacy of their songs.
So Flute could be in charge of all the generally unappealing or tertiary songs of monhun, things like (old, not elem res +10 version)blight resist, wind, tremor, maybe specific element defenses like Fire Res songs. And the understanding would be that it's a general DPS weapon that applies basic buffs and you can reliably have them up the whole hunt.
HH could have their songs efficacy improved even further potentially, from the 20%s of old to 30% perhaps. I'm not saying it because the sheer existence of Flute would require a buff, but just because I fuckin' love HH (old and new) so Capcom buff HH more for no reason lol
But truly, having HH's music library tilt more towards actually impactful songs- maybe (probably best to avoid overlap to grant identity to both) overlapping with Flute songs but better versions perhaps (Like Tremor + Wind (maybe even + Earplugs) on one song vs Flute needing 2 songs), mostly just the concept of HH bringing the damage boosting stuff and the VERY GOOD assist songs like Sharpness modifiers and Flute being the side-grade songs sounds cool to me.
Flute and Horn weapon designs being similar as if they are part of a band along monster trees sounds so fucking cool.
God, generally hype at just the thought of granting HH even better "Buff" songs and taking the 'fluff' and applying it to Rise HH- it genuinely sounds like a fun way to handle it.
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Oh, and since I sadly don't have the most to add to the following discussion you shared beyond the usual "Yep, that's the thing" I'll simply say it and nod supportingly your way because that's valid arguin' on preference:
You're statement on how Rise's switch skills lead to some overwhelming experiences, offered unfair benefit and preference to certain weapons, and took away part of the appeal of mastering a weapon that stays the same from day 1 to 100 and only you improve- all valid takes.
There's a lot to be said on the spinoff's switch skill mechanic. Honestly, most of my takes are positive- but only under the guise of it being a spinoff. Like, if Capcom came out and said "Switch skills are staying forever!" I'd be WAY more critical of them.
As they are, they grant me a lot of variety and appeal to weapons I didn't appreciate as much before.
But.
It also entirely broke balance in this game lol. And it killed identity for some weapons, and it DOES make the game more complicated in ways that can be overwhelming, and it DOES hold some weapons back until you unlock the proper switch skills-
AND IT BECOMES TWICE AS COMPLICATED WITH SWITCH SKILL SWAP-
it does all that and more, but I like it in isolation for one title.
I arguably feel the way you seem to about Rise, about Gen lol
I find Gen overwhelming and messy with all the styles and arts, it's a god dang cacophonous mess of options.
But that's also kind of the point of Gen? So I'm not 'mad' at it, it's just not my flavor of monhun.
I spent all my time in base Gen playing Guild Style Great Sword, IE, I was handed a game with a billion options, got overwhelmed, became grumpy, and decided to just pretend it didn't exist lol
I kinda regret that, I wanna give GU more of a fair shake since it's obviously NOT the future of monhun- it's a one-off spinoff expressing its own unique identity, I can respect that.
Not to imply a read on how you feel about Rise, just to share my experience of feeling a previous spinoff "Was good at what it wanted to do, and not for me" lol
Overwhelming options are a thing, and can be annoying as hell.
ANYWAYS. MORE SUPPORT WEAPONS!
HUNTING FLUTE OR BUST, CAPCOM!
Also that Lance support idea I keep bringing up, come on Capcom, give us more support weapons because it's neat and grants the community some variety beyond "Which DPS stick do you prefer?"
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weedle-testaburger · 3 years
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if ethan winters never asks lady dimitrescu 'what are big mommy milkers? I'm a visual learner btw' I'll have to conclude the praise for resident evil village is undeserved
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nasa · 4 years
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NASA Spotlight: Astronaut Kjell Lindgren 
Kjell N. Lindgren was selected by NASA in 2009. Born in Taiwan while his family was stationed overseas, he spent most of his childhood abroad and returned to the U.S. to complete his education and earn a Doctorate of Medicine from the University of Colorado. He is board certified in emergency and aerospace medicine. After serving as the Deputy Crew Surgeon for Space Shuttle mission STS‐130 and Expedition 24, he was selected to join our astronaut corps. Dr. Lindgren flew on the International Space Station from July 2015 to December 2015 and logged 141 days in space. He participated in two spacewalks and in more than a hundred different scientific experiments. In his free time, Dr. Lindgren enjoys spending time with his family, running, reading, movies, photography and amateur astronomy.
He took some time from being a NASA astronaut to answer questions about his life and career! Enjoy: 
What is one thing you would take to space that would make life easier?
A real R2 unit, of course! Just kidding, but in the future…  Honestly though, life is pretty good on the International Space Station. While it is still a lot like camping (sleeping bags, no running water, rehydrated food) the space station team has really equipped us for success. As you all prepare for YOUR future spaceflight, I would say that the two most useful items I had with me on a daily basis were a pair of scissors and a spoon. The scissors were super useful for cutting plastic wrappers, tape, etc., and opening food packages (much more useful than a knife). And the spoon is the only utensil you need for eating – at least with the food system that we have right now.
Who helped get you to where you are?
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Getting this opportunity, becoming an astronaut – that was a team effort for sure. I had so many people walking alongside me on this journey, helping me along the way. My parents set the bit early on – telling me that I could become whatever I wanted through hard work. They really gave me permission to dream big. Teachers and coaches, mentors, co-workers and friends all played a huge part in reaching this goal. Most of all, though, my wife, Kristi and my three kids have been an integral part of this adventure. I would not have this job, and I wouldn’t be successful in it without their love and daily support.
You and your crew mates were the first astronauts to harvest lettuce grown on orbit. How did it taste?
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The lettuce tasted like…lettuce, which was a good thing, because if it hadn’t, then it meant we had made a huge mistake. It was so much fun to be a part of that experiment. The payoff, getting to eat fresh grown food on orbit was of course, a lot of fun. But just getting to take care of the lettuce plant, watch it grow in the sterile looking environment of the space station, getting to take care of this living thing on a daily basis, it was good for the soul.
How do you prepare for someone getting hurt or sick in space? 
We train at least two crew members on every expedition to be Crew Medical Officers, or CMOs. They spend about 40 – 50 hours learning how to use the medical equipment and procedures on the space station, so that they can essentially serve as an extension of the flight surgeon in mission control. We have equipment and medication to deal with most minor illnesses and injuries. But because we are in low earth orbit, we can evacuate an ill crew member back to Earth in the event of a severe medical issue. This option won’t be available as we push out further from Earth, so we’ll need more rigorous training and a more comprehensive medical system.
How many times did you apply to be an astronaut?
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I was very fortunate and got selected on my first try. I have several friends in the office though, who applied 4 or 5 times before being selected. It is amazing to go through the selection process and to meet others who share your dream. Enjoy the experience and keep applying – it is worth it!
How can I improve my chances of being selected to become an astronaut?
I recommend continuing to do things that you enjoy, continue to build experience at work and maybe look for new opportunities in your job that will grow you in your career and grow you as a leader. But choose opportunities because YOU want to do them, not based on what you think NASA is looking for. There is no one path or experience that leads to becoming an astronaut. We have an amazing diversity of experience and background in the astronaut office.
What advice do you have for the newest astronauts?
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Enjoy the journey! Spaceflight is amazing, but even as astronauts, most of us spend 95% of our career on the ground. Enjoy every part of the job, supporting missions as a Spacecraft Communicator (CapCom), verifying procedures for a repair or training for a spacewalk. It is amazing to be a part of the team that launches and supports humans living and working in space. It is an amazing thing.
Which is more exciting: spacewalking or skydiving?
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Skydiving was pretty amazing. I got to do quite a bit of it as a member of the Air Force Academy parachute team. But there is nothing quite like doing a spacewalk. It is an indescribable experience, putting hundreds of hours of training to work, the physical and mental challenge of operating in that harsh environment. But the view outside the space station, of the Earth, the stars, the structure of the space station – it was a highlight of my time in space and something I will never forget.
What's the most interesting part about training with the Dragon capsule?
It has been awesome working with the NASA and SpaceX teams as we are preparing to launch in the Crew Dragon capsule. My favorite part of the experience has always been and continues to be the people. Safely sending humans to space and back is one of the most difficult things humanity has ever done. That challenge attracts the best and brightest people from across our country. Getting to work with those folks at NASA and at SpaceX, to experience their enthusiasm, dedication and ingenuity on a daily basis is a gift. It has also been a lot of fun seeing a different approach to human spaceflight. I’m very familiar with how NASA and the Russian Space Agency Roscosmos operate. It has been fun seeing a different perspective and approach.
Can you share your favorite photo or video that you took in space?
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Yes! This is my favorite photo of the Milky Way, with a lightning strike illuminating a solar array.
Thanks Dr. Lindgren, and good luck on your next spaceflight!  
Make sure to follow us on Tumblr for your regular dose of space: http://nasa.tumblr.com.
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devils-malady · 3 years
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Okay okay okay, long post as I just need to write out my inner thoughts on some lore stuff. Also possibly some theories on possible sexual assault? so read on with that warning.
This has been haunting my waking and sleeping time. (I need answers, Capcom!) If anyone wants to discuss any of this, please, by all means.
So I have been thinking about the fucky timelines we have for RE8. Like really really fucky. I have specifically been thinking about Donna's and in extention, the family Beneviento. I feel like that Charley Day conspiracy meme, I shit y'all not.
So we have mention of a Bernadette B. Age 21, no occupation, no prior illnesses. She was subject 177 in Miranda's cadou experiments, which resulted in her death.
Then under that entry, we have Alcina D. Age 44, noble descendant. Not from the village. Hereditary blood disease. Subject 181.
Alcina was made into the magnificent Tall Lady she is in the 1950s, right? Like, it's implied because of the way she dresses, yeah? Was there an actual date or is it kinda just guesses? But Bernadette would have died in that same timeframe.
So next, we have very little in regards to who our dear doll-loving Beneviento Lord was before other than really just Donna Beneviento.
The first information we really get directly is the gardeners diary, though no year is given.
"November 10th
Mistress Donna is now Mother Miranda's adopted daughter. In all my years, I've never been this overjoyed.
Ever since childhood she has always feared others, due to the scar across her face.
After her parents' death she locked herself away and would only talk to Angie, the doll her father made her.
I am forever thankful to Mother Miranda's infinite compassion."
I dont think this diary is decades old but I could be wrong. I feel like the gardner probably died in the span of the days leading up to Ethan coming to the village, when Miranda let the lycans have their way.
Okay, so in this canon, presumably her parents death was the final straw for her? Also fearing others, speaking through a doll, and as Miranda's notes stated severe mental illness and an almost child-like mental state, is not usually a good equation to cultivate the necessary interactions to create and have a child so following my trail there, I personally find the theory of Claudia being Donna's daughter unlikely? Unless Capcom really just said "hey you know what will make her even more tragic?" Then proceeded to make Donna a part of the #metoo movement. I cannot stress how much i really really dislike this implication.
Now, if Claudia were an adopted child, would she even have the potential to be used as a vessel for Eva? Is some connection to the 4 houses needed or was that just in regards to the 4 lords? Would Donna even be able to care for a child?
I feel like i need to add in here, I don't think any one elses theories or headcanons are wrong. Like, I know I'm probably wrong, but we just don't have enough information. I just have to get this shit out of my head because it really is interrupting my sleep.
So we have no death dates for her parents, but we have a range for Claudia of 1987 to 1996. And we have the other diary entries for the gardener.
"November 27th
Mistress Donna seems happy. It might be my imagination, but I feel like her doll Angie is even more lively than before.
She came to me in the garden today and used Angie to talk with me. We had a mighty fine conversation.
Something about receiving a gift of power from Mother?
November 29th
Mistress Donna gave me yellow flowers and told me to plant them in the garden.
I planted them in front of Miss Claudia's grave. I don't know if it was the scent of the flowers, but I felt light headed. Then, like a dream, I saw my departed wife.
I mentioned this to Donna and she seemed thrilled by it. She told me to go to the house tomorrow and see her. She said I could see my family once more.
I'm not sure what she meant by that, but she's so kind."
Alright, so Donna was implanted at some point after 1996. In regards to the titles he uses, she is Mistress, because she's the head of the household after her parents death. Claudia was only a little girl when she passed away so it would have never changed from miss. I don't know if Claudia and Donna were twins, but I do personally like that theory, but Donna could have been a little older even, maybe a young teen. We have her portrait, without her scar, that we know she's had since a child. The portrait seems to be of an adult or young adult woman with Angie seeming to be in somewhat better condition, but that could have also been artistic liberty as the scar being left out possibly was. It was never stated if she doesn't age like Alcina, does it? Cause it says she's pretty much human except the control she has over the mold infected flowers.
I forgot where I was even going with this, other than I really like the Donna that people have made through the fics and headcanons posted. It makes me feel a lot less shitty than the shit rolling around in my multi-track brain.
If i remember any more of the points i wanted to express, I'll add them later. I've given myself a case of the sad, and I need to find something to lift my mood.
(To the Americans out there, have a lovely and safe holiday.)
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curious-minx · 3 years
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Notable 2020 Video Game Soundtracks That Can Be Enjoyed As Standalone Experiences
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Video Game Music is gaining recognition, with many soundtracks receiving vinyl pressings, orchestral concert reviews, and an increasing presence on music streaming platforms such as bandcamp and Spotify. We’re also witnessing the uprise of indie video game development teams where games are being made by the sort of passionate type of game designer that takes soundtracks seriously.  Soundtracks by small teams of developers such as Celeste, Undertale, Disco Elysium, Hollow Knight, RuneScape, and Lisa: The Joyful are titles with soundtracks that easily stand up against the likes of bigger budget productions made by reliable sources of video game music like Square-Enix and Nintendo.
2020 is no exception in terms of having one of the biggest budget soundtracks around with Final Fantasy 7 Remake, which builds upon a legacy of industry-standard-creating soundtrack work. Taken as a whole, Final Fantasy 7 Remake’s soundtrack is clocking in at over 8 and half hours of music. The soundtrack has three composers with the Beethoven of video game music, Nobuo Uematsu, most notably coming out of retirement to get the job done.  Here are some other amazing 2020 video game soundtracks more conducive for standalone background listening:
TETRIS EFFECT by HYDELIC 
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Genres: EDM, Ambient Pop and straight up Ambient 
Describing this album makes me feel like I’m some sort of burnt out fanciful raver, head permanently lodged in the clouds. The level of giddy technicolor enthusiasm rivals that of Icelandic Sigur Ros frontman Jonsi, but if he wanted to keep his post-rock firmly planted in the outdoor music festival on Mars territory. Despite the album’s notable two hours runtime, each and every song feels like its own uniquely crafted composition, no repetitive motifs or nostalgia-baiting.
There is unfortunately still a Tetris movie in some sort of shaggy state of development in Hollywood right now. The movie is being billed as a dull biopic about the creator of the Tetris game. Whereas listening to Tetris Effect you imagine a Tetris movie directed by someone more fitting like the Wakowskis. Tetris Effect’s opening song “Connected (Yours Forever)” is a bonafide vocal pop song, like a more sugary CVRCHES-style cooing of the lyrics:
“I’m Yours Forever
There is No End in Sights For Us,
Nothing Can Measure the Kind of Strength Inside Our Hearts,
It’s all connected we’re all together in this life, don’t you forget it
We’re all connected in this”
Try your best not to imagine a cast of Hollywood’s most beautiful plucky orphan mutant misfit youths using the power of Tetris to heal a broken and dying planet!
Notable Track: Next Chapter
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HADES by DARREN KORB
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Genres: Progressive Metal, Folktronica, Folk Metal, Dimotika, Greek Folk Music
Darren Korb has become one of the most notable video game composers of the past decade. Korb, an integral member of the Supergiant family, continues to outdo himself with each and every soundtrack. Bastion and Transistor originally found Korb creating a niche for himself with downtempo folk-infused electronic soundscapes and even some vocal pop with collaborator Ashley Barrett. Hades is an altogether different beast for Korb, who much like the developers of Hades, have found themselves at the height of their powers.
Korb also contributes vocals on this album, and I can say without hesitation that these are some of the nicest vocals I’ve ever heard from a video game music designer, because video game musicians are bonafide musicians.The album clocks in at two and half hours and separate from its game is still an absolute thrill ride.
Notable Track: In The Blood
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DEFECTIVE HOLIDAY by MECHATOK
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 Genres: Ambient Trance, Balearic Beat, Progressive Electronic, Nature Recordings, Spoken Word, New Age
One glance at the album artwork is all it took for me to know that I must listen to this album. Defective Holiday is an indie walking simulator that is explicit about its intentions: a lightly interactive one hour experience. This soundtrack clocks in at only 31 minutes and it is purely the most conventional album in terms of length.
Last week in late November, Mechatok announced a collaboration with one of the leading zoomer Swedish cloud rap mavericks Bladee, the cofounder of the Drain Gang. Last month gives a pretty clear picture of what kind of circles Mechatok is floating in on. Highly online gonzo vaporwave maestro James Ferraro is another apparent influence on this soundtrack, especially regarding the way the sinister mundane dialogue is woven into the soundscape. There’s one particular track on the Defective Holiday OST, “Rescue Shot Buibo”, that is adorned with standard trap-style drum fills that give the album a shot of energy before wandering back off into the haze. This soundtrack and video game is all about the pure vibe and aesthetic nature that are currently trending in these extremely stressful times.  In a time where all of our holidays were defective from the very start, I think the casual walking simulator will remain a genre high in demand. I have a feeling we’re going to hear a lot more from this empathetic young German.
Notable Track: Valley
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Last of Us II by Gustavo Santaolalla, Mac Quayle (and Ashley Johnson)
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Genres: Ambient, Cinematic Classical, Dark Ambient, Spanish Folk Music 
L
The Last Of Us is a horror game where the music itself is arguably playing a critical character role, which can only be expected billing two titans of audio visual soundtracks. Of course Academy Award winner Santaolalla knows his way around a soundtrack. Wielding a resume of astonishing versatility in various TV and film projects, he might have found his higher calling in not only video games but in the horror music canon. Last of Us is an extremely emotional series, and with the wrong soundtrack, the experience could become insufferably bleak. The occasional  splashes of color and light are what make this soundtrack so unsettling and eerie. Not since Silent Hill 2’s Akira Yamaoka has there been such an effective standalone horror video game soundtrack experience. No wonder Gustavo Santaolalla is one of the only video game composers integral enough to the game to warrant a cameo banjo-playing character model based off of him.
As if having one major composer from prestigious TV and movies wasn’t enough, Mac Quayle, composer of the whole Mr. Robot series, contrasts against Santaolalla’s acoustic contributions. The soundtrack itself is sequenced in a way that switches between the two composers. “The Cycle of Violence” composed by Quayle, a track that more than lives up to its name, is immediately followed by Santaolalla’s somber “Reclaimed Memories.” This dance between violence and heart is what the Last of Us excels at as a franchise, and that is why this soundtrack is an effective stand-alone experience.
The only disappointing part of the soundtrack is that Ashley Johnson, voice actor of Ellie’ three songs, is not included in the game’s official tracklist. Ellie’s “Take On Me” a-ha and “Future Days” Pearl Jam covers have made a little history by being the most powerful songs sung by a video game character. When Ellie sings and plays on her guitar they aren’t some little Easter egg idling moments to provide levity for this heavy revenge horror story. These songs are used to make some of the strongest character development choices made by a video game character seen in recent years. Ellie is joining a small club of singing video game characters alongside Parapa the Rapper and  maybe the cast of obscure Atlus title Rhapsody: Musical Adventure.
Notable Track: Unbroken
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Persona 5 Royal Straight Flush Edition by Shoji Meguro 
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Genre: Acid Jazz, Alternative Rock, Alternative Metal, Lounge, Jazz-Funk 
This is one of those soundtracks that, much like Nobuo Uematsu’s work in Final Fantasy, is really the heart and soul of the entire Persona franchise (and his work in the adjacent Shin Megami Tensei universe is equally as noteworthy). Persona 5 Royal finds Meguro making his most complete, funky, and otherworldly opus that sounds like no one else in the biz.
You will find many people online scouring message boards, subreddits, bandcamp features, and Yahoo Answers looking for more music like Persona 5. Outside of Metal Gear Solid: Snake Eater, how many other games are packed to the brim with truly foxy songs!? Persona 5 could not predict how badly the title “Throw Away Your Mask” would age, despite the game being more than ahead of its time with the majority of NPCs wearing PPE. Be a good Joker, put on your mask and keep chasing Meguro’s acid jazz-infused dragon through many more semesters to come.
Notable Track: I Imagine
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Streets of Rage 4 by Olivier Deriviere & Various
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Genres: Electro House, Nu Jazz, Synth Funk, Acid House 
Composer Olivier Deriviere is a living definition of a video game soundtrack journeyman. He has a career stretching back to the early 2000s working on notable big budget titles like the divisive 2008 Atari fifth Alone in the Dark installment and Remember Me, an unsung buried gem from the PS3/360 era Capcom title. Remember Me is where Deriviere’s electronic leanings started becoming especially prominent in his sound. On the Streets of Rage 4 soundtrack Deriviere has completely come into his own element, developing a whole new sense of campy playfulness.
Electronic French House music can be a divisive genre. For every Daft Punk commercial success there is a band that ruffles feathers like Justice. I sense a strong presence of late departed French House titan Philippe Zdar of Cassius as well. If you’d played this soundtrack for me out of context, I would have guessed an obscure voguing tape from the 80s or a really talented mysterious DJ set. Instead, this is a sequel to a classic beat em up franchise that left a portion of players disappointed by the game’s four hour playtime. The soundtrack is over an hour and fifty minutes long of high octane House music bliss. Much like the Tetris Effect soundtrack, it is truly impressive how much depth these tracks have when they could have easily been nostalgic recycled beats. Sometimes a game’s soundtrack can offer more post game enjoyment than an actual game.
Notable Track: Chill Or Don’t
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Hylics 2 by Chuck Salamone & Mason Lindroth 
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Genres: Experimental Rock, Neo-Psychedelia, Hypagogic Pop, Stoner Rock, Jazz-Rock
A soundtrack that comes closest to capturing the experience of hearing the Earthbound or Katamari Damacy soundtracks for the first time. The Hylic indie RPG series is a wonderful and strange beast that is ready to frolic and show its playful side. Hylics is a part of a recent uprising of indie games being developed on the RPG Maker software. 2020 year has left us all with variations of the same stressed out adjectives: Weird. Messed Up. Surreal.
Why not listen to an album from a game that is the perfect embodiment of that surreal mantra? Step away from your computer, draw a bath, and put this album on. Thank me later!
Notable  track: Xeno Arcadia
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Ultrakill: Infinite Hyperdeath (Act I Soundtrack) by Heaven Pierce Her aka game developer Arsi “Hakita” Patala 
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Genres: Drum and Bass, Industrial Metal, Ambient, Progressive Metal, Acidcore 
Nothing says “modern indie game development” more than a game built completely from the ground up by one person. Ultrakill’s developer “Hakita” is one of those kindly folkloric DIY figures that make video games such an extensive art form. The game is a painstaking gloriously bloody ode to Dooms of yesteryear but with plenty of its own fine tuned style. The perfect soundtrack for when you’re painting your personal Hell a darker shade of gore, but also would really like to kick your ass into shape if you need an adrenaline boost to your Quarantine blues.
Notable Track: Panic Betrayer 
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Risk of Rain 2 by Chris Christodoulou
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Genres: Progressive Rock, Space Rock, Space Ambient,  Post-Rock
Something about the country of Greece brings the best kind of futurism out of the country’s composers. Christodoulou’s Risk of Rain 2 soundtrack is no Bladerunner knock off. This soundtrack for the colorful sci-fi indie rougelike is punchier and less nocturnal than your typical synth-heavy sci-fi soundtrack. Risk of Rain is one of the more successful Kickstarter series around and has the best quality an indie game can have: it feels like a labor of love on all fronts. There’s no reason a rougelike like Rain of Ruin or Hades needs a soundtrack this good, but Christodoulou casts a spell with his electronic-driven prog rock that makes you want to keep respawning. A huge missed opportunity if Christodoulou does not get to soundtrack an earnest sci-fi action-adventure for even big screens. Oh! This soundtrack also features some spoken word segments from Werner Herzog; what more do you need to know?
Notable Track: The Rain Formerly Known As Purple
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Warhammer 40,000: Mechanicus by Guillaume David
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A big debut project from an up-and-coming composer Guillaume David. Prior to the making of this soundtrack, David was a video game voice actor who worked on a Resident Evil Devil May Cry crossover voicing the character of “Hunk.” Warhammer 40K might become a franchise that more people will care about solely based on the quality of this installment’s soundtrack. When you see the title Warhammer 40,000, what sort of sounds come to mind? If you guessed “Neo gothic cyber Gregorian chants that seamlessly melds the ancient and futuristic”, you would be correct. A turn-based action game could possibly fall into dull territory, but with a visual identity as strong as Warhammer 40K  melded with a suitable musical atmosphere, the action and world becomes irresistible. This soundtrack is a brisk 56 minutes and the other soundtrack on this list with a more conventional runtime. Not a second is wasted on this dynamic and fantastical soundtrack. Prior to hearing this soundtrack I had no intention of ever looking into playing a game based off of something as convoluted as Warhammer 40K, but now I very much want to know what these robot priests are about. That’s the magic of a quality soundtrack.
Notable track: Millenial Rage
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Honorable Mentions:
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Happy Listening! 
132 notes · View notes
parvuls · 4 years
Text
fic: in the space between (1/2)
the astronauts/scifi au literally no one asked for.   a 3k ficlet of eric bittle thriving in places the world thinks he can’t -- in every single universe.
(part 1 | part 2 | read on ao3)
-
    FABER 15 AIR-TO-GROUND TRANSCRIPTIONS
  00 00 00 34 CAPCOM L. DUAN
Just letting you know your trajectory is headed straight into Driucs, Zimmermann. Over.
00 00 00 41 COMMANDER J. ZIMMERMANN
Roger. We copy that, Houston. Changing courses now. 
00 00 00 48 CAPCOM L. DUAN
Get on that. Things aren’t looking good ahead. Over.
00 00 00 55 SECOND PILOT B. KNIGHT
Can’t believe you don’t fucking trust this guy. He’s already tense as shit, Lards, you got nothin’ to worry about. 
00 00 00 57 SECOND PILOT B. KNIGHT
Over.
00 00 01 06 CAPCOM L. DUAN
Keep it clean on the coms, Faber 15. Administration is already on your case. Over.
00 00 01 12 COMMANDER J. ZIMMERMANN
Roger. You’re welcome to come shut him up. Over.
00 00 01 19 CAPCOM L. DUAN
Wish I could, Zimmermann. Change courses, now. Or I’m stealing a ship and coming to beat your ass. 
00 00 01 22 CAPCOM L. DUAN
Off record, Houston. Delete from written transcriptions. 
00 00 01 24 CAPCOM L. DUAN
Just get out of dodge, Faber 15. Over. 
00 00 01 30 COMMANDER J. ZIMMERMANN
Roger. Trajectory adjusted, should be going around Driucs. Over.
00 00 01 36 CAPCOM L. DUAN
(Music: “It’s About Time”)
.
  Driucs is a ball of hot pink mottled with orange from the sandstorms raging on its surface. Shitty thinks that it’s pretty, wants to screencap the ship’s monitors so he can ask Lardo for a painting of it later. Jack thinks that it’s an unnecessary hazard ringed with a dense asteroid belt, and that all he wants to do is bypass it as quickly as possible without colliding with a mass of solid carbon.
“Chillax,” Shitty says to this, kicking his feet up to the control panel. His toes are edging the radar display, and Jack grinds his teeth, shoves them off without bothering to argue about it once again. He’s so tense that he doesn’t even comment on Shitty’s choice of socks; galaxy printed with tiny marijuana leaves, crisse. “Everything will be A-OK. Always fucking is, Jacko.”
Jack wipes his brow with the back of his hand, shifts his hold on the control wheel and tries to focus on getting them through safely. “You know I hate it when you’re being cavalier.”
The door to the flight deck slides open, and someone exclaims, “Oh, what a view!”. Jack doesn’t need to turn his head; Bittle walks up between the two piloting seats, leans right on the center panel to gaze up at Driucs through the big windows. “It’s absolutely gorgeous, ain’t it? We should make a stop there.”
It’s what he always says. Jack specifically asked Holster to keep Bittle in the sleeping quarters until they’re out of the Merudan System because he’s got no patience for this right now. “It runs a hundred and two degrees, Bittle. We can’t make a stop there.”
Bittle talks about everything like they’re driving Route 66 down to Arizona and landing on a foreign planet is just a stop at Wendy’s for a Vanilla Frosty mid-roadtrip. Some days Jack can’t believe NASA ever let him out of the Solar System; other days, he thinks that maybe they did this so he’d never come back.
Bittle either doesn’t notice Jack’s impatient tone or, most likely, chooses to ignore it completely. “A hundred and two degrees is just another hot day in Georgia,” he huffs, rolling his eyes dramatically. “Goodness, it must stop being winter in Canada sometimes, does it not?”
Shitty snorts. His feet are back on the panel again, scratching against each other absently. “I think he means a hundred and two degrees Celsius, brah.”
Bittle pauses, hovers over Jack’s shoulder for a moment. And then says, “Oh. Well, that is rather warm, indeed.”
.
  They picked Bittle up from a tiny space station right by Cleto, where they'd stopped for supplies. The order came from high up in Houston, and was very specific: Bittle was to join them on all ground missions until further notice, and was to lead all communication with nonhum species. They were provided with no background information or justification for expanding Jack’s crew, and Flight Director Hall hung up on Jack when he tried asking.
Bittle, the moment he stepped into the ship through airlock, pulled off his helmet to reveal a head of blonde hair and a radiant smile. His suit had pins of rainbows and bunnies on it next to the American flag, blatantly disobeying uniform regulations. He offered his hand for an enthusiastic handshake despite the bulky EV glove covering it -- without decontaminating first -- and Jack’s first thought was that all of it must be a joke. 
But it wasn’t. It’s been three months since orders came and no further notice was given. Instead, every day since has been filled with ceaseless chatter and pop music playing in the communal area and Bittle’s petulant morning complaints about intergalactic coffee being just not the same.
“You’re not even trying,” Shitty tells Jack nearly every night. He’s made a habit of crawling into Jack’s bunk since their first year on the same crew, gives bullshit excuses about how Jack keeps him warm in the cold, cold outer space. It’d be less troublesome if he at least bothered to put some clothes on to save Jack the uncomfortable conversations with Mission Control Center about workplace relations. “Do not motherfuckin’ lie to my face, Zimmermann -- you are not trying, you didn’t try once, Bittle is a tiny Southern bundle of delight and you’d like the shit out of him if you could get over your sorry ass and try.”
But Jack doesn’t want to try. Jack wants to get to his annual performance review and pass with spotless marks, which may as well not happen if Bittle insists on striking conversation with every nonhum race they encounter during the simplest of missions. Jack didn’t leave Earth to make friends, neither with crewmates nor alien species, and he certainly isn’t looking for friends who put his job at risk.
Shitty won’t stop pestering him about it, though, so Jack takes to pushing him out of the bed and shoving a pillow over his ears. It doesn’t make Shitty stop talking, but Jack is good at pretending to fall back asleep.
.
  Evor is five days’ flight past Dricus. Jack assembles a mission brief in the communal area the night before landing, gathers the boys around the large screens covering the rounded center of the ship. The screens are currently displaying all known information about the people of Evor, who are notoriously unfriendly and are especially inhospitable towards humans. There are reasons, Jack figures, but he never looked too deeply into it; he has no intention of contacting them at all.
“Mission goal is to extract soil samples from the mines on the mountainous side of the planet,” Jack says. The images on the screen behind him switch on voice command, are now a rotating photo of said mines. “It’s mostly unpopulated, so there shouldn’t be any run-ins with the locals. Mission estimated time is three hours on Earth clock.”
Ransom shoves his hand into the bag of chips balanced between Holster and him with a contemplating expression. “Sounds like child’s play. We all going in?”
“Yes,” Jack crosses his arms. He’s no doubt that any of the boys would like to stay behind and get a few extra hours of rest, but he doesn’t like taking unneeded risks. There’s strength in numbers, and he feels safer knowing that they have several eyes watching several backs out there. “Solid landing, no risk to the ship, no reason for anyone to stay here. Get your gear ready tonight.”
“Wait, Jack --” it’s Bittle. Of course it’s Bittle. Jack takes a deep breath and turns to him. He’s sitting in a single seat, legs crossed and hands clasped in his lap. “Listen, I’m not sure it’s such a great idea.” Jack’s scowl must be deeper than usual, because Bittle cringes and hurries to explain, “I mean, no offence to your -- mission planning, or. You’re usually great at that. I just mean, the Evor people don’t like strangers, and they sure as heck won’t like us, and they’re a people of warriors, you know, like, they make their money off lending their fighting skills to other armies --”
“Is there a point to this?” Jack cuts him off. It’s not that he doesn’t think Bittle means well, because he’s not blind: Bittle is made of nothing but good intentions and sunshine demeanor. His tendency to babble on and on simply isn’t welcome during mission briefs. Too time-consuming. 
“Yes,” Bittle insists. He looks unhappy, a tiny furrow wrinkling at his forehead. “Going in with more than two or three men can be seen as a threat, and I just don’t think --”
“It doesn’t matter,” Jack interrupts, “because if all of you will follow orders there’s no reason for us to come across them or stay on the ground for long enough to be perceived as anything but transients. Leaving crewmates behind is a risk that we won’t be taking.”
“But --”
“End of story, Bittle,” Jack says, and it’s louder, meaner than it usually would be. He can see Shitty frowning at him from the corner of his eye, can see Holster glaring into his handful of chips. He gets that they feel overprotective of Bittle, being the smallest and the newest, but if Bittle wants to be part of the crew he’s got to either get with the program or quit. Jack can’t lower his professionalism standards just because Bittle might be offended. “Any more questions?”
There’s silence, so Jack adjourns the brief and turns away. He can hear, muttered from somewhere behind him, “Yeah, what crawled up your ass?”. He chooses to ignore it and focus on turning off the screens, instead of giving it enough thought to start doubting himself.
.
  The worst thing is: Jack can’t figure out how the hell Bittle got there.
“I think he has a degree in like, sociology or something, man,” Holster told him a few weeks after Bittle had come aboard, while they were waiting outside the showers and listening to Bittle’s off-key rendition of a song that’d been in the radio maybe a decade before. “A master’s, I think, definitely no doctorate.”
Holster actually really liked Bittle, right off the bat; they all did, bar Jack, which just made the whole situation even more irritating. But they hadn’t gotten a lot of sleep that night and Bittle’s singing was truly awful, so Holster was probably feeling less kind than usual.
“Shitty’s got four PhDs,” Jack said, banging his head back against the wall, abstractedly thinking that a concussion might make the singing stop. “Ransom’s getting his second one now. While in space. You don’t think it’s fucked that some undereducated humanities kid from nowhere, Georgia is going through the cosmos like he’s on a third grade school trip?”
Because Bittle was terrible at physics, and he paled visibly whenever someone started talking about biomechanics, and Jack had once caught him snoozing while Ransom had been fervently explaining the primary composition of Krer’s atmosphere. The most insulting part of it all, probably, was that NASA used to demand a STEM degree to even qualify for a program, and Bittle barely had a dubious understanding of astronomy, while traveling space.
Of course, the moment the words were out of Jack’s mouth the singing stopped and the bathroom door slid open, Bittle standing behind it. He was wrapped in a towel, beads of water still lingering on his temple, dripping down his cheekbones. His face was red, blotchy, but the hard expression on his face made Jack think that the color wasn’t necessarily from the water temperature. 
“Excuse me,” he said, voice uncharacteristically cold. His shoulder knocked into Jack’s when he passed them, leaving behind a wet patch on Jack’s shirt. Bittle was small, and the door was adequately sized, and there were a good two meters between Holster and Jack, which left the obvious conclusion that it was most definitely on purpose. 
Holster followed his departure with bleary eyes, shifting the bundle of clothes in his hands guiltily. “I think he heard you, bro.”
Jack rubbed at the wet patch with his right hand. “No kidding,” he grunted, and couldn’t really find it in himself to care.
.
  Bittle seems wary from the moment they step foot on the jagged surface of Evor. Holster and Ransom force their way into the space by his sides, bracketing him like two towering bodyguards. They do their best at trying to get him to lighten up while climbing up to the mines; the crew figured out that they all played hockey at some point of high school, so Holster is animatedly explaining the rules of zero-G hockey, all of which he’s made up himself. 
“And sometimes we do full out matches when we meet other ships,” Ransom says, struggling with the unfamiliar gravity force to hoist himself up a big rock. “But a few months ago we were on Islikaru and there was this Russian crew, and this dude, Alexei, oh my god --”
A few small stones tumbling downhill bump into Jack’s boot, drawing his attention away from Ransom’s voice, and he mutes the coms to listen closely for any noises. There’s a rumbling coming from the other side of the mountain. It sounds like -- oncoming thunders, maybe, or a little like --
“Prepare for attack,” Jack turns the coms back on immediately, dives in front of Shitty to block the crew’s path up to the mines. Shitty stumbles, catches himself with one knee and both palms flat on the ground. “Abandon mission, now! Back to the ship!”
A dozen of Evor warriors descend from beyond the peak of the mountain, closing in on them faster than they can run. Jack’s crew doesn’t carry weapons. The Evor warriors are big, look like an odd mix of a gorilla and an elephant that’d be classified as some sort of reptile. Ostie de tabarnak, Jack knows next to nothing about them, and definitely nothing about how to beat them in a fight three-on-one. 
“We’d never make it back on time!” Shitty yells, clambering to his feet and shoving the rest of the boys back down the mountain anyway. He’s right, but Jack has no backup plans and less than no time to come up with any. This was not supposed to happen, there was no reason for this to happen. They’ve been on Evor ten minutes, not even that.
Bittle jumps from between Holster and Ransom, scrambling up to reach Jack. He grabs Jack’s arm, face white and rapid breaths fogging up the visor. His expression is just as terrified as the rest of them, but Jack has never seen him this determined. It makes his feature look sharper, less angelic. “Let me go talk to them! Jack, let me --”
“What?” Jack rips his arm away, tries to shove Bittle back towards the ship as fast as he can. “Bittle, are you insane, they’re coming to attack us --!”
“Because we seem like a threat!” Bittle yells. The volume of his voice catches Jack by surprise, gets him to stop racing down for a moment just long enough to remember that Bittle said the same thing at the previous night’s mission brief. That Bittle must be holding himself back from screaming, I told you so, and now look where we are. “Let me go talk to them, I can explain the situation --”
“No! They’ll attack you before you get a word out --”
“They won’t! I understand their culture, the way they work -- Jack, you just -- you gotta let me try!”
“You’ll die --”
“Oh, Lord, we’re gonna die either way, so what’ve you got to lose, Zimmermann? You gotta trust me to have your back! ”
Jack stops. His breathing is loud in his ears, heart pounding. Shitty, Holster and Ransom are ten meters down the mountain, staring at Bittle and he wide-eyed, waiting for a decision. The Evor people are fast, and they look furious; they’re ninety or maybe a hundred meters away, and closing the gap with every second. Jack swallows, tramps down the panic rising in his throat. 
“Go,” he says finally, voice gravelly. “Go, Bittle.”
Bittle gives him one last wild look, and runs towards imminent death. 
.
  FABER 15 CREW GROUND-TO-GROUND TRANSCRIPTIONS
  00 00 02 04 CAPCOM L. DUAN
Faber 15, Faber 15, this is Houston. Over.
00 00 02 06 CAPCOM L. DUAN
Faber 15, this is Houston. What is going on. Over.
00 00 02 09 CAPCOM L. DUAN
Faber 15, this is Houston. Answer me. Over.
00 00 02 11 CAPCOM L. DUAN
Goddamnit boys, what happened!
00 00 02 14 COMMANDER J. ZIMMERMANN
Houston, this is Faber 15 returning to ship. Over.
00 00 02 17 CAPCOM L. DUAN
Jesus Christ, Jack. Tell me what happened.
00 00 02 21 SECOND PILOT B. KNIGHT
Jesus’ got nothing to do with this, Lardo. This was all Eric R. Bittle.
00 00 02 25 COMMANDER J. ZIMMERMANN
Mission didn’t go as planned. Sending you a full report as soon as we’re back on board. Over.
00 00 02 29 CAPCOM L. DUAN
Roger. Tell me everyone’s okay, Zimmermann. Over.
00 00 02 34 SECOND PILOT B. KNIGHT
Alive and kickin’. Can’t get rid of us that easy. But seriously, tell whoever sent us Bittle that I’m getting them a fruit basket whenever I’m back on Earth. 
00 00 02 38 CAPCOM L. DUAN
Roger. I’ll tell them to expect that. Get that report done ASAP, Zimmermann. And never do this to me again. Over.
00 00 02 42 COMMANDER J. ZIMMERMANN
Roger, Houston. Out.  
.
  The boys all separate into their quarters as soon as they’re back in the ship, their postures slumping and their hair damp with cold sweat. Jack stays behind, twists the airlock chamber shut. It feels like his entire body is heavier than usual, and it isn’t because of the ship’s gravity. 
When he looks up, he finds that Bittle’s still there; there’s an uncomfortable pause when they both hesitate by the passageway. Bittle’s back is turned to Jack, muscles tense beneath the dark fabric of his undershirt, but his head is tilted over his shoulder, searching for Jack’s eyes. His face is closed off, looks as blank as it can get. Jack’s hands clench into fists by his side and it makes the rubber of the gloves creak. He works his jaw as he tries to find the right words to say.
“That was --” he begins, and then swallows with difficulty. Bittle doesn’t turn to fully face him, only lifts his gaze until their eyes lock together. There’s spots of furious red high on his cheeks, his mouth pressed thin. Jack has no idea how to translate this information into any sort of social clue. “You. Euh. That was good, Bittle. Good work.”
Bittle’s mouth parts, his eyebrows knitting together, but his chin drops down so his expression is hidden from Jack’s view before he can try to read into it further. His right hand, leaning on the passage frame and keeping him in the mid-motion of leaving, tightens almost imperceptibly.
“Thanks, Commander,” Bittle says finally. His voice is steady, neutral. He’s still facing away. “Just doing my job.” 
He carries on walking away, then, like his pause in the passageway never occurred at all. The insulating door slides closed behind him, and Jack is left standing in his gear, staring at the white expanses of the walls. He has this sinking feeling that he made a critical misstep has no idea how to undo.
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askaceattorney · 3 years
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Dear 91teivos,
Mod Vera: Thanks! Everyone in the world is going through some kind of existential crisis, so it made sense for the AA characters to join the party! (And since it was another follower who gave us the idea, we might just keep that idea in the think that after all...)
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Dear dawsongfg,
Mod Vera: No need to apologize! We like to space out letters from specific people a little, but we’ll answer as many as we can!
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(Referenced Letter)
Dear Bluedragoncody,
Co-Mod: Don’t worry.  I doubt they’ll have much luck against the Ace Attorney crew, even without the Proto Badger.  They have the ultimate weapon against despair in their arsenal, after all.
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...They’re doomed, aren’t they?
I can’t make any promises, but if I ever gain enough skill in the art of animation (which has been a dream of mine for a long time, it turns out), I’ll keep that idea in mind.
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Dear skibot99,
Mod Vera: Probably Tumblr bein’ weird. (What else is new?)
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Dear sheeeesh,
Mod Vera: Mods get brought on as needed, as you can see with the arrival of Mod Edgeworth! Also, DGS2 is one of the few AA titles I’ve never played, but rest assured. Where there’s a letter, there’s a Mod who can answer it!
Mod Edgeworth: To add to Mod Vera, even if you weren’t accepted during any mod applications, that doesn’t mean you have lost all chances. I applied early January and lost to Mod Vera. Regardless, Co-Mod informed me that, even though I was rejected, he saw my potential and kept me in mind for if I was ever needed. Now, here I am.
Just because you get rejected, that doesn’t mean it’s game over. Show that you have potential and make yourself known by sending letters to us. That is what I did, after being rejected. I made myself known to the mods by sending letters. We do read them and they tell us how much you know the characters and games of AA more than any application. Of course, you must also follow the guidelines. That just goes without saying.
Co-Mod: I think my actual words were something like “Don’t tell anyone, but you were my second choice.”  But yeah, what they said is true -- becoming a Mod here, like many things, may or may not happen to you, but you can definitely increase your chances by waiting patiently and demonstrating your potential.
As for DGS2 letters, I’m afraid those are still off-limits unless you know of a way to play or watch the game in its entirety, translated into English.  I guess I could check to see if the Dai Gyakuten Saiban 2 channel finished translating...
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(Translation: Whaaaaaaaaaaaat?!  ...D-Don’t tell me?!)
...Okay, looks like I have some watching to do.  Don’t know how I missed that.
So, uh...  That part in bold was what I was going to say.  Now that both games are finally getting an official English version, all I can say is, hang tight!
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(Previous Post)
Dear Inferno again,
Co-Mod: Yeah, I agree.  I was just joking around.  For anyone who didn’t catch it, that was a reference to Sbemail #108.
The event’s technically over, but we’ll answer the rest of the April Fools’ Day letters when they reach the bottom of the queue.  I’m as eager to see Trucy’s reaction to the news (after the stunned silence) as anyone else, after all.
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(Video in Letter -- Strong Language Warning)
Dear Ella,
Mod Edgeworth: 
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I can’t see the first link and....
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How did you find this masterpiece and where can I play this game?
Co-Mod: We don’t check for direct messages on Tumblr, if that’s what you’re referring to, so it wouldn’t have made any difference anyway.  You can always send links in your letters, of course.
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(Previous Post)
Dear Inferno,
Mod Edgeworth: That mad lad would be me and thank you. 
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I like to put my heart and effort when answering these letters. With this one, I figured you wanted to see Trucy in costume, so I just searched up an image on Google for the Ancient One’s costume, a sprite of Trucy and a bald head to put on her. The rest I photoshopped on GIMP. 
We’re still going through letters from January. Hopefully we will get the rest of yours soon enough.
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Mod Edgeworth: Thank you very much. Your support and the others’ support that have liked, commented and reblogged it mean a lot. As you have stated, a majority of the fandom seem to consider him the worst. I’d like to think it’s because how AA had created this villain of a character to be universally hated was pure genius. Not even the Phantom gets this much hate… and that’s saying something.
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Unfortunately, I’d like to keep my real identity outside this blog a secret. I write a lot of letters here and I don’t want to break the spell for anyone. Think of it like a Disney theme park. The cast that play the characters will never admit their true identities, outside of family and close friends, to prevent the experience from being ruined. I want to do the same as a Mod. I don’t want to break the spell of writing to your favorite AA characters. This blog had helped me through my tough times and I want to help everyone else as a mod.
However, I will answer your letters and, if you post anything on your account, a mysterious friend I know may linger and give you a like ;)
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(Previous Letter)
Dear Ali S. Fakenamington,
Co-Mod: Beautifully so.
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(Previous Letter)
Dear Sinyove,
Mod Edgeworth: That letter was made in 2012 before AA5 and AA6, which was WAY before I became a part of the AA fandom. I’m certain a lot of us were not here when this letter was made, except maybe Co-Mod, but you’ll have to speak with him about this. I will say that the mod that answered this is no longer working here... I think. At the very least, I haven’t heard from him.
That being said, AA4 or Apollo Justice was the first AA game I’ve ever played. Despite all of the hate I saw towards that game, I still loved it regardless. Though, having not played the trilogy, playing the tutorial of AJ was a pain in the ass. I remember going to YouTube to find out how to beat it, because it was so hard. I also played it on PC.
I do see where The Mod was coming from. Had the two sequel games never existed, Apollo Justice would have more holes than my brothers’ socks. My only critique is that Phoenix wasn’t any better either with having Mia babysitting him during almost every trial AND investigations. Hell, Phoenix needed Mia to know how to talk to a kid, talk to a perverted old man, almost gave up in most of his trials in the first game and never conducted a trial without Mia until Turnabout Goodbyes when Maya literally couldn’t summon her. For the most part, Apollo was doing fine on his own without Phoenix, with only Trucy assisting him for the two middle trials, only almost giving up once and Phoenix having assisted him during times when Apollo was not in a normal situation (like when the criminal turned out to be his own co-council/mentor or when he had to lead a trial that included the Jury System). That’s more than Phoenix ever did on his own in the first two games and I think Apollo deserves more credit than he got in that letter in my opinion.
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For me, Apollo Justice is one of those games you either like or you hate. I love it for what it is. My least favorite AA game would have to be Ace Attorney Investigations, the first game. The second one is my absolute favorite.
Co-Mod: Sadly, I haven’t seen or heard from the Mod in a while, so it may be time for us to declare him MIA again.
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Erm...  Sorry, poor choice of words.
I’m fairly certain I wasn’t around 5 years long ago, but I have to say, Capcom did a great job of making Apollo and his story more interesting over time.  He may not be Phoenix, but he certainly carried his legacy forward pretty well, both as an attorney and as an Ace Attorney protagonist.
Now, WHAT ABOUT ATHENA ALREADY!?
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Dear BDC,
Co-Mod: It fits like a glove, if you ask me...although it also kind of reminds me of 101 Dalmatians.  And thanks for that bit of info!  I never get tired of watching people enjoying the fun dialogue and plot twists of Ace Attorney, so I might have to look him up.
I’m not sure I feel the same about watching Dahlia’s voice actress, though.  I’m sure she’s a nice person and all, but the thought of hearing that voice for so long...  *shudder*
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(Previous Letter)
Dear dawsongfg again,
Co-Mod: I wasn’t trying to say that natural deaths can’t happen in the Ace Attorney universe, just that most deaths aren’t what they seem.  I knew right away that Archie Buff’s death was no accident, for one thing.  Waaaaay too much of a coincidence, know what I mean?
-The Mods
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pathogenliliaceae · 3 years
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Thoughts on Jill Valentine
Hello, friends! My responsibilities for my trading company job have abated in the interim, so I thought perhaps I would come back around to Jill, as promised. 
Thoughts on Jill Valentine:
I will begin this by saying that it is appropriate that she was asked alongside Mia because there is one outstanding issue that I have between the both of them: The need to be saved. Though I find Jill to be leagues more competent.
We’ll get to it in full a bit later. 
I will make no secrets that Jill has never been my most favourite of protagonists. Most of those issues stem from “3: Nemesis” and Five, though I am not adverse to including bits from One and Revelations. In one word, Jill is tolerable. Though, if given a choice (depending upon who my choices are) I will usually pick someone else.
A bit of background on Miss Valentine: I am utterly convinced that Capcom has changed her birthdate. I remember quite vividly scoffing that they made her birthdate Valentine’s Day, but now that I look it up again it seems its in May. Well, that’s at least a half a point in her favour. It’s become less mind-numbingly stupid. She is French-Japanese-American, whose father was a professional thief. In addition, she received Delta Force training through the US Army. Unusually adept at lock-picking, she then (apparently) gains the moniker - the Master of Unlocking. She also, again apparently, is adept at bomb disposal, though I cannot remember an instance in which this is exhibited. Though I can remember many instances when this would have come in handy. Jill. 
Post-Delta Force and US Army tenancy, Wesker recruited Jill for STARS - described as an elite special forces operation for the RPD comprised of military veterans and weapons specialists (put a leaf in this for when I eventually get to Rebecca Chambers). Joining her in STARS are Forest, who she already had a friendship with prior to working together, and Chris. She is the only female officer on STARS Alpha Team, and works as a Breaking and Entering specialist. Forward onto the Mansion Incident.
Again, I’ve mentioned that if given a choice, I will usually not pick Jill to play as. However, that is not to say that I have not played Jill’s scenario in One. My primary complaint about Jill’s Scenario is as follows: It is fundamentally easier than Chris’. She’s got the lockpick set, so she doesn’t need to find Old Keys. She has more inventory space. In the space where she finds the zombie in the bathtub, she stomps his head mid-cutscene and does not have to fight him. She starts with the handgun and receives higher powered weapons whilst Chris has a higher chance of critical headshots. She can mix chemicals to weaken Plant 42 and cut the boss fight in half. Jill can skip certain puzzles in Arklay with Barry’s help, one under the guise of “saving” her from the falling ceiling where you retrieve the shotgun. No need to find the broken shotgun, and you have access to the shotgun as soon as you unlock the area which makes accessing the Armour Key much easier. I used to believe that this was a reflection of the character, but now I believe it is a bit of thinly veiled misogyny on Capcom’s part. ): 
About the opening to her scenario, after running amok in the forest and into the mansion - “There are only three STARS members left now. Captain Wesker, Barry, and myself. We don’t know where Chris is.” YOU’VE JUST HAD HIM AT THE DOOR! HOW HAVE YOU LOST HIM? Also, check your maths, Jill. That’s four STARS members. We have one negative point here in that she’s managed to lose her partner in the amount of time it takes to cross a threshold. Anyhow, like how it is when you play as Chris, the other is locked in the cell in the labs and must be released with the MO discs prior to the T-002 battle. Canonically, Jill escapes with Chris and Barry. Chris escapes with Jill and Rebecca. Rebecca does not make an appearance in Jill’s game, nor Barry in Chris’. Brad is there in the background, flying the helicopter he had damned them with at the beginning. It’s a bit of a flub.
Moving on to 3: Nemesis and the Remake and whatever happens in between the events of Arklay and the destruction of Raccoon City. Gathering from memos in Two and Three, shortly after the Arklay Incident, Chris and Jill take their concerns to Chief Irons, requesting the launch of an investigation into Umbrella and all the related shenanigans. Irons, being involved and heavily steeped in wrongdoing, denies this request. STARS all but disbands, as Chris leaves for Europe in August 1998, Barry moves his family to Canada and follows after Chris, Rebecca is doing fuck-all, and Irons has suspended Jill and ordered her confined to her flat. That leaves... Brad Vickers as STARS. The only member. In office. Everyone else is dead, suspended, or AWOL. I suppose one way to operate as a corrupt organisation is to keep the most inept person as your only functioning operative. I digress, this is about Jill and not the bucket of maladroitness that is Brian Irons.
Jill remains in Raccoon City under the pretense of attempting to locate NEST, with the intention of following behind Chris, Barry, and Rebecca(?) a bit later. I believe also she was intending to sort through the rumours of the development of Golgotha, but I cannot find accurate citation of that. Things that she manages to do whilst confined to her flat for a month behind the departure of the other STARS members: Not that at all. I have long wondered what it was that was actually keeping Jill in her flat, aside from orders from her no-longer boss, when she had intentions of leaving on 30 September. I don’t imagine that with what remains of STARS poking around, save for Brad, that Irons would put a definite date on the lifting of her suspension. “Yes, now you may leave to bring down the organisation that I am tangentially working for”. The Three Remake expands on this a bit, as it seems that perhaps Jill was not emotionally nor mentally suited for travel outside of the flat. In which case, I question whether steeping herself in all things Umbrella was perhaps exacerbating her condition. I do believe that there is a fundamentally large difference between Three: Remake Jill and 3: Nemesis Jill. First off, trousers. Enough said. I don’t do my personal investigations sitting in a pleather mini-skirt and a tube top with a rather practical jumper tied around my waist, and neither should you. I much rather imagine a suspension to be carried out in pyjamas, but again I am not the type of person to dress at home if I’m not needed to.
Secondly, Three: Remake Jill holds up much better against Nemesis without the help of Carlos (who is also rather incompetent and sexist), than her original counterpart. Her reactions to goings on are much more believable, and for much of the game she has absolutely no issue putting Carlos within appropriate boundaries. He tries to explain to her what a radio is, she snaps at him. He touches her, she tells him not to. You are a stranger, sir, please observe courtesy. Not to mention, a stranger who is working for the organisation we’ve just found out is responsible for the development of bioweapons and viral agents. At least bother to ask her name, first. A bit of a hint, Carlos: It isn’t “supercop”. If we are to continue on with this Jill further on in the series, I will support it. I would quite enjoy a long-standing female protagonist that has no issue scoffing at male protagonist foolishness and scolding their perspectives. Perhaps it is a good thing that she and Leon have never met in any official capacity.
Three: Remake Jill still falls prey to damsel-syndrome, as I’ll call it, upon being infected by Nemesis. Carlos comes in as the knight in shining armour, having become infatuated with her after knowing her for exactly four hours. I like to imagine that this New Jill could wake up from her comatose state, shout about her autonomy, and then go back to sleep. This is however, remedied by some sort of favour-trading as she does save Carlos in a quid-pro-quo a bit later. I do have concerns about how far Jill allowed Nikolai to get without shooting him down, but that’s unimportant in the long run. There is also a bit of inconsistency between games in how Jill and Carlos escape Raccoon City and what happened just prior, but those are unimportant to our examining of Jill.
All in all, New Jill is portrayed as a competent individual, which I think serves much better to support her character in instances such as the Fall of Umbrella chapter in The Umbrella Chronicles, which leads into the formation of the BSAA and her involvement with them.
Functionally, from 2003 until at least 2009, Chris and Jill mostly function as a singular unit. 2005- they work together to subdue T-ALOS. 2004- The Queen Zenobia, Queen Semiramis fiasco in which Jill carries Parker through a sinking ship as Chris slams doors in her face- as loving partners do. (I do want to mention in an aside that so many people find themselves in trouble whilst looking for Chris. It is the plot of NO FEWER than four games. One, Two, Code: Veronica, and Revelations. Maybe even a bit of Six. Call it four and a half). Revelations does delve into a bit of why I find Jill to be competent amongst the ranks of highly amateur BSAA agents. First off, she reads the manuals for things. She realises the importance of memos! Secondly, she is shown deducing and explaining quite a bit about the situation they find themselves in to Parker, who is often none-the-wiser. An argument could be made that Parker is a newly ported FBC emigre and therefore does not yet have the same expectation but I disagree having seen the... eptitude of other agents. She is rather instrumental in uncovering the whole FBC - Veltro - BSAA mess and quite honestly tends to hold her own in that installment. If only the dodge function worked better. Anyhow, back to her partnership with Chris- it canonically ends with the Lost in Nightmares campaign in Five. In which she quite literally bowls Wesker out of a window in defense of Chris and (sort of) the world. If there is any secret method of getting me to enjoy a character, it is self-sacrifice for the sake of another. There is something so beautiful about it. Except Ethan, nothing can redeem him. Jill functions best as a character when she is partnered with Chris. I cannot say that in any of these scenarios I have profound issues with her. Forward onto the events of Five and about where we will end this tangent.
Jill and Wesker, obviously, both survive the fall from the Spencer estate. Jill is kept for experimentation due to the existing muted strain of T in her body from the events of Three. The antibodies she possessed were used by Wesker in attempts to make Uroboros more accepting of human host bodies. During the time that she was “in his care” (poor choice of words, I know), he repeatedly injected her with Progenitor strains and took the resulting antibodies. As a result of the testing and antibody removal, Jill’s hair, skin, and eyes lightened in cryostasis (I am still trying to make sense of this bit). Once she had reached the extent of her usefulness, Wesker volunteered her for the P30 project, a Las Plagas extension that utilised chemical compounds for mind control. However, due to the high expulsion rate, the chemical had to be constantly injected, explaining the injector attached to her body.
This requires her, again, rescue at the hands of Chris and Sheva. Once the injector is removed, the other two move on after Wesker, and Jill promptly collapses into unconsciousness. She is found by BSAA Delta Team Captain Josh Stone, who escorts her to a helicopter and initiates a rendezvous with Chris and Sheva on the volcano.  I will stand up for Jill on this one- I do not at all believe that if Jill was on the helicopter, that Sheva should have been the one to wield the rocket launcher. That honour should have belonged to the two original STARS Alpha Team members alone. It’s simply poetic, and I am sorry for Sheva, but it would have been much more perfect. 
Currently, we’ve not seen anything from Jill since Five. The only mention to her current condition is that she is at the BSAA undergoing testing and rehabilitation for her time spent with Wesker. In her words: “...ever since getting back I've been locked up in this lab as they run tests on me day in and day out. It's every bit as boring as it sounds”. We leave Jill’s chronology with her being bored. Fitting. In short, I believe that Jill has quite a bit of potential in her competency, and I am actually quite interested to see what her reaction would be to the BSAA using bioweapons. We’ve not heard from her in twelve years, so one can only assume that she is still alive somewhere, being bored. If they are going to take her character in the same direction they appear to be going in the Three: Remake, I would not at all be adverse to seeing her again in a future standalone installment.  That being said, I have quite the backlog of characters to talk about! Please give me the benefit of the doubt when waiting on these. I’ve got work to do, tea to drink, games to play, and characters to analyse.
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slade-neko · 3 years
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Monster Hunter Rise ~ My Thoughts
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Oh, man, Monster Hunter Rise, where to begin?! I guess I’ll start with the game itself in a nutshell is a BLAST! It’s not without a few issues I have with it personally, but I’ve been having a lot of fun playing it nonetheless. I want to take the time to mention I am a second generation hunter myself. Started playing Monster Hunter in 2008 with Freedom 2 on PSP at the tender age of 13. So its safe to say I’ve got a lot to say about this game! If you want to read the full thing then here it is. 
This review is MOSTLY spoiler-free! There isn’t a lot you can spoil in this game... I mention some endgame stuff and there is a screenshot that contains the final boss’s armor but not focused on it. Just a friendly warning if you are a die-hard spoiler avoider. 
The Weapon Types
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I’ll start with the fact that the weapon types in MH Rise are all really fun to play and have very well polished movesets. I haven’t extensively played with all the weapon types, but I’d like to say a few things about the ones I have been using. Long Sword feels the best it has ever been in the entire series in my opinion, ironically this game starts you off with a Long Sword equipped too. 
I went ham with Long Sword throughout the main story, but now have swapped over to maining Light Bowgun. I was a big Heavy Bowgun main in MH World, but shield spreadshot builds don't feel the same for me as they did in World, but the Light Bowgun in this game shreds. Narga Piercing LBG for distance shooting and then Magnamalo Spread LBG for getting up close and personal. Evade Extender 3 makes zipping around the battlefield a breeze and next to impossible to get hit making it a very fun and rewarding playstyle. 
My brother on the other hand has been hitting hard with Long Sword and the new Hunting Horn. He misses the original note playing at times, but the damage on HH is insane and healing constantly with the Rampage Horn is a big plus too for a game with no health regen factors. He’s been building sets for nearly every weapon type, but LS and HH are his two mains. Both weapon types were introduced in 2nd Gen, where we started, so maining those two for him is a bit symbolic. Also the fact that LS has been heralded as the most used weapon-type and HH the least used as of recent games is a neat contrast to use both.
The Characters, Setting, and Story
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I know Monster Hunter isn’t exactly known for it’s characters or story, heck most games hardly had a story until World came out. Typically Monster Hunter games follow the simple formula of big bad flagship monster causing problems with local village and ecosystem, hunt it, happy ending?, turns out bigger badder scarier secret boss monster was actually causing the problems, hunt it, true happy ending. Nothing wrong with that, I can roll with whatever story they make, majority of players are here for the gameplay. That said, I still enjoy and appreciate what story the devs put together no matter how it turns out. I liked what Rise offered, nothing too grand like World, more of a simple story following the old games formula. 
Surprisingly I haven’t seen many people talk about the characters in this game and the little fact that this is the first time in the ENTIRE SERIES (outside of MH Stories) characters have REAL names! Hinoa, Minoto, Fugen, Yomogi, Iori, Hamon, Rondine, Hojo, Utsushi, like honest to goodness actual NAMES, not “Blacksmith,” “Village Elder,” or “Fish Mongress.” The characters are fun though, nice and memorable, not really annoying. Also following World’s fully voice-acted characters is a nice touch. I sometimes miss the days of old when characters had simple grunts and you read everything, but I doubt that will ever come back now, just something lost to the classic MH games. 
Then there’s the super Asian-inspired ninja-like theme to the entire game. You’ll either love it, hate it, or maybe you don’t care about how the village is at all. I like the whole ninja aesthetic while it does work for this game in particular, but I will admit its a little bit weird in the entirety of Monster Hunter as a series.
The Hunts, Gameplay, and Everything Else
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Ah yes, the gameplay, the heart of the Monster Hunter games... while yes I do think this game is a lot of fun overall, I do have a few complaints with it... I’m going to break this down into mini-sections because there is a lot to cover here.
Quest Preparations Maybe I’m just old school, but I feel like they took away a lot of the prep work for going on hunts. No cold/ hot drinks, access full inventory on quests, refill items, no longer eat for attack/ def buffs, monsters always visible on maps, no random spawning on High Rank quests, little things like that. In the old games you had to prepare for each hunt, it was part of the game. You go after a big monster, you make sure you got everything you need to win BEFORE you depart on the quest. It feels like they are double-downing more so on just the fighting itself. 
Tracking Monsters Monsters aren’t even tracked anymore, they’re always visible on your map. No having to run around and look for them like classic MH games... Though to be fair maybe that’s better off in the old games with the paintball tracking system and individual loaded areas than in a game with a fully open-world setting because I got headaches tracking monsters in MH World’s open-world especially the Ancient Forest. 
The Monsters The new monsters in this game a welcome addition. I don’t really have any problems with their designs or fights. Have to say Goss Horag has a very fun fight, but my favorite new monster is probably Rakna-Kadaki. A pelican spider is a dang neat idea for a monster and there aren’t a lot of Temnocerans. Would love to see the return of the Carapaceons though! This is literally the perfect game for Shen-Gaoren to come back with the new rampage system! Bring back my giant enemy crab, Capcom please!
Monster Behavior/ Minion Monsters/ Herbivores Added this subsection to talk specifically about the monsters’ behaviors in this game along with the minion monsters cause while not very important overall there are still some things to be said. 
Same thing in MH World, but the monsters act more like animals now. While yes, that is more realistic and is mostly a good thing, but it honestly gives me second thoughts about hunting them. In World most boss monsters wouldn’t attack you unless you attacked them first. That made me feel terrible walking up to a calm Teostra just chilling in the dunes and then I start smacking the heck outta it with a weapon... Old games the monsters saw you, the “something’s gonna getcha music starts playing” and then it charges you and your in the fight! Now its like you’re the monster killing a bunch of animals (exaggerating a bit, but still!)
What’s not exaggerated is the minions in this game. The old games had minions that were incredibly annoying and I wanted to kill them. This game however has the sweet little bullfangos, jagras, and other minions just lazing around sleeping. My brother and I were in need of Rhenoplos scalps for some gear, set out on a quest to slay some, find them peacefully sleeping by some rocks and I ask my brother, “Okay, so you gonna bash its skull in with your hammer and pop its eyes out or am I gonna fill it full of lead with my bowgun?” Needlessly violent example, I know, but it still makes the point that it feels more like animal cruelty when they aren’t bothering anyone. I’d rather the minions just start charging me and piss me off as a player, so I wouldn’t feel bad defending myself to take them out. 
Lastly, there’s the herbivores. Not a lot to say on the matter, but I feel like they could’ve given a few more herbivore types. Like no Aptonoth in this game? I thought they were kinda a staple of the series for herbivores. I also feel like the maps could feel a bit more lively with more herbivores placed around. Maybe Mosswines in the Shrine Ruins, especially when scaling the central mountain shrine with the mushroom colonies everywhere. Great spots for mushroom piggies! 
The Maps/ Locales I love them! Well for the most part. They are good and I don’t dislike any in particular. My only problems is that they sometimes feel too big, too open, and too empty. I know they have a lot of stuff in them, gathering points, spiribirds, relics, and many other things, but there is an odd sense of emptiness there. Like I mentioned earlier, I think perhaps adding in more scattered monsters might’ve helped that a bit. Only other thing to mention is that the new locales rely too heavily on the Palamutes to get around effectively. I personally like bringing my kitties with me on multiplayer quests, so I am at the mercy of wirebug zipping to get around and often left behind. 
Oh, last thing I will mention on maps is while its not in the base game, I pray they add back the Tower as a map. Preferably the 2nd Gen version where you start at base camp and scale the tower. A game that’s all about rising and verticality, the Tower is literally the PERFECT map to have in this game! 
Spiribirds Love em or hate them, there’s the Spiribirds. Cool concept, but I don’t think it works very well in my opinion. I don’t care about roaming the map to collect my bird buffs, I just want to eat for Attack Up large like old games and be done. I definitely try to grab them when I can, but I can’t be bothered to chase down all the birds each and every hunt just to get my full Attack up buff. 
Wirebugs On with the title of the game being Rise giving meaning to the new wirebugs feature. Wirebugs are fun to use, zip around the map, super attacks, and what-not, but I can’t help but feel its a little out of place in a Monster Hunter game. Feels like I’m Spider-Man or something. I know I praised this when I played the demo and I’m not dissing it now, I still enjoy using them, but I am also admitting that they do feel very outlandish for a Monster Hunter game. Still better than the slinger/ clutch claw though! Let’s never talk about those accursed items again. 
Silkbinds The Silkbind attacks though are fully great! I love having access to super attacks like Hunting Arts and things like that for my weapons, so I sincerely hope they keep some kind of super attack format in future games.
Mounting The mounting system in this game is weird, but pretty cool! Its a great way to let you control a monster for a change and beat the snot out of other monsters as a monster. I saw someone describe it is as “going full on Ratatouille with the monsters” and honestly there isn’t a better way to explain it than that. 
Palicoes/ Palamutes The Buddy System in this game is great! Palicoes still feel about the same as they did in World, maybe a little less powerful now since you can have two of them at once, still love them though and prefer to bring a Palico with me on my quests. 
Then there is the new doggies, the Palamutes! Super cute and cuddly, but also quite powerful! I love the doggos, but I wish the maps weren’t designed around them. I like to bring my cat with me on multiplayer quests, so I don’t get a dog to ride and the maps are HUGE, very wide-opened, lots of running... Wirebugs help, but still not quite as fast as the puppies. 
Oh and two little pet peeve of mine is you can’t see other players buddy names and you can’t change buddy comments! I want people to be able to see my buddies’ names and I need my Garfield cat’s comment to say “I hate Mondays.” and my Sonic dog to say “Gotta go fast!” and my Courage the Cowardly Dog dog to have “The things I do for love.” Unless there is a hidden menu somewhere where you can edit these, but alas I have yet to find it...
Voiced Hunters Hunters have always been the silent protagonists of the games with attack grunts, hurt sounds, and little to nothing more. Now they are full voiced for gestures and full hunting dialogue. I really like this, its funny to hear them shout things and stuff and having some familiar voice actors in the game is really cool to have them voice my characters. My brother rocking the Xander Mobus voice-type on his hunter is freakin’ cool and hilarious at the same time. I am tempted to make a Zentisu hunter, name him Zenitsu, give him the Zentisu voice-type, and go full Thunderclap maining a Thunder-type Long Sword just for the heck of it. Oh and also there’s the fact that CRISTINA VEE IS OFFICIALLY IN A MONSTER HUNTER GAME NOW AS A FEMALE VOICE OPTION! Still feels weird comparing it to previous games, but I’m okay with it because the fun factor in it outweighs the weird for me personally. Besides if you for some reason decided you hate fun you can just mute them in the options. 
Layered Armor (or lack-of) I love Layered Armor... and there is only two sets in this game. The Deluxe Edition’s “Kamurai” samurai looking layered armor and the Magnamalo amiibo “Sinister” layered set with a few head only layered pieces as DLC in the eShop. I was honestly expecting all armor to be layered and unlockable in the base game after the huge demand for layered armor in MH World and Transmog being a thing in the side team’s last game, MHXX/ MHGU. 
I think a mixed system of both Transmog and Layered Armor would be ideal. Transmog system for in-game armors and then additional bonus themed armor sets made as Layered Armors like the Kamurai set. That way players can be rewarded for crafting all the armors with use of a Transmog system even giving an incentive to make multiple sets twice to Transmog differently. While the devs could still make money off cool unique Layered sets as DLC in the eShop. Literally fixes both issues right there. Feel free to use that idea, Capcom, and you’re welcome.
Multiplayer/ Lobbies/ Scaling Four people lobbies are back! Not necessarily a good thing. I mean hey its not bad either, but I honestly preferred the larger lobbies like World had. Having more people doesn’t make it less social. All they need is to force people to do multiplayer quests in the Gathering Hub. I prefer large lobbies and have people do whatever they want and meet up in the Hub for socials. Mainly what I dislike about 4 player lobbies is everyone will be expected to help each other on their quests within the lobby. I just want to chill and do my own thing, but see and interact with other players in the village between quests. Oh, but the ability to join quests late is seriously great! Dropping into a lobby and seeing people already on a quest and being able to jump in with them is a godsend! 
Difficulty scaling is a very weird thing. It’s basically a double-edged sword. Its good to have because you can beat everything on your own, but that also defeats the purpose of multiplayer. In the past games, Hub quests were scaled higher for multiplayer, so getting more people to help only made it easier. Now, why bother with players when you could just do it yourself scaled to an easier single-player difficulty? I can usually get faster times when I solo things now. Multiplayer is there just for the social aspect to goof around with friends or if you just wanna do chill hunting with people. It’s no longer a requirement or an aid for beating the game. Like I said, its a weird thing, not bad, but not good either? I dunno, I just compare a lot of things to the classic MH games. In the past getting a second player to help makes it twice as easy compared to beating a Hub quest by yourself, while getting four players makes it where you’re effectively doing 4x more damage. Now its like you get 4-players and the monster gets 4x the health too. That might not be the exact scaling, but you get my point. 
One last thing I want to touch on which a lot of people have already mentioned is the fact multiplayer can get pretty chaotic. Especially when you have 4 players with 4 palamutes all smacking away at a monster. Hit effects are EVERYWHERE! Creates quite the mess and can be hard to tell what’s happening. 
Quest Difficulty/ Harder Monsters I don’t care too much about how hard the game is and I know this is a touchy subject, but I do like challenging monsters, without relying on gimmicky crap to fight them. MH World was filled with gimmicky fights like Behemoth, Leshen, even Alatreon and Fatalis to some degree. I still have Extreme Behemoth PTSD. I just want good clean fights, no damage checks, unavoidable one-hit kill moves, crap like that is not cool. I want to cart because I screwed up and made a wrong move and got punished by some wicked strong attack from a big bad boss monster. Not a stupid damage check telling me, “Oh, you not do enough damage, you die now.” To be fair, old Monster Hunter games had some gimmicky fights too though. MH4U with Apex Monsters and Wystones, MHGU with HP tank Hyper Monsters, heck even Freedom 2 was unintentionally gimmicky with outrageous hitboxes haha. Oh, that game was brutal! Deviants in MHGU were amazing though! Some really tough fights there, but incredibly rewarding to beat, that’s what I love!
The Endgame/ Secret Bosses (or lack-of) There is no Endgame, we are stuck in the Infinity War for now (or Affinity War as my brother calls it since the meta is all about those crits!) Okay, so that’s a bit harsh, all jokes aside there is an endgame, but its not exactly what I was expecting and leaves me wanting more. One of my favorite aspects of Monster Hunter games is the endgames and the secrets they hold, which this game had very few! They revealed nearly EVERY monster before this game launched. I get it, they want to sell their game, but leave some secrets please. Only monster that was secret was just the final boss. I love getting to the end of the game and unlocking new quests to fight the big scary endgame bosses. I guess World kinda suffered from that too a little bit. Mostly hanging on to old games like Freedom Unite unlocking Fatalis, MH3U getting Abyssal Lagiacrus, and Molten Tigrex in MH4U was very cool! Could just be the state of games these days like Smash Ultimate where they reveal everything before the game is out since data miners will just leak them anyways... kinda makes me sad. 
Updates and Future Content
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I know this game has planned updates that will add a lot of content, but I can’t help but feel those “updates” were part of the game that’s been withheld to make the updates feel like so much more. Its like they ripped out the ending of the game and are passing it of as a big huge update to be released after launch. 
The real kick to this is the fact there is no Hunter Rank in the current game... I’ve done approximately 300 quests so far in my game, its going to hurt me very badly when I see the HR update come out and I don’t get any HR for the hunts I’ve done so far. I know some people could care less about HR and just see it as a number, but for me that number is a nice thing to see. I love seeing it go up as I do more quests and play more of the game. Going hard at launch has been a lot of fun, but less rewarding knowing I am quite possibly not getting any HR points for all my gameplay. 
Only reason I can see they would not want to allow a buildup of HR before this update is because this update will add a bunch of new endgame monsters most likely unlocked through getting high Hunter Rank. I pray for my boy Akantor to finally shine again, I know the side team loves him, so let’s please get him into Rise! AND Please don’t show them off in videos, Capcom! Just stealth drop a bunch of Elder Dragons and Endgame bosses into the game!
Final Thoughts
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I’m probably just stuck in the old days some, I guess this is just how the games will be going forward, but a bit of that makes me sad. Feels like the game series I loved so much is losing some character and personality of what made is special and unique. This review might’ve got a bit ranty, but I like to critique a game series I am very passionate about. World was very similar to this. From everything I’ve said, by no means do I hate this game. I still love MH Rise and the entire series and I’ll keep playing it having a lot of fun along the way. Best way I can describe Monster Hunter Rise is it’s the Side Team’s Monster Hunter World. Its fresh, new, and very experimental! 
All in all this game is still great and I stand by what I said at the beginning of this entire post, its a blast to play! I hope everyone can enjoy it and remember, Happy Hunting! 
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fereality-indy · 3 years
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Capcom puts you in charge of overseeing the next Street Fighter game. What characters are in your initial line-up, what new characters are you adding (you can use general archetypes like a blind gypsy), and what makes your entry far superior than the others? *great big squishy Hadoken hugs*
Interesting… Hmm… Well to start there would be two separate games SF VI Delta Dawn & SF VI Omega Break. One story would follow most of the old guard in a tournament held by the returning Shadaloo.The other would have the younger fighters be part of a tournament held by Kanzuki Zaibatsu. And if you have both games on a system the storylines connect and a new boss storyline with Gill is unlocked. _____ Shadaloo returns to prominence, but Bison is not in charge. Ingrid has taken over after being corrupted by the psycho-power she absorbed from him in SF Alpha 3 MAX. Joining her would be Vega, Rolento, Balrog, & Decapre. I might also include the other three ‘Code Holders’ DD, Rook, & Death. They also have the Dolls (with three/four new ones to replace Decapre and those that defected – Juli, Juni, & Noembelu). F.A.N.G. would have stayed loyal to Bison and in a semi-abandoned lab rebuilt a smaller psycho-drive to repower Bison. So yeah, sort of a Shadaloo civil war going on in the background of the game. Ed & Falke are joined in the Neo-Shadaloo by Abel as he senses the familial connection. They continue to work towards undoing Shadaloo’s evils. Maybe add Necro & Effie to the group. SF VI Delta Dawn – Ryu, Ken Masters, Zangief, Chun Li, Guile, Cody, Guy, Dhalsim, Cammy White, Rose, Ed, Falke, Abel, Necro, Dudley, Juli, Dee Jay, E. Honda, Sagat, Q, & Crimson Viper. With the Shadaloo characters (Ingrid, Vega, Rolento, Balrog, Decapre, maybe a Doll or two, F.A.N.G., & Bison) would be unlockable. ~~~~~~~~~ Kanzuki Zaibatsu story has Karin Kanzuki, Birdie, Rainbow Mika, & Eagle representing the corporation. S.I.N. is also moving along in the background as a separate group led by Juri Han & Seth. Blade, F7, Arkane, & Khyber from the movie game would make their first appearances in the main series as S.I.N. soldiers. SF VI Omega Break – Sakura, Elena, Ibuki, Yun, Yang, El Fuerte, Sean Matsuda, Laura Matsuda, Maki, Alex, Shin, Zeku, Menat, Dan Hibiki, Rufus, Akira, Makoto, Fei Long, Adon, & Tracy Lords (from Rival Schools). As with the DD story the Kanzuki Zaibatsu and S.I.N. fighters are unlockable. 
Each storyline would have segments referencing the other. Unlocked characters would be usable in either game And if you had both would lead up to where Gil is manipulating events. With Gill’s Secret Society is around with Urien, Kolin, Charlie Nash, & Twelve would be added into the mix. 
Other returning World Warriors that could be downloaded would include Blanka, T. Hawk, Poison, Hugo, Abigail, Akuma, Oro, Rashid, Makati, Gouken, Gen, Juni, G, Remy, Hakan, Oni, Necalli, Kage, & Lucia. I would attempt to get the EX characters to return: Blair Dame, Cracker Jack, Skullomania, Pullum Purna, Kairi, Darun Mister, Hokuto, Allen Snider, Garuda, Gouki, Cycloid γ, Cycloid ß, Hayate, Sharon, Shadowgeist, Doctrine Dark, Vulcano Rosso, Nanase, Area, Ace, etc. I would also try to get the Ryu Ranger and Rising Phoenix Ranger forms of Ryu & Chun Li from the Power Rangers Battle for the Grid game. 
As for new characters, well Delta Dawn would have: Hoss, a new redneck overalls wearing Sumo fighter loosely based on a character from one of the tabletop RPG supplements. Malcolm, a Scottish born mma fighter that dresses like he was competing at a highlands game. Dr. Antone Metze, a German acupressure practitioner and jeet kun do fighter who usually is in a turtleneck with the sleeves rolled up and slacks. And Lorena Parra, a Chilean judoka in capris and a knit sweater. Omega Break would include: Pia Rendón, a master of Kali in an a-shirt & cargo pants. Bryce, a Canadian lumberjack trained in Native American Wrestling. Harbinger, a special forces trained Merc. The bookish, teenage Brazilian sumo Áurea Ramos. And the Australian brawler Isla Cox.
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I’ve recently been thinking about what I would want out of a potential AA7, and have come up with some Ideas as to how to fix the myriad of dropped plot threads and other issues that plague the 3DS games (which are, actually, my least favorite ace attorney games—full disclosure). 
Basically, for AA7 to Work, I think it actually needs to be Two Games, taking place simultaneously: Athena Cykes: Ace Attorney, and Apollo Justice: Ace Attorney 2. (probably with better names, but hey, that’s not My Job)
My main complaint with Dual Destinies and Spirit of Justice is that they try to do too much—they’re balancing three protagonists and trying to do character development with all of them, while Also trying to have an overarching plot for the individual game. It’s too many things for one game to keep track of, and so you run into issues where Athena feels like a slightly-elevated investigation assistant, and Apollo gets out-of-nowhere backstories, while storylines introduced in earlier games (like almost everything from aa4) get overlooked entirely apart from some minor references (the entire Manov Mistree case in aa6 was practically painful to play, because it seemed like it could be the perfect opportunity to resolve the Gramarye Siblings issue, but no—it never happened). So, the ideal solution here is to revert back to the single-protagonist-per-game model (and the reason I’m only proposing two games and not three is because Phoenix has been the protagonist of So Many Games Already, and he deserves a break. In my hypothetical aa7, I’m sending him off on a trip with Edgeworth. Maybe they’re on their honeymoon, I don’t know. It’s my hypothetical scenario and I make the rules)
Anyway. So, two games—one following Athena, one following Apollo. The Athena game would ideally introduce a lot of new recurring characters unique to her—as well as cameos from characters like Juniper Woods and Aura Blackquill. Maybe there’s a new prosecutor for her to face, or maybe she just faces Simon Blackquill the whole time—the important thing here is that she’s the one behind the defense bench, with maybe Trucy as her co-counsel. She gets to interpret the Mood Matrix herself, without having other people pointing out the contradictions (which was one of the things that annoyed me the most in Dual Destinies—literally, every time she uses it, it’s either Phoenix or Apollo who has to do the interpretation for her). Anyway, the point is that she gets an entire game to herself. 
The Apollo game would follow him defending cases in Khura’in, because it’d present more of a problem to just bring him back to the WAA between games. I’ve got much more of an Actual Concrete Plot Idea for this one, mainly because I want it to resolve a lot of what’s been left open-ended so far. The main thing would be that characters from his past keep popping up while Apollo’s trying to do his job—like, he’s defending a person, and it turns out that two witnesses to the crime were Machi Tobaye and Lamiroir, there to do a concert, or he has to defend Valant Gramarye, who was in the country to study some traditional magic tricks or something. And somewhere along the way, he gets a letter from Trucy about how she’s being interviewed for a documentary about the Gramaryes (and there’s a conspiracy about how Thalassa had two children, not one). There’s so many Apollo-centric plot threads to tie up that you’d need a whole game with him as the only protagonist to do so. Everything would culminate in the final case in this game, which would come about when Apollo gets a phone call from Trucy and Athena, to inform him that Klavier Gavin was arrested for the murder of Kristoph Gavin, who was found dead in his cell in solitary confinement. Athena can’t take the case because she’s already got a trial on (which is one that you play in the Athena game), and nobody else will take the case, so Apollo gets on the next flight from Khura’in and comes back to defend Klavier, because he Knows there’s something up. And basically this serves as a way to give us the Gavin Bros Backstory we’ve always wanted, as well as a dramatic climax for the story and parallels with Trials and Tribulations, and also somewhere along the line in this case Trucy doing the documentary leads to her finding out that Apollo was Thalassa Gramarye’s son. And so we’d get closure on the whole Super Interesting sibling relationship parallels thing that AJ:AA set up and then never got to follow through on.
That’s basically it—two games that either resolve long-abandoned mysteries, or set up more story arcs to continue on with. Is it likely? Not at all! But it’s what I would do. (also I would return to the 2D animation style but that’s a whole different discussion. and I’d make it canonically gay because in this hypothetical scenario where capcom has handed ME the reins, I’d be able to do whatever I want)
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slasher-whore · 5 years
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The Slashers And Video Games
Okay, I do not take any headcanon requests but i’ve been thinking about this for awhile so here we go! Also there's a lot of mention of Minecraft, oop-
Michael
• Oh dear lord, please restrict this man to Minecraft creative mode only!
• Also, remember to put it on peaceful mode, we don't want any creepers destroying what he's worked so hard to build.
• His world is his sanctuary, do not mess with anything he has created, periodt. If he allows you to join his game, (we love Michael's Christian Minecraft server) just follow his lead and help him build. He will appreciate it in his own way.
• As my friend said: "Michael, is that Smith's Grove? Annddd, you set it on fire, nice."
• If he gets his hands on any other game, Mortal Combat for example, you may not have a TV or gaming console anymore so watch him please.
Freddy
• Burnt chicken nugget man would be thrilled to play video games with you! He's old school and enjoys the platform games a lot.
• He would also enjoy Minecraft but he may call it stupid and boring before he even tries it. Tell the asshole to suck it up and just play!
• He may spawn a creeper near whatever you are building just to piss you off and you cannot expect any less from him.
• Maybe you could make him try Smash Bros with you! You'll kick his ass a bunch of times but make sure to get ready for him actually learning all the attack moves because he will play to win.
Jason
• Jason would be partial to Animal Crossing, let's be honest.
• Isabelle would likely be his favorite character if playing New Leaf. He thinks she's the cutest! If the original, he likes Rasher.
• If a villager he dislikes moves away, it will make him very happy, no doubt about it. It makes him feel like he's 'protecting' the other villagers.
• He may even play The Sims if you can get him off Animal Crossing long enough to start it!
Bubba
• Two words: farming simulator. He would be hooked within moments.
• Also, goat simulator.
• He gets to wreck havoc as a fucking goat, what's not to love?!
• They're games with a low stress level and he likes that. He may even pull you into his lap and have you watch him play.
Brahms
• Oh man, Pokemon all the way!
• Gotta catch em' all? He'll try!
• You may want to get him a game shark/action replay to help him because he will be obsessed.
• His pokemon are his children, he loves them all. Especially the fact that you can pet and feed your pokemon in newer games to earn their love.
Billy and Stu
• You can honestly get them to play just about anything.
• They'll enjoy good horror games the most, though.
• Stu would be addicted to Grand Theft Auto, you can't change my mind.
• You and Billy would likely be watching him for hours on end murdering people and evading authorities much like real life.
• Billy would probably be more into watching than playing a lot of the time but I could see him liking something like Marvel vs. Capcom because he would be able to kick the asses of both you and Stu.
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tanstar · 4 years
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Disregarding whatever leaks you might have read, what were your thoughts on RE8 reveal? Analysis?
I’m actually cautiously optimistic. The game looks beautiful and the setting is definitely intriguing. Pure speculation ahead for re8.
I definitely think Chris isn’t actually evil, capcom’s definitely trying to lead us to believe he is with that trailer and I think for most of the game proper we will be lead to believe he’s gone dark. However with paranoia and hallucinations being a huge factor in re8 I think Ethan is going to be an unreliable narrator and therefore we the audience won’t be too sure of what is truly going on until the game wants us to know. From Mia’s narration in the trailer it sounds like her and Ethan have been living close to the village for a while now so they’re probably already being affected by hallucinations. I also think they’re still infected from the mold from re7 and when Chris shoots Mia he’s probably doing so, not to kill her but just incapacitate her for a while(she’s already walked off an axe to the neck before).
It looks like Daniel Fabron from resistence has made it into a canon game, or at the very least a man who looks remarkably like him and has similar fashion sense when it comes to eye ware. If it is him then I believe Alex/Natalia will be in the game too and could possibly be the leader of the witches we see in the trailer(she certainly looks like Alex from rev 2). We also see her feeding on Ethan’s blood, this is a big reason as to why I think he and Mia are still infected from the Mold since the mold has immense healing and strength capababilies so Alex would want it for both herself and her followers.
There’s definitely some weird shit going on with babies and fetus’ in the trailer. There’s a gate with what looks like a deformed fetus framed above it and that same fetus appears in a weird chalk sigil too. Certainly some cult activity going on with baby worship, now if Alex is involved and running the cult then perhaps she is working on more mind transference shenanigans like she was in Rev 2(perhaps she’s trying to bring back a certain someone) or maybe she’s trying to create her own race of super people like Spencer tried to do. I wouldn’t be surprised if there is a Saddler like figure in this game who will take the role as cult leader/final boss while Alex escapes to be an antagonist for re9.
If Mia does survive then she’s probably involved with the cult, whether that is willingly or not I’m not sure.
There’s definitely gonna be a virus or parasite or maybe both. Paranoia and hallucinations can pretty much explain aspects that might seem supernatural and mutation via virus would explain the werewolves.
Also I’m gonna call it now, Chris won’t die. He’ll have a lot of death fake outs for sure but ultimately he’ll survive or his fate will be left ambiguous(but let’s be honest if this happens that most likely means he survived too) and Ethan will continue onwards to re9.
This was definitely longer than I expected but those are my thoughts so far, I might be totally wrong and this story could be totally standalone lol. I really interested in what future trailers will show.
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