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#that said though the only aspect I really want implemented from other platformers aside from this is a new life system
no1ryomafan · 6 months
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My beloved bf gifted me mario wonder for my bday and while this isn’t my first mario game bc I had the one on the ds-just sucked at it lol-im having a blast going through it since I always like playing other plaformers then my usual even if I’m always comfy with Mega Man. However, playing this along with other platformers made me realize mega man misses a common aspect in most platformers: collectibles tied to progression/general items to pick up in stages that aren’t upgrades.
Mega Man does have its fair share of items to pick up but almost always it’s a health or power upgrade. The general structure of Mega Man is less of jumping on enemies like others and more so being strong enough you can take down your enemies with your weapons, the usual challenge comes from fighting bosses without their weakness or tight platforming segments. Not to mention, the entire appeal of Mega Man’s structure is you can do bosses in any order, so having stuff like collecting a object for progression just to access the next stage or area would ruin that freedom. (Also in terms of if mega man would collect coins or rings or gems I’m not sure if that would fit either given he’s a robot… What would a robot collect unless it’s like stated it’s apart of his energy source or something? Or maybe screws? Even though that’s the currency in classic for just buying stuff)
This isn’t necessarily a bad thing since it gives mega man it’s own unique appeal and some people may not like other platformers compared to it-even if I say the challenge universally sticks so others are worth checking out, especially when in other games it’s waaaay easier to die despite how brutal mega man is with lives and Insta kill stuff-but it’s something I noticed when playing Mario and other platformers so I’m definitely gonna be rotating this for awhile.
#meg text#for once I’m rambling about games and not old anime#but god I’m rotating this hard because I’m like- picturing a mega man game like this ngl#idk if I’d go the lock progression route but it could be something like Klonoa or certain sonic games#where you can collect stuff but it’s completely optional even if you get cool unlockables#that way it doesn’t ruin the flow or free level select but each stage has more of a reason to revisit past “I missed one upgrade”#mega man is still super replayable though but having more stuff to collect I think would benefit it#I talked about it before-albeit I think on Twitter-but I really liked what gravity circuit did to the approach#having little guys you can recuse in each stage and they actually benefit you getting upgrades#Granted I also have no idea where like making a platformer mega man game like this would fit in the lore💀#it would be weird to come after ZX so it either have to be a fuck off classic game or a new series completely#since testing a new approach like this even if they stuck to the structure could cause some mixed reactions#that said though the only aspect I really want implemented from other platformers aside from this is a new life system#cause g o d#I know if you grind enough enemies they’ll drop lives but it ain’t worth it half the time LMAO#it would be so much better if they either did no lives but a endless checkpoint system that could have consequences#or some way to implement the Mario/Klonoa route where after collecting 100 of one thing you get a life#or whatever sonic does because earlier sonic games love to hand you lives like it’s nothing
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coolgreatwebsite · 3 years
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Cool Games I Finished In 2020 (In No Real Order)
Oh, hey! Right! I have a website! I’m like a week late on writing this, but what’s a week on top of an entire year of not writing, right? 2020 was... well, we all know what 2020 was. For me personally, it was simultaneously the best and worst year of my life. The worst in both ways you can probably assume and ways you definitely can’t (neither of which I’ll be getting into), and the best in ways I absolutely never would have guessed. That uncertain job I mentioned last year got very suddenly much more certain, at a much bigger company, for a much larger amount of money. That allowed me to get my own place, making my weird living situation much less weird. Still haven’t gotten the majority of my belongings off of the east coast, but if the entire world wasn’t currently fucked up by a global pandemic I’d have sorted all that out too. What I’m saying is that, for the third year in a row, my life has been a complete whirlwind that has left me very little time to get comfortable with any aspect of it. But I did manage to play more video games than I did last year! Which is perfect, because it’s once again time for another one of these. Here’s a bunch of cool games I experienced for the first time in 2020.
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Astro’s Playroom (PlayStation 5, 2020)
My one word description of Astro's Playroom is "delightful". It's just an absolute goddamn delight. A total surprise too! Included with every PlayStation 5, Astro's Playroom is, in my opinion, one of the best pack-in games of all time.
First off, it's an incredible tech demo for the PS5's new DualSense controller. It was easy to brush off Sony's talk about the controller's haptic feedback and triggers as some Nintendo-style HD Rumble bullshit, but it really is incredibly cool once you get your hands on it. The game is obviously more than a tech demo though, or else it wouldn't be on here. It also just so happens to be an extremely solid and fun platformer on top of that. Astro controls exceptionally well and the levels are all well-designed and fun, even the gimmick vehicle ones designed to show off different features of the controller. It also has an oddly compelling speedrun mode, made all the more compelling by the PS5 notifying you when your friends beat your times and the ability to load into it within two seconds from anywhere on the console. But the biggest thing for me and, call me a mark, because I am, is that the game is an honestly incredible love letter to PlayStation history.
For the first time ever, Sony has pulled off a nostalgia piece without it ending up as embarrassing garbage in the vein of PlayStation All-Stars Battle Royale. There's a Nintendo-like joyful reverence for all things PlayStation oozing out of every single corner of this game. There are so many nods and references and gags for literally every PlayStation thing of note throughout the the last 25 years, and then on top of that there's a whole heap more for the things that AREN'T of note that only hyperdorks like me would get! A sly reference to the ill-fated boomerang controller? Yep. A goof on the fat PS3's Spider-Man font? You betcha. A trophy you can earn by repeatedly punching a Sony Interactive Entertainment sign until it breaks and reveals the Sony Computer Entertainment sign it was slapped on top of? Yeah buddy. It's deep cuts all the way down, even up until the final boss which had me grinning like a total dipshit the entire time. The game is endlessly, effortlessly charming.
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Animal Crossing: New Horizons (Nintendo Switch, 2020)
Animal Crossing: New Horizons was the perfect game at the perfect time. That doesn't mean it's a perfect game, I actually have some issues with it, but it could not have released at a better time than when it did. It came out at the very very beginning of everyone going into lockdown due to the pandemic, and it was the biggest game in the world for a couple of months as a result. I played like 300 hours and that pales in comparison to the amount of time many others put into it.
Animal Crossing: New Horizons is the most different Animal Crossing game there's ever been, and I'm of two minds on it. Like, I loved the game, I played a ton of it, but it's lacking so much of the stuff that made me love Animal Crossing in the first place. The series has been slowly trending in this direction for a bit now, but it's not really a game that happens around you anymore. It's all about total player control. You select where everything goes, you customize every detail of everything to your liking, hell, you can even terraform the landmass to be exactly what you want. Your neighbors take a backseat in focus and end up as little more than decorations with limited dialogue and next to no quests associated with them. Series staples like Gyroids are missing in action. Facilities and services that have been around since Wild World aren't implemented. It's similar to past Animal Crossing games in a lot of ways, but on the whole it feels like a different thing.
But like I said, two minds. New Horizons strays from what I truly want from an Animal Crossing game, but I can't deny that the game as it is is a hell of a lot of fun. There's SO much you can do and SO many options, it's super addictive. Plus it implemented my long-requested feature of letting you effortlessly send mail to friends online! Too bad the actual online play is as cumbersome as ever.
In conclusion, Animal Crossing: New Horizons is a land of contrasts. I'm kidding. It's good, but definitely missing something in a way where I can understand some people being disappointed in it. I had a ton of fun though, and I'm probably going to get back into it later in 2021.
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Trials of Mana (Nintendo Switch, 2019)
Late in 2019, with the physical release of Collection of Mana for the Switch, I decided I was going to play through each game on it for the first time and finally find out what this whole Mana thing was about. I went into Final Fantasy Adventure (the first game in the Mana series, because every RPG had to be Final Fantasy back then) with zero expectations and found a totally serviceable little Zelda-like with light RPG elements. I enjoyed my time with it. I went into Secret of Mana with the expectation of it being a beloved classic and found the worst game I beat that year, hands down. That game fucking sucks. I get why it made an impression on people at the time, but it's just so so SO awful to play. Needless to say I was pretty disappointed. Honestly, I would have been disappointed even if I hadn't heard it was one of "the best games" for so long. It would have been a disappointing follow-up to Final Fantasy Adventure, a game that in and of itself isn't anything incredible. Secret of Mana is just that rotten.
I braced myself for more disappointment when (after a much needed vacation from the series) I started up Trials of Mana. This game had a reputation too, as a long-lost classic that never made it stateside. One of the best games on the Super Nintendo, criminally never released for western audiences! Like Secret of Mana before it, I'd heard nothing but effusive praise. Unlike Secret of Mana, however, I was very pleased to find out that Trials of Mana mostly lives up to the hype. From a gameplay standpoint, Trials is an improvement on Secret in almost every single way. It's not perfect. The menus are still kinda clunky, animations for things like magic and items are still frequently disruptive. But the main thing is it actually plays like a sensible video game designed by humans with brains. Attacking is responsive! Hitboxes aren't complete nonsense! You don't constantly get stunlocked to death! There are more answers to combat than casting the same spell for five straight minutes to kill your enemies before they get a chance to move! It's great!
On top of being an enjoyable video game to actually play, the presentation is top notch. Secret of Mana could be a pretty game with decent music in some spots, but Trials is consistently gorgeous and the soundtrack is across the board great instead of randomly having songs that sound like clown vomit. And while Trials of Mana doesn't have the deepest story in the world, it manages to avoid being completely paper-thin like Secret. The story actually kind of has a reason for being a bit straightforward, and the reason is that it has a really cool system where you pick your three playable characters from a pool of six. Each character has their own goals and storyline, some of which line up with other potential party members, some of which don't, and you'll even run into the characters you didn't choose as NPCs along the way. This and the relatively brisk pace of the game make it highly replayable.
I'm really glad that Trials of Mana made it over here in an official capacity, even if it was like 25 years late. It's as good as I expected Secret of Mana to be and singlehandedly saved my interest in seeing any more of the series. I'm aware the quality of what came after is very spotty, but I'll get to the rest eventually!
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Final Fantasy VII Remake (PlayStation 4, 2020)
They (almost) did it. They (basically) pulled it off. They remade (a chunk of) Final Fantasy VII and (for the most part) didn't fuck it up. Ok, funny parentheticals aside, Final Fantasy VII Remake is astoundingly good coming off of over two decades of just absolutely dreadful post-FF7 sequels, side games, and movies.
Final Fantasy VII has been historically misremembered as this kind of miserable, angsty, brooding thing, both by fans and by the company that made it. FF7-branded media after FF7 itself is a minefield of changed personalities, embarrassing original characters, and monumentally lame stories. Final Fantasy VII Remake is the first post-FF7 anything that actually remembers the characters, setting, and plot of Final Fantasy VII and what made them memorable and special to people in the first place. Which isn't to say it's a slavish recreation! There's a ton of changes and additions, and I actually like almost all of them! Except for some really big stuff I'll touch on in a bit!
The combat in Final Fantasy VII Remake is great. I was super skeptical about it when the game was first announced, but they actually managed to make the blend of real-time action and turn-based RPG menuing fun and engaging. The characters all play super differently from each other too, which is a huge and welcome difference from the original game. The Materia system fits like a glove in this revamped combat system as well. The remixed music is good as hell, and the visuals are beautiful (outside of a couple of very specific spots that I'm kinda of surprised they haven't fixed in a patch yet). It's a well-executed package all around.
But alas, as always, there are negatives. For starters, this is only part one of the overall Final Fantasy VII Remake project. It goes up to the party leaving Midgar which, as you may or may not recall, is the first six hours of the original game. They compensated for this by fleshing the hell out of the Midgar section the game, ballooning the overall playtime to total of about 30-ish hours. The game feeling padded is a common complaint but for what it's worth, I didn't really feel it until the unnecessarily long final dungeon, There's also the previously mentioned and funny parenthetical'd changes and additions I don't like.
This is big time spoilers for this game so if you don't want that jump ahead to the next game on the list. The Whispers suck ass. Final Fantasy VII Remake should have been brave enough to be different without having to constantly derail everything in the most ham-fisted and intrusive way possible. You can have Jessie twist her ankle without making a spooky plot ghost trip her. I don't want to fight the physical manifestation of the game everyone thought they were getting as an end boss. If you're not doing a straight remake, that's fine, but have the fucking guts to stand by your artistic decisions without feeling the need to invent the lamest deus ex machina I've ever fucking seen. The last couple of hours of this game are 100% about the Whispers and are awful for it. It's a true testament to the strength of the rest of Final Fantasy VII Remake that this aspect didn't completely sour me on it. I can only hope that they stay dead and gone for good in the games yet to come and the remake can be different while standing on its own two feet.
I truly cannot wait for the next entry in the Final Fantasy VII Remake project. I'm excited for Final Fantasy VII in a way I haven't been since the late 90s. I have a bit of trepidation that they could royally screw it up. I mean, they already got kinda close, as I said in my last paragraph. But they got so much right in this entry that, for the first time in decades, I'm willing to believe in Square Enix when it comes to Final Fantasy VII.
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13 Sentinels: Aegis Rim (PlayStation 4, 2020)
My one word description of 13 Sentinels is "fucking crazy". I realize that's two words, but shut up. A bizarre hybrid of visual novel, adventure game, and strategy RPG, 13 Sentinels not only makes that work, but makes it work incredibly well. 
The story is fucking bonkers. It's told entirely non-linearly and is purposefully dense and confusing, but it does an amazing job of hooking you with a cast of likable characters and some impressively well-paced twists, made all the more impressive by the fact that you can tackle the story in basically whatever order you want. I'll say it again for those in the back, the story is Fucking Bonkers. Wherever you think it's going, it's not going. Where it is going is PLACES. Seriously, if you want a wild goddamn ride, this is the game for you. The presentation is also stunning. It's a drop dead gorgeous game with a really nice soundtrack. Easily Vanillaware's best looking game, which is saying something seeing as looking good is Vanillaware's whole deal.
If I had to levy one criticism against the game, it's that the strategy RPG portion is just kind of ok. It's enjoyable enough, it doesn't get in the way and there's not too much of it, but once it starts introducing armored versions of previous enemy types it's kind of done doing anything different. It is really good at getting people to out themselves as having no idea what tower defense is as a genre though!
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Hyrule Warriors: Definitive Edition (Nintendo Switch, 2018)
I haven't really historically been a "Musou Guy". Not to say I've actively disliked them, they're just not something I've seeked out very often or played very much of. Hyrule Warriors: Definitive Edition kinda turned me into a "Musou Guy" a little bit? It's good, surprisingly-less-mindless-than-you'd-think fun.
I actually super don't care about the Zelda branding. I think all the fanservice stuff is meh at best. What I do care about is that there's a ton of character variety and a metric shitload of content. There's so many different characters and weapons for those characters that all play differently from one another and SOOOOOO many levels to play. Like the story mode is, again, kinda meh, the real meat of the game is the Adventure mode and there's a ton of it. It's 8 different world maps, each based off a different Zelda game, with each square of the map containing a little mini-scenario with unique objectives and rewards. There has to be at least 1000 scenarios between all the maps. There's so much. And that's not even getting into some of the other side stuff like the challenge modes and the fairy raising. It's a crazy amount of game in this game.
And again, it's not as mindless as it'd seem. It's not really a game ABOUT destroying 5000 guys, it's an area control and resource management game where the 5000 guys are one of those resources. Knowing who to send where and when to fight who is way more important than pressing the XXX YYY XXX YYY on the more than one million troops.
I'd say that if you're even cursorily potentially maybe interested in a musou game, this is the one to try. And if you like it, it could literally be your forever game. A sequel came out recently too, and I'm looking forward to trying that out soon.
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Phantasy Star Online 2 (Xbox One, 2020)
Phantasy Star Online 2 finally came stateside in the year 2020, eight years after its initial Japanese release and initial American cancellation. It's no Phantasy Star Online 1, but it is a really fun game in its own right provided you can find the willpower to break through its clunkiness and eight years of confusing poorly tutorialized free-to-play MMO cruft.
The main thing going for PSO2, and this is a major improvement from PSO1, is that the act of engaging in its combat is fun. The combat is just feels really really good. There's a bunch of different weapon types and classes, and once you find the ones that really click with you you're in for a good time, whether you're izuna dropping dudes with wire claws or literally doing air juggles and rainstorm from Devil May Cry with the dual machine guns.
The other stuff around that combat is weird. I generally like it, but it's weird. The story mode is one of the most bizarrely presented things I've ever seen. It apparently used to be something you'd seek out in the levels themselves, but presently it's just a list of scenes you pick from a menu and watch with next to no context until it makes you fight a boss sometimes. There's some weird moments in there that MIGHT have been cool if it were presented in literally any other way?
The systems and presentation are also way more... I dunno, pinball? Pachislot? In very stark contrast to how chill original Phantasy Star Online was, everything in PSO2 is designed in a way to maximize that flashy light bing bing wahoo you got ~*~RARE DROP CHANCE UP~*~  feeling. Which isn't to say I don't like flashy light bing bing wahoo, but it's a weird different thing.
Was it worth the wait? Yeah, sure! For me! This is another one that I played like 300 hours of! I haven't even seen half of it, I fell off right before Episode 4 released because it coincided with my move! I'm gonna go back and see all that shit! PSO2's fun! A different flavor of fun than the original, sure, but fun all the same. Another one that I'm glad finally made it over here.
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Riichi Mahjong (A Table, 1924)
Holy shit I fucking did it I finally learned how to play Mahjong and it rules.
It started when I picked up Clubhouse Games for the Switch. I saw that it had Riichi Mahjong and something in my brain snapped. For whatever reason, I decided that this was the time I was going to rip the band-aid off and figure this shit out. It wasn't too dissimilar to the first time I decided to try eggs, but that's a different and much stupider story for a different time. I did the tutorial in Clubhouse Games, looked up some more basics and advice because the tutorial wasn't super amazing, and I kept playing while being aided by the game's nice helper features like the button that pulls up recommended hands. I kept playing and... sorta got it. I learned the basic rules, but none of the strategy. And then I stopped playing for a few months.
In that few months, for whatever reason, a decent amount of people I know had their brains snap the same way? Like a more-than-two amount of people I'm either friends with or following online also decided to learn Mahjong. I decided to get back on the horse and downloaded Mahjong Soul and I don't know whether it was perseverance or the power of anime babes, but this time I got it. I still refer to a sheet with all the hands and whether they work open or closed, and I'm by no means a master player, but I actually honest to god understand what I'm doing and it's an incredible feeling.
Mahjong has such a huge amount of what I like to call "Get That Ass" energy. It is the energy you feel when you get someone's ass. In Mahjong you are either constantly getting someone's ass or getting your ass gotten. Someone puts down the wrong tile and you fucking GET THEIR ASS DUDE! They're got!! They're a fucking idiot that put down the wrong thing and now you have their points!!! Or you draw what you need yourself and you're a brain genius all according to plan and everyone gives you points because you're so wise!!!! It's great!!!!!
Mahjong has long been one of those games where I'd say "I'll learn this someday" and never reeeeally actually try to learn, and I'm so glad I finally took the effort to because it's good as hell. And, truth be told, it wasn't THAT hard to learn? Like you can get to the point where I was where I didn't know the strategy fairly easily in my opinion, and once you do that It's just a matter of continuing to play to understand the rest. I highly recommended that you also go out and learn it if you similarly revel in getting that ass, it's so satisfying once you do.
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Yakuza: Like a Dragon (PlayStation 4, 2020)
Ryu Ga Gotoku Studio took a big gamble with Yakuza: Like a Dragon. After seven games (more if you take spinoffs and remakes into consideration) they decided to focus on a new main character and, even more unexpectedly, they decided to change things up by turning the series into a turn-based JRPG. Their gamble paid off in spades. This is easily in my top 3 favorite Yakuza games.
The JRPG gameplay is surprisingly solid. There's definite room for improvement, but they nailed a bunch of it right out of the gate. Some mechanics are a little janky and I wish the job system was more fleshed out or just worked more like Final Fantasy V's, but they nailed one of the most important things and made the battles brisk and fun. It's a great foundation, especially for a team that's never attempted anything like this, and it's way more fun than the combat's been in any of the previous Dragon Engine games. I can't wait to see them iterate on it.
Everything else is top fuckin' notch. The music is great, the side content is fully fleshed out in a way it hasn't been since before they switched to the Dragon Engine, and I love the characters and story so much. Yakuza has a new main character in Ichiban Kasuga, and he's my son and I love him. Kiryu was great, and I love him too, but he was a bit of a passive protagonist. Stuff happened around him and he mostly just stoically reacted to it. Ichi is a much more active lead and it's great. He's a big lovable dope, and his tendency to keep an upbeat attitude and eagerness to leap into action is such a breath of fresh air. And it's not only Ichiban, since this is an RPG you have a whole party of characters and they're all great! Having them with you at all times bantering with each other and reacting to things is another great change of narrative pace, too. 
Yakuza: Like a Dragon just straight up rules. As someone who has historically not been too much of a fan of the Dragon Engine games, it's simultaneously a refreshing new take on the series and a fantastic return to form. I can't wait for what comes next. Wherever Ichiban goes, I go.
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Moon: Remix RPG Adventure (Nintendo Switch, 2020)
After 23 years of Japanese PS1 exclusivity, Moon: Remix RPG Adventure finally got an English release this year for Nintendo Switch. I'm glad it did, because Moon isn't just the very definition of A Sebmal Game. It's the Sebmal Game missing link. In addition to being just a great video game, it helped me make a mental throughline for a bunch of games I love and a large part of my taste in video games.
To keep a long story short (seriously, I have a much much longer version of this saved in my drafts that I'll maybe finish someday), Moon turned out to be not the JRPG I assumed it was, given the title and basic story pitch, but a secret prequel to a game I love named Chulip. Moon's developer, Love-de-Lic, was formed by a handful of ex-Squaresoft employees, many of which worked on an extremely formative game I love named Super Mario RPG: Legend of the Seven Stars. Love-de-Lic broke up in the year 2000 and its staff went on to form a bunch of different studios that ended up making a BUNCH of different games I love like Chibi-Robo, Freshly-Picked Tingle's Rosy Rupeeland, Dandy Dungeon, and the aforementioned Chulip. These games, when you make the connection and line them up, all have a very distinct weirdness in common that makes perfect sense once you've realized many of the same people worked on them. Figuring this all out felt like snapping a piece of my brain back in place, and it was really crazy to come to understand exactly how much this studio that formed and disbanded decades before I'd even heard of them had impacted my tastes and, hell, my life.
So what is Moon, for those who don't innately understand what I mean by "a secret prequel to Chulip"? Moon is an adventure game where you explore a world with a day/night cycle, learn about that world's inhabitants, and eventually solve their problems. Think of it kind of like The Legend of Zelda: Majora's Mask, but if the sidequests were the entirety of the focus with no Groundhog Day time reset mechanic and none of the Zelda stuff like combat and dungeons. You play as a young boy who, after a late night JRPG binge session, is sucked into the world of the game he was just playing. Everything is off from the way it was portrayed while the boy was playing the game, though. The hero he had previously controlled is actually a silent menace, raiding peoples' houses for treasure and slaughtering every innocent animal that crosses his path in an endless quest for EXP. The townspeople seem more concerned with problems in their day-to-day lives than the supposed world threatening crisis outlined in the game's intro. It's up to you as the boy to investigate this world's mysteries, help the townsfolk, mend the damage the hero has done, and eventually restore love to a loveless world.
Speaking of love, I fucking loved Moon. I loved the story, I loved the characters, I loved the music, I loved the way it looks (even though the Switch port is a little crusty in that basic emulator-y kinda way), I loved how constantly bizarre and surprising and funny it was. Like I said earlier, it's the very definition of a game made for me. It was essentially the progenitor of a long line of games made for me, and of games potentially made for me but I don't know yet because I haven't played them due to not understanding Japanese (UFO: A Day in the Life translation next please? Anyone from Onion Games reading this??). For as similar as Moon and Chulip are in their systems and pacing, I think I might actually like Moon better despite it coming earlier? It's not as full force maximum impact absurd as Chulip is, but it is a lot more playable and less obtuse once you get a grip on the time limit mechanic. You don't need a full strategy guide included in the instruction manual for Moon, and you don't need to exchange business cards with every single character to get information vital to finishing the game either.
I truly cannot recommend Moon enough if your taste in games ventures anywhere off the beaten path. Maybe this is a little conceited of me, but I assume if you're reading this article, let alone this far down into it, you relate to my video game opinions at least a little bit? You should play Moon. Everyone reading this sentence should play Moon. Moon: Remix RPG Adventure is my game of the year for the year 2020.
These games were also cool, I just had less to say about them:
Death Stranding (PlayStation 4, 2019): Death Stranding, much like Metal Gear Solid V, was a game I enjoyed for the gameplay and not much else. The story, characters, and writing were a huge disappointment for me, but man if I didn't enjoy lugging those boxes around and setting up my hellish cross-continental goon summer camp lookin' zipline network. Mr. Driller Drill Land (Nintendo Switch, 2020): I am a known Mr. Driller Enjoyer, and I enjoyed this Mr. Driller. Originally released for the Gamecube, Mr. Driller Drill Land is another long-time Japanese exclusive that finally came stateside this year and it's packed with new and novel twists on the Mr. Driller format. It looks super sharp, the music's great (also the credits music is the most impossibly out of place and extra as hell shit in the world and it's hilarious), and it's just a good ass time. The main campaign is pretty damn short, but if you're a post-game content kinda guy it has that and it's all super hard. Tony Hawk's Pro Skater 1+2 (PlayStation 4, 2020): They finally made another good new Tony Hawk game, and all it took was perfectly remaking two of the best old Tony Hawk games! Plays exactly like you remember it with the added benefit of the best mechanics from up to THUG1, looks great, packed full of content, even has most of the music alongside some mostly crappy new stuff. It's the full package as is, but I do hope they end up adding THPS3 to it eventually. Mad Rat Dead (Nintendo Switch, 2020): Mad Rat Dead was a pleasant surprise that I only picked up because I saw a couple of people on my Twitter timeline constantly talking about it. A fun and inventive platformer where all your actions need to be on beat with the music. The gameplay feels great (aside from some not so great performance issues on Switch), the soundtrack is fun, and it's got a real good style to it. Demon's Souls (PlayStation 5, 2020): I love Demon's Souls and this is Demon's Souls. It plays exactly the same with some minor quality of life changes. I don't agree with many of the artistic changes, but there's no denying it looks incredible on a technical level. If you want to play Demon's Souls again or for the first time, this is a perfectly valid and fun way to do so. Groove Coaster: Wai Wai Party!!!! (Nintendo Switch, 2019): Groove Coaster is one of my favorite rhythm games, and they finally made an acceptable at-home version with Wai Wai Party. It's not a perfect replication of the arcade game control-wise, I have some issues with the song choices, and the pricing is frankly fucking ridiculous if you're not a Groove Coaster maniac like I am, but the same ultra satisfying gameplay is all there. You can even play it vertically in handheld mode! Flip Griiiiiiiip!
And we're done! Phew! Honestly didn't realize I played that many good games until I typed all this out. Thanks as always for reading this far. I'm gonna try and get back to regularly posting Breviews this year at the very least. Honestly don't know if I'll get anything else up on here, but we'll see. Here's to hoping 2021 is a little bit less of a nightmare!
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putschki1969 · 5 years
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vyselegendaire I don't know why there is bad blood between CPM and Putschki.  Each forum has its plus and minus.  CPM forums have had trolls, but since its a forum I feel people have a chance to be a bit more expressive of their opinions, and thus there is negativity, but frankly its mostly in the forum of  humor and farce.  There are almost no dedicated haters on the site who don't wish to see more great music from our favorite artists.
vyselegendaire Additionally, amidst all of the complaints of negativity and dreariness, lest we forget the scourge of censorship - which is on the rise across the internet - before we cast shade on those we disagree with as being bad.  Censorship and content removal is the tool of tyrants since time immemorial and don't think you are immune, ask
vyselegendaire Just ask Solzhenitsyn
Hi there!
I thought it best to make a proper reply post because I have a few things to say in response to your comments. These comments were made on THIS post here where I am talking about online fandoms in general....It took me a while to get back to you, sorry about that.
All right everyone, strap in for a LONG (and slightly petty) reply...
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It feels like in all my previous replies I have been talking to a wall…I have said it before and I am gonna say it one more time, there is no war between myself and CPM, there is no ancient feud and I wouldn’t even say there is any “bad blood” between us. I haven’t really engaged with any particular member enough for there to be “bad blood“. My main issue with CPM is that I do not enjoy the toxic atmosphere over there. Why would I willingly subject myself to all that negativity? I might be the only one out there that feels this way but I wanna ENJOY my fandom. All the nitpicking, bickering, gossiping, bullying and bashing, it’s utterly exhausting and it sucks the life right out of me. I don’t wanna waste my time engaging in polemic discourse and childish quarrels day in day out. I mean, even responding to all those recent asks/messages has been utterly exhausting because I feel like I have been put on trial for simply wanting to be a decent human being.
CPM has had a few trolls....? No kidding....Please don’t get me started on the trolls.... I haven’t even been active on CPM but I still had to deal with them. Why you ask? Because we have had at least two people from CPM terrorise the tumblr fandom in the past….those trolls actually made the effort to come here and cause turmoil just for the fun of it…that’s how fucked up they are...As you can imagine, I wasn’t impressed…
Unlike you, I just don’t see the merits of posting on CPM. Yes, I have been in some lovely forums in the past and they certainly do offer a few advantages but when it comes to CPM, the negative aspects far outweigh the positive ones. Yes, a forum is better suited to interact with people but then again, I have plenty of ways to interact with fellow fans here as well. And if we are being honest, I am not the type of fan that actively seeks out interaction, especially not with people who suffer from a serious case of entitlement. You could call it a pet-peeve of mine but I really can’t stand it when fans act all entitled as if they were owed something. And you know what’s the worst thing about it? The most annoying entitled haters on CPM are usually people who are not invested in the fandom at all! Yes, they are very much invested when it comes to hating on and complaining about stuff but aside from that I don’t see them do anything else “productive”. They just sit back and let other people do the work. They don’t bother to seek out new information, they wait for someone else to do it.... Most also don’t bother to learn Japanese in order to get a better understanding, they wait for someone else to make all the translations or they just pretend to know everything and come to absurd conclusions which usually results in heaps of misunderstandings... Often they refuse to buy releases, they would much rather wait for downloads in order to then declare they are happy they didn’t spend a fortune on that since it’s trash anyways...They also typically don’t attend any lives but they are more than happy to complain from the distance... It baffles me how people like that have the nerve to act so entitled even though they don’t show an ounce of support.
There is another reason I do not wish to interact with a majority of the people on CPM. Many of them find pleasure in ridiculing me. I know everyone over there is making fun of me for being a “pussy”, for playing “Kalafina-police”, for apparently seeing everything through “rose-tinted glasses”. It seems like in their eyes nothing I write can be taken seriously because I am neither “honest” nor “objective”. I guess in this day and age you have to be a disrespectful asshole for people to consider you “honest/objective” and for someone to actually pay attention to you... But really, that’s just not who I am. I have zero tolerance when it comes to any sort of bashing of the people I adore and respect under the guise of so called “constructive criticism” and I do not wish to interact with anyone who thinks that’s okay. And before anyone misinterprets what I am saying, no, I am not implying that Kalafina are above criticism or that every kind of criticism is bad, that’s not the case at all...but as I have pointed out numerous times, it’s all about HOW you criticise...
As for your point about being able to be more expressive in a forum, that is completely untrue. Nothing is stopping me from being as expressive as I want to be on this site. Free expression does not equate negativity, if you think the opportunity to express yourself is somehow a free pass for being an asshole then you are wrong.
“There are almost no dedicated haters on the site who don't wish to see more great music from our favorite artists” Uhmm...and that somehow absolves them of all their wrong-doings? NO! This statement makes me really angry because it embodies the fucked-up mindset of so many haters in fandom. At one point in the past I used to like it so that gives me the right to bash on everything now and I refuse to find something else because I know for sure that one day they will create the exact thing that I want. THIS is how these people think...And it leads me right back to the point I made about entitlement. Throughout many years these fans have created an unattainable image in their mind. Everything that’s not in line with that idea is automatically written off as trash... Fact is it is very unlikely they will ever get what they want. So consumed with bitterness and hatred it’s almost impossible for these people to see greatness in anything. It’s a vicious cycle and the only way to escape is to move on to another fandom.
Your second comment is a tad over-dramatic wouldn’t you agree? It also sounds like a low-key threat and I really don’t appreciate that. I am very much aware that I am not immune to censorship but I am not sure what your point is. Are you trying to tell me that my only chance to avoid cencorship is to relocate to CPM? No thanks. I would rather find another platform or get my own website. Also, I have invested way too much into this tumblr blog, it’s not something I can simply give up and move on. I know many tumblr users have relocated to other platforms as a sort of protest but I will definitely not do that. If things become worse I will have to think of something but as of right now, I can live with the situation on tumblr. Let’s see what the future holds...
I guess instead of replying to questions about CPM you want me to write essays about censorship on tumblr which is - according to you - the very scourge of humanity? Sorry, I am not the type to use my blog for political statements. Yeah, I will admit, things have been a bit troublesome on tumblr but it’s certainly not as bad as some people make it out to be... I don’t necessarily agree with the methods they are using but they are par for the course...And I definitely wouldn’t compare the regulations that are implemented on this website (however sloppy they may be) to actual censorship that has happened and is still happening to people in the “real world”.
Okay, I think that’s it for me...
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the-crippled-god · 3 years
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Steam Next Fest, October 2021
Here’s a few sentences on the demos I’ve played thus far. We’ll see if I get to more...
A=B: Of the genre of 'Esolang programming games' (of which there are many), this might be one of the easiest to get into. However, nearly all the fun is going to come out of weird tricks you can pull off with the new instructions added in each section, which kinda defeats the premise. That being said, I was pleasantly surprised at how clever the game let me be with the the base 'one instruction'. It's not really programming, it's pattern matching and replacing (that being said, folks are starting to work out that well implemented pattern matching is one of the most powerful tools a programming language can have), and a condition that if a rule matches, the instructions start over, rather than continue. I wonder if there's any real world langs that behave like this, but support regex patterns (including capture groups), it might actually be a neat way of building things like custom file renaming rules... Games like this always feel like I'm doing work while not at work, but the simplicity of the base instruction makes this feel more like a puzzle game than something like TIS-100 or Shenzen IO, so provided the extra instructions don't make it feel more like programming (avoid adding branching, don't let me loop beyond the base loop, etc.), I'll probably enjoy this. Verdict: interesting, I'll probably buy it if it's cheap.
Galaxy's Extreme: This is another "Nintendo won't make a new F-Zero game so we'll do it ourselves", and it's... fine. Momentum feels good, and the controls feel good, it's just, too simplistic. I really feel like a spiritual successor to F-Zero needs the strafe and slide turning of GX (or some equivalent), without absurd goofy snaking, it's just, not the same, let alone an escalation of the style. You also only seem to leave the ground and prescribed points, rather than behaving like a hover craft, which doesn't quite feel right. Verdict: I'll probably pass on this one, if it gets rave reviews on release, and has online multiplayer, I could see grabbing it to play casually with friends.
Rayze: There's a good idea here, this isn't a good implementation of it. Momentum feels weird, and the game doesn't use raw mouse input, for some reason. An 'Aim racer' feels like a good idea, but this is more of a puzzle game where you're trying to work out how the level designer wants you to click things. Verdict: pass, absolutely not for me.
Dread Delusion: Open world immersive sim, focused on being weird. Seems alright, demo is a little too limited to tell, and I allocated my stats wrong to be able to see all of it (you seem to need high Lore to get to a few areas), but I enjoyed what was here, and will probably pick it up as just a weird thing to explore. Verdict: neat, be interested to see how the full version is.
Titanium Hound: This one looked cool, but it's really not good. Sounds in the menus are ear piercing, control scheme makes no sense on either the keyboard or controller. None of the attacks feel like they have impact. Controls are floaty and weird, like everything is on ice. Enemy sounds are muted, music is boring. Verdict: Really disappointed in this one, hard pass.
Transiruby: C...Cute... This seems like a fun light hearted metroidvania. Dialogue is witty, Siruby and pals are cute. Music is charming. Controls are tight. Graphics lean a little to simple for my tastes, but otherwise no complaints. Verdict: I'll probably buy this, seems like a good coping game for me.
Gastova: The Witches of Arkana: Meh. Some of the cutscene and character detail art is cute. Writing feels like it has a good premise, but could use an editor to punch up the jokes and quips a bit, since they don't quite land. It's almost like English isn't the writers first language, they have a good grasp of how to put words together so they're coherent, but they're not great at pacing dialogue so it feels natural. Gameplay is, bland? This feels aggressively like a 3rd party SNES platformer, like a Super Adventure Island or something. This is in all respects. It eats inputs randomly, attacks have no impact, enemies take too many hits, basic platoforming requires you stand on the very edge of the platforms, etc. I'm sure there are people who will get a kick out of this, but it's not for me. Verdict: pass.
Ex-Zodiac: It's a Starfox clone! Kinda halfway between SNES and 64. It's pretty good, not really doing anything original, but it plays well. Only weird issue I noticed is that enemies behind you can shoot at you, and there's not really a way to avoid it. Other than that my main complaint is the camera feels a little tight, definitely more like Starfox SNES, and it's a bit annoying. Verdict: I'll wishlist it, purchase is going to depend on the length and price of the full game.
Exo One: Interesting, likely not for me. I dig the movement scheme, though certain aspects of it suffer from the minimal UI/HUD. Manoeuvring through big wide open Unity terrain maps is not really compelling to me, I think I'd really like this if it was a more concentrated experience. Verdict: Pass, but I'll keep an eye on it.
POSTAL Brain Damaged: Hell yeah, this seems good. Think I like it more than Postal 4, at least in its current state. Writing is very Postal, except weirdly more subtle than usual? Dunno, this I like it more than Postal's usual crassness. Weapons are all versatile and cool (in the demo the rocket launcher weirdly feels the worst), and level design and aesthetics are on point. Didn't finish the demo cause I'd kinda rather play this on release, but really liked what I played. Verdict: Wishlisted, to pick up next time I'm in the mood for a boomer shooter.
Hypnagogia: Boundless Dreams: I was expecting something different. This seems to be a mostly linear 1st person platformer set in a childish dreamscape. It's fine for what it is, but at least as a demo, it didn't grab me. I think Anodyne 2 did this aesthetic better, this kinda feels like someone looked at Spyro the Dragon, and decided that's what dreams looked like. Maybe it gets weirder later, but I'm not sure I want to wait around to find out. Verdict: Pass for now, but I'll check the reviews when it comes out.
Cleo: A Pirate's Tale: It's alright, for a one person game, it seems pretty dang good. But, I don't think I'll play it. Everything about it is just a little off. Writing isn't quite funny, voice acting has weird intonation and direction, controls don't quite work intuitively, art style feels a touch unrealized, etc. Definitely give this one a try, especially if you liked old LucasArts games, you might love this, but I didn't. Verdict: Pass, but I have a few friends I'll probably recommend this to.
Hunt the Night: There's a good (potentially great) game here, but it leans just a little too into being difficult/punishing for my taste. You can animation cancel into a dash, except when there's hit stun from contacting an enemy with your sword, so you can't dodge ranged attacks while you're engaged in melee? Sometimes enemies are hit stunned by your attacks, sometimes the same enemies can attack through your hits? There's no stamina bar, but there's like 4 different meters to manage, and they work pretty well at forcing you to use all the options available to you. The weapons I found seemed to only differ in attack speed, melee combos did not change meaningfully, which is disappointing, but I didn't experiment much. Otherwise, for a 'bloodborne but as top-down zelda' it seems pretty great. Story seems interesting enough, if predictable, gameplay has a lot of good ideas, but it maybe needs another round of polish. A range indicator on the dash, and a solid explanation of if I'm suppose to be using it to dodge (and when I can cancel into a dodge and when I can't), along with a clear timer on how long I need to hold the heal button, would go a long way into making the game feel more fair. Verdict: On wishlist for now, because the trailer makes it look really fun, but I'll likely take a look at the reviews on release.
Anuchard: I swear I've seen this main character design before, I think they were a cameo design in CrossCode? Oh wow is English not the writer's first language, grammar issues all over the place. Thankfully, not so bad as to be incomprehensible, but I really hope they get an editor fluent in English before release. Gameplay wise, this seems a little too simple? Combat is satisfying, but you can stun lock the boss? And while the shield/heavy attack system seems like a good idea, it doesn't add much depth. Puzzle solving by bouncing the gems around feels bad. You can't aim in more than the 8 cardinal directions, and even that's inconsistent, and hit detection requires you to be really precise. Art is cute, writing seems like it has potential, if it gets a good proof read, music was interesting to good. Verdict: I think I'll pass, but I'll look into it after release.
Marmoreal: Can you tell this game wanted to be a Touhou fangame, but the art was worse than even ZUNs so they couldn't get the license? Joking aside, ignoring every art asset in this game (except the animation, but we'll get to that), this game is great. Gameplay feels really good, though I feel I need to re-map the abilities buttons a bit, I kept hitting them at inopportune times. And, the animation in cutscenes, along with the writing, make this a stupid ridiculous romp that nearly had me falling off my chair in laughter. This game knows exactly what it is, and I'm here for it. Verdict: Wishlisted, and I'll probably play more of the demo, since it's pretty substantial.
Transmute: A very clearly inspired by Axiom Verge (and maybe Environmental Station Alpha) metroidvania. My biggest complaint is the writing falls flat. Crazy shit is happening to and around the protag, and she hardly reacts (the writing puts more emphasis on her being 'anti-colonialist' than it does on the fact that she'd been in stasis for several years). Game plays well, though not being able to shoot at an angle, or downwards feels weird. Has an augment and retrieval system like Hollow Knight. the augment system even let me combine 2 things I didn't think it would allow me to. Difficulty spikes up after the 2nd boss, so I peaked my head into the 2 areas that open up, but wasn't really interested in banging my head against them when I know I'll have to start over when the game comes out. Verdict: Seems pretty well put together for a metroidvania, I'll wishlist it.
Tunic: This seems so close to brilliance, but it's just not there. The game looks adorable, but here's the issue: There's a massive amount of latency to the controls, you constantly feel like you're manoeuvring through muck. Even the most basic enemy can react to you faster than you can to it, enemies do a lot of damage, healing is very limited, and it has retrieval mechanics on death. This game feels really difficult for no reason. It's clearly trying to look like zelda, why does it play like a wannabe took-all-the-wrong-lessons-from-dark-souls game? If this game played closer to a 2d zelda game, it'd be a lot of fun, but as it plays right now, I have no interest. Verdict: Pass.
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kirain · 6 years
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Top Ten Favourite Anime Games
For this list, I will only be including games that are specifically considered part of the anime genre, NOT games that were created by Japan Studio or other Japanese companies/creators. So games like shadow of the colossus,  Bloodborne, Metal Gear, Resident Evil, etc., won’t be mentioned. While it is arguable that such games could fit the anime genre, it’s never been clarified. So here’s a list of my top 10 anime games.
1. Gravity Rush
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There’s no real order for this list EXCEPT for Gravity Rush. It is easily my number one favourite pick. I bought it for next to nothing thinking it would be a cute little experience, but it ended up gripping my interest for four days straight; which is rare for me. While at work, all I could think about was getting back to it, and it’s one of the few games with trophies that didn’t annoy me. Seriously-- not one trophy pissed me off. In every game there’s at least two or three that really grind my gears, but Gravity Rush had nada.
There are several challenges in the game that are tough but fair, and they never become boring because they’re designed in such a way that the more you play them, the better you get. You begin to learn the controls, the landscape, the shortcuts, etc., which makes for some excellent gameplay. At no point in the game do you feel like a failure, which is nice once in a while. On top of that the story is fun, the characters are lovable, and the art is breathtaking. During each new chapter, we’re given information in the form of a hand-drawn manga, which only adds to the uniqueness. The language in the game is also made up, so anyone can relate to it. And the music? Oh, don’t even get me started:
https://www.youtube.com/watch?v=BxIC6Vu1ee0&t=43s
And just when I thought it couldn’t get any better, they went ahead and created a sequel, Gravity Rush 2! It’s pretty rare, in my opinion anyway, that video games have sequels that measure up to their predecessor, but Gravity Rush 2 might be even better! It lets us revisit old friends, make new friends, explore more areas, it gives us grater challenges and a newly implemented difficulty setting, and additional online adventures that have nothing to do with achievements! What really hits me about these games, though, is the freedom. You get to fly wherever you want, anytime you want, at ridiculous speeds. The world is vast, beautiful, and so fun to navigate.
After playing and falling in love with these games, I can only assume they’re called “Gravity Rush” because they’re an absolute rush to play.
2. Devil May Cry
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Specifically the first game, Devil May Cry will always have a special place in my heart. I played the game a lot when I was in grade school and kept replaying it well into my high school years. All the way up until my PS2 broke. :’)
Now, I do know that this game was created by Capcom and that it was supposed to be related to the Resident Evil franchise, but director Hideki Kamiya openly stated that the game is an anime-style hack and slash action-adventure game, and even gave the anime T.V. show, Devil May Cry: The Animated Series by Shin Itagaki, his professional seal of approval.
That said, Devil May Cry is addictive with its brutal but charming character Dante, and its dark and twisted plot/gameplay. If you’re into cool characters, blood and guts, and kick-ass combat, this is the game for you!
3. Catherine
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Another nostalgic game for me, Catherine was something I played constantly when I was in high school. The animation is enticing, the story is a giant mind f*ck, and the English voice acting is stupendous. Like many story-related anime games, it has multiple endings, as well as a karma metre that wraps into your choices. The story revolves around a man named Vincent  Brooks, who is beset by supernatural nightmares while torn between his feelings for longtime girlfriend Katherine and the similarly-named beauty Catherine.
While the game is mostly a platformer, the challenges are unreal, especially in Babel (an extra area not related to the story) and the arcade game, Rapunzel. If you want your brain to turn to mush, I’d suggest setting this baby to the hardest difficulty. Naturally there’s a trophy for beating everything with a gold time, so if you get that you’ll be able to gloat to all your friends about how smart you are. XD
Jokes aside, though, there are other aspects to the game that keep you going. You won’t get bored of the platforming because between each level is the story, given to us in two distinct anime styles, and a trip to the bar, where you can get drunk and interact with other characters. Depending on the dialogue you choose, you could be responsible for their dreams coming true ... or their untimely death. A remake of the game will be coming out for PS4 next year and I can’t wait to play it!
4. No More Heroes
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No More Heroes is another action-adventure hack and slash video game that follows a man named Travis Touchdown ... who is a hardcore otaku. Literally all he cares about is killing and anime, which makes for a hilarious story. Travis is also a top-class assassin in a world where assassins constantly compete. Think John Wick: The Anime. This game is full of comedy and combat, as well as cool characters, crude challenges, and a cuddly kitty cat. I played this game religiously when I was in high school, and enjoyed it even up to it’s weird mind f*ck of an ending. The only downside being that it’s only available on Wii, which made for an interesting and unique experience, but a sad realisation that it will never be available for any other platform.
5. Trauma Center: Second Opinion
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Just like No More Heroes, Trauma Center: Second Opinion is only available on Wii; but that in no way affected my love for it. Second Opinion is the second game in a long line of Trauma Centers, but for some reason it’s the only one I enjoy. Perhaps it’s because playing it on the Wii gave it a sense of realism. The game is a surgery simulator, and like an actual surgeon, you have to concentrate and keep your hands steady to succeed. If you move too quickly or throw yourself off balance, the patient will die. The art and music are also incredible and, believe it or not, there’s actually a pretty interesting story that goes along with each chapter. As you work your way to more advanced operations, you really take a liking to the characters and feel a strong sense of duty to your patients. To anyone who owns a Wii, this is definitely a game I’d recommend.
6. Chibi-Robo!
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Chibi-Robo! This game takes me back! I spent hours upon hours playing this game, and I still would today if my copy hadn’t been stolen. This little treat is only available on the Wii and GameCube, and was created by Nintendo. It’s one of the most adorable platform-adventure games I’ve ever played to date. The Wiki explains the plot perfectly, so I’ll just post it here:
“Chibi-Robo! takes place in a 1960s-style American home and revolves around a tiny, highly advanced robot of the same name. He is given as a birthday gift to a socially withdrawn eight-year-old named Jenny Sanderson by her father. This is much to the dismay of Jenny's mother, a homemaker who is constantly stressed over how much money her husband spends on toys despite his unemployment.”
For a game that seems so basic, there are a plethora of areas to explore and they are huge. Ironically so, I’m sure, but it makes for some amazing gameplay nonetheless. As you wander, you help other creatures around the house, including the family, solve their problems and complete challenging and often comedic tasks; such as flipping burgers, cleaning up puddles, and-- you know-- helping the egg general save his fellow egg soldiers from the household dog. Yeah, stuff like that. XD
Honestly, it’s super fun and I recommend it to anyone, no matter what their age. It’s clearly geared towards children, but I can’t think of a single reason why an adult wouldn’t enjoy it just as much. It’s relaxing, freeing, and puts a genuine smile on your face. :)
7. Pokemon X and Y
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Okay, I know I probably shouldn’t add Pokemon to this list, but I can’t help it! I’ve always loved the Pokemon games, but they just get better and better every time! Pokemon X and Y quickly became favourites of mine, and they consumed my life for a good two months as I captured every single Pokemon, bred the perfect IVs, and worked my ass off to get every shiny I desired. On top of that, I loved the story and, for once, how my character design turned out. What’s more, I fell absolutely in love with the Looker side quest, which is possibly the best and most emotional side quest I’ve ever played in a Pokemon game. X and Y will always be special to me, because in was with these two games that I caught ‘em all!
8. Pokemon Sun and Moon
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Visually, Pokemon Sun and Moon are the best of the Pokemon games, in my opinion. They were also the first to really shake things up and give fans new and improved methods of breeding, capture, travel, communication, and more. We were also introduced to a new type of pokemon called “ultra beasts”, along with a fun and alluring story with several new characters and legendaries. Throughout the game, I found myself laughing hard at some of the experiences, and I spent countless hours capturing, trading, breeding, spoiling, and loving all of the new pokemon the games had to offer. I even transferred my pokemon from X and Y over so I could give them the same love and affection. ^_^
I have to thank @cassafra5 and @george-nordington, because they’re the ones who bought me this masterpiece! Thanks, guys! <3
9. .hack//OUTBREAK
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This is a game that will always be near and dear to my heart. Back before guides were widely available, I was playing a game called .Hack//OUTBREAK. It came out in 2002, when I was only 12 years old. Back then, my dad was still alive. He never really understood my taste in anime, but he wanted to try and relate, so he bought this game for me on a whim. Little did he know I knew absolutely nothing about the .Hack series, and little did either of us know that OUTBREAK was actually the third part to two other .Hack games. Still, I didn’t want to hurt his feelings, so I played the game-- and I fell in love.
Visually, OUTBREAK was one of the best games I owned on PS2, and although parts of the story were difficult to follow, I was hooked. I dedicated entire days to this game, and because there weren’t any guides, I had to write down every code and location so I wouldn’t get lost/forget them. Today, I still have pages folded safely in the case. The amount of exploration and character interaction opened me up to a whole new genre of video games. In fact, it basically introduced me to anime-style games. I could actually buy gifts for my friends and build relationships. That seems common now, but back then it wasn’t for a typical PS2 game.
Unfortunately, tragedy struck when the save cartridge was accidentally kicked by my brother and all of my data was lost. I wasn’t too concerned, since I figured I could just replay the game and get everything back ... but the disk was also severely, irreparably scratched. It no longer plays. As such, it is now merely a keepsake from my father. I miss you, dad.
But 16 years later and my sister and I are still quoting this game! XD @alannahkiwi https://www.youtube.com/watch?v=0I-7hwgwqa4
10. Persona 5
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I only recently started playing Persona 5, but it’s quickly made its way to my top ten. I can’t say too much about it just yet, aside from the fact that the animation is crisp, the story is gripping, and I’m ready to sink hours of my life into platinuming this gorgeous feet of human achievement! So much heart and sole was poured into this game and it shows with every in-game step I take. This is the only game on this list that I haven’t yet finished, but I have a sense that I don’t really need to. Thus far, every mission has been a gem and I don’t want the party to end!
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archonreviews · 7 years
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The Archon’s Opinion: What Does it Mean for Good Characters to Have Bad Games; or, the Curious Case of Sonic the Hedgehog
Hey, guess who can’t count to five? This Archon! Whoo!
Anyway, I wanted to discuss something that’s been on my mind since Sonic Mania came out a while back, and even since the Game Grumps (hi guys) began their playthrough of Sonic Unleashed. That thing is simply: why is it that though Sonic the Hedgehog is a good character, the games about him are... not so good. On this episode of The Archon’s Opinion, we’re going to determine the why, what, and how, of the atrociousness of Sonic games. Or maybe I’ll just ramble on about how awesome Shadow Sonic is. Who knows?
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Let’s start out by defining what it is that makes Sonic a “good character”. What I mean by “good character” is one who is largely appealing, and one who is either deep or punchy, one you have to think a lot about or one you can immediately recognize and empathize with. In this case, Sonic is the latter; he’s got an easily-recognizable silhouette, and a fun and easy-to-memorize suite of powers (goes fast, can go super-saiyan, can roll good, spikes sharp). Also, while the particulars of his personality depend on the writer, he’s generally consistent in his carefree-but-righteous nature. Most people like to think of themselves as morally upright, and many people, I should think, prefer to think of themselves as being fun-loving and care-free, like Sonic in a way. So, Sonic the Hedgehog is both punchy and easy to follow, and broadly appealing.
Next, a little context about Sonic’s history in video games. Back in ye olden dayes, Sonic the Hedgehog came out for the SEGA Genesis. It was a pretty standard platforming game, with an emphasis on speed and semi-complex environments. It was meant as a direct competitor to the Mario Bros. series, and it sold like hotcakes on a cold morning, or something like that. Sonic’s 2 and 3, as well as 3 and Knuckles all also did really well, financially speaking. Things only began to run downhill when Sonic Adventure was released. Poor dialogue, mediocre plot, and annoying characters dragged down the game significantly. Things seemed to uptick with the release of Sonic Adventure 2, which had some problems, but in terms of plot, characters, controls, and graphics, it was a vast improvement. Sonic Heroes was largely a blank in terms of critical reception, getting average reviews among publications, and mixed reviews from individual critics. Sometime later... came the dark ages.
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^(Ugh)^
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^(Uuulgh)^
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^(Bluuurgh, no.)^
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^(Huh)^
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^(Hey, okay.)^
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^(Aaaargh! Ah Gottirn, nein!)^
While Sonic Colors and Generations provided brief, dim lights in the darkness that followed Adventure 2, they were not enough to save Sonic’s critically damaged reputation. Many people, players and critics alike, have gone on record as saying that Sonic should be put down for good, each individual having their own opinion as to when he should have been dropped.
So, we have a character who is consistently likable and eminently marketable, but who is the subject of a swath of poor video games. And yet, despite the utter abhorrence many Sonic titles languish in, he still has plenty of fans. Why is this?
Perhaps the answer lies in other media that Sonic has been in. For example, the Sonic the Hedgehog comic series has generally been received positively. One might very easily argue that this is because the comic series lacks the various elements that made the games really bad. After all, you don’t have to rely on shitty controls to make Sonic do his thing in a comic series, and the character’s voices can be as cool or as terrible as you imagine them to be. Also, the plots are written by people who’s job it is to write plots! Amazing! And the graphics are drawn by people who are trained to draw comic book art. Also amazing!
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^(Pictured: Something I’d totally read)^
In this way, the comics make use of Sonic’s personality and abilities, without forcing you to wrestle with poorly implemented controls or terrible glitches. We get his character, without his game. The same goes for the television series; although, none of the television adaptations seem to sell quite as well as the comic. Possibly because of the voices of... certain characters.
So how can Sonic Team and SEGA make Sonic games better while preserving Sonic’s character? What really is the deal with Sonic games? Well, game journalist and professional... Boglinwatcher, I guess... Jim Sterling, has actually made the point that after the relative failure of Sonic ‘06, SEGA kept trying different things to make the games good, many of which failed. He went on to say that each of the games presented an interesting concept, and that each could have been a great game, if it were refined. His argument was if SEGA had stuck to a single concept or idea long enough to make it good, then Sonic games could be good, Q.E.D.
To see that idea in action, we can take a look at SEGA’s direct competitor, Nintendo. In many ways, Nintendo’s flagship characters are much like Sonic the Hedgehog. Por exemple, Mario has a very basic set of abilities, an easily-recognizable silhouette, and his bright colors and blank-slate personality make it easy for us to project ourselves onto him as we play. Link from the Legend of Zelda games, is very similar, with a simple-ish design, a monotone color scheme, and a classic story arc.
Consider now, that Nintendo has, with few exceptions, been pumping out the same Mario and Zelda games for years. Mario has had plenty o’ platformers, and Link has a lot of adventure games. One does not create using the same formula over and over without becoming very good at it, and refining it to a razor polish. Mildly mixed metaphors aside, this is, essentially the main difference between Nintendo’s properties and Sonic the Hedgehog; Sonic games can have all the interesting ideas in the world, but if they’re not refined, they just won’t be very good as compared to a more polished experience.
Now, we’ve all heard the flagship complaints carried by Sonic’s detractors. The first is that because he’s too fast, and because depth perception in a 3d environment is difficult, Sonic simply cannot exist competently in a 3d space. Q.E.D. any 3d Sonic game will be bad. I disagree; I believe that 3d Sonic’s relative atrociousness isn’t an intrinsic property of 3d physics’ interaction with Sonic’s speed, but that Sonic Team simply don’t often design environments wherein the two elements play well. When stages are constructed to take advantage of Sonic’s characteristic speed, such as the first level in Sonic Adventure and some of the “Regular Sonic” stages in Unleashed, they’ve often been described as good, or even the best parts of those games. Really, the problem isn’t Sonic, it’s Sonic’s developers, who don’t seem to know how to handle him.
Another common complaint is that Sonic’s ever-expanding team of sapient animal friends is drawing the games away from their core focus. Such detractors will say that any stage in which you are you are, say, being Tails in a mech, instead of being Sonic and going fast, is somehow a detriment to the game’s quality. Again, I have to disagree; plenty of games have many different core mechanics that form the whole game, and I think maybe instead of insisting that every Sonic game be about going fast exclusively, we should look at any stage in which we get to play as a new character as an interesting new experience; even if we don’t personally like it; we can at least appreciate that the particular game in question isn’t monotone. That said, those critics who claim that the other character’s personalities and voices are irritating may have a point, at least in the grand generality of Sonic games.
Finally, I want to talk for a moment about the relative success of Sonic Mania, and the stigma that 3d Sonics have acquired. See, Mania has been hailed as this return to form for Sonic the Hedgehog, and that’s not without merit. The game essentially has classic Sonic’s turgid wang firmly in it’s mouth, and while that isn’t necessarily a bad thing, I feel like it could lead to a bad thing. A lot of the complaints about modern Sonics has been about the 3d aspects, and Mania is 2d, you see. What I’m worried about it that Sonic Team might see the success and praise for Mania and think that the number of dimensions is the problem, instead of the lack of polish, the glitches, the unlikable sidekicks, etc. And therein lies a risk of a return to the problem Jim Sterling mentioned, wherein Sonic Team simply abandons an aspect of Sonic games because they think that it specifically is the reason it didn’t do well, and thus, it may lead to merely another unpolished Sonic game, except in 2d.
فى الختام،, Sonic games suffer primarily from a severe lack of  polish, overall glitchiness, and a menagerie of annoying ancillary characters, truly. But they have not suffered from 3d, or from Sonic’s own character. To fix this, Sonic Team should stick to one or a few core elements for the games, at least for a while, until they get good at it, before trying to get fancy.
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^(Or they could just release Shadow the Hedgehog 2 already. Whatever works for them.)^
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webbygraphic001 · 5 years
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20 Best New Portfolios, July 2019
And now it’s July. I’d just like to tell my American and Canadian friends to hydrate properly, and the hangover should be gone by October, just in time for the sugar crash. While you recover, we’ve got more portfolios.
Lots of good, grid-based stuff this month. And lots of dark layouts. It’s like all the color got used up last month or something. Anyway, I hope you like minimalism! Enjoy.
Note: I’m judging these sites by how good they look to me. If they’re creative and original, or classic but really well-done, it’s all good to me. Sometimes, UX and accessibility suffer. For example, many of these sites depend on JavaScript to display their content at all; this is a Bad Idea, kids. If you find an idea you like and want to adapt to your own site, remember to implement it responsibly.
White Elephant
White Elephant combines pastels, some asymmetrical design, some very grid-focused design, and a whole lot of absolutely gorgeous type to create a pleasant, pretty browsing experience. Also, there’s the occasional witty GIF used during page transitions, a sort of blink-and-you’ll miss it detail that amused me.
Platform: WordPress
Adam Brandon
Adam Brandon’s portfolio keeps things very minimalist. But then, when you have Netflix, Apple, Nike, and Ford in your portfolio, do you really want that much getting in the way of all those logos? No, in these situations, minimalism is definitely the way to go, and the sort of grid-based collage doesn’t hurt.
Platform: Squarespace
Planetary
Planetary’s agency site is pretty, modern, and I have to say that the designers sure know how to effectively use just the tiniest splashes of extra color for emphasis. It’s just that nice to look at. Plus, this site just introduced me to the typeface known as Neutrif pro, and I think I’m in love.
Platform: Gatsby
Werlen Meyer
Werlen Meyer keeps things fairly simple with a dark layout, simple sans-serif type, and quite a bit of background video. I have to hand it to whomever is optimizing this site. All of the video/animation loaded fast and smooth on my 5Mbs connection.
Platform: Custom CMS (I think. I never know for sure when Lua is listed as the programming language.)
Renaud Rohlinger
Renaud Rohlinger is a “French Creative Developer living in Japan (soon)”, and this is presumably why his site is a mix of Japanese and English. Not content with that, however, he threw in a whole lot of gorgeous WebGL animation that runs pretty smooth and fast, even on my old laptop with integrated graphics.
While there could be some improvements made layout-wise, and the body text could be a little bigger, the whole thing is a technical marvel.
Platform: Static Site
Tiago Majuelos
Tiago Majuelos’ one-page portfolio is colorful, wild, and full of… hieroglyphic-clipart graphics? I’m not sure how the heck else to describe his art style. You can browse the work by dragging/swiping horizontally, or you can scroll down to see the most organized collage I’ve ever seen. I’ve never seen anything quite like this, so it’s on the list.
Platform: WordPress
Josh Newton
Josh Newton’s portfolio has a beautifully simple dark layout, great condensed type, and body text that’s sadly way too small. That usability issue aside, it’s rather nice to look at. Another great grid-based layout.
Platform: Custom CMS (Probably)
Diogo Akio
Diogo Akio’s portfolio is more grid-based goodness, mixed with more horizontal scrolling goodness, and a heavy dose of modern minimalism. And for variety, it’s not a dark layout.
Platform: Static Site
Rise
When Rise was being designed someone clearly looked at a bunch of sites with asymmetry and overlapping elements, and said, “That. I want loads of that.” Then threw in some pretty decent typography, and they’ve managed to pull off using the color yellow, so they’ve earned their spot on this list.
Platform: ExpressionEngine (Haven’t seen that for a while.)
makespace.
Makespace. More dark layout. More collages. More grid stuff. Lots of periods going around. No but really, it’s a fantastic looking site, and you don’t see too many collages that are animated like a slideshow. Unfortunately, this site falls into the same small-text trap that many dark sites fall into in their quest to look elegant.
Elegant text is text I can read. Just saying.
Platform: Static Site
Diana Costa
At first glance, Diana Costa’s portfolio seems downright brutalist. Dig in a little, though, and you’ll see the monochromatic tones and monospaced text tempered with plenty of white space, and simple, smooth animation. It’s amazing how much white space can transform the feel of a website, almost on its own.
Though I don’t like sites that depend on JS to run at all, especially sites this simple, I have to respect the developers for putting in a warning message when you turn JS off.
Platform: Static Site
Firstborn
Like many minimalist sites, Firstborn uses animation to spice things up, decent type, and multicolumn body text. Well okay, multicolumn isn’t that common. No, they’re not relying on CSS to do that just yet, it’s being done with JS. Even so, I’m glad to see it out in the wild.
Platform: Contentful
Yuen Ye
Okay, you know that see-the-preview-on-project-title-hover thing? Well Yuen Ye’s portfolio has officially done it better than everything else. There are elements that are rather convincingly animated to look like cloth on the home page, and hovering over a project title changes the “pieces of cloth” into the preview for… go just got look at it.
Rarely am I actually impressed by these sorts of bells and whistles, but it’s beautifully executed here. The rest of the site is pretty solid, too.
Platform: WordPress
Onix Design
Onix Design improves on the ever-familiar modern/dark aesthetic by adding a fair amount of illustration, including some sort of semi-3D illustrations of faces that I found strangely compelling. The color scheme is a bit of a blast to the eyeballs, even with the mostly-dark layout, but it’s certainly a striking, and uncommon look.
Platform: Custom CMS? (It’s programmed in Go.)
Zef
Zef’s Website is decidedly new-looking, even as certain aspects of it (including the name) evoke a sort of Geocities-era nostalgia. I love everything: the curving text on the home page, the clashing colors, the careless-seeming typography that is actually quite effective. It’s amazing.
Platform: Static Site
thePXA Creative
thePXA Creative’s agency site is darned good-looking. Far more good-looking, perhaps, than usable. Even so, I found myself liking this highly PowerPoint-ish site for it’s sheer style, and commitment to a theme.
Platform: Static Site
Muax
Muax is another dark, grid-loving layout, sure. It’s also a showcase of just how absolutely gorgeous Russian typography can be. I have no idea what any of it says, but I could stare at it for a good ten minutes.
If this is what Dostoevsky’s work looked like in Russian, no wonder people read it to the end.
Platform: Custom CMS
Casper Fitzhue
Casper Fitzhue’s portfolio is one of those very white designs that could get boring if you don’t love that sort of simplicity as much as I do. But to keep things interesting, the background will change color depending on what you’re looking at/hovering over. Plus, I like how things like essays and other text-based works are included in the portfolio.
Platform: Static Site
Chris Cyran
Chris Cyran’s portfolio is maybe the only one I’ve seen that’s bold enough to just sort of… put a business card design right in the middle of the page, and leave it there no matter what else happens to be scrolling by.
Platform: WordPress
Locomotive
Locomotive looks like a site that should be minimalist, but they occasionally just sort of… don’t do minimalist things. It also leans hard into the animation, creating an experience that is at once familiar and outstanding.
Platform: Static Site
Source from Webdesigner Depot https://ift.tt/2L5tw7H from Blogger https://ift.tt/2Xy98Cv
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teritcrawfordca · 6 years
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How to Run a Successful Business in 2018
If you’re a fan of #SmallBizChat, now in it’s 9th year, you know that every Wednesday from 8-9 pm ET,  on Twitter we invite authors and small business experts on to discuss the unique challenges and opportunities that small business owners face. As this is National Small Business Week, so we decided to switch things up. According to the SBA, more than half of Americans own or work for a small business. In addition, two out of every three new jobs in the United States are created by entrepreneurs yearly. This is our week to shine. Last night, I hosted #Smallbizchat LIVE on my SmallBizLady Facebook page and featured three great guests Dawn Brolin, CPA, Alfred Edmond Jr, Editor at Large of Black Enterprise and Garrett White, of Wake-up Warrior. They talked about everything from taxes and building a sustainable business, to reinventing yourself and your business. Below are a few highlights.
Dawn Brolin is a Certified Public Accountant, Certified Fraud Examiner, and CEO of Powerful Accounting, LLC.  Powerful Accounting is a nationally recognized accounting, tax, forensic and fraud, IRS and State Agency audit professionals as well as a QuickBooks consulting firm. Her firm can provide IRS Representation and Bankruptcy Accounting. Dawn helps us understand the Trump Tax Bill, so that we’ll be prepared for next year’s taxes.
SmallBizLady: Can you tell us about your background and your business Powerful Accounting?
Dawn Brolin: Powerful Accounting handles IRS & State Agency audit and inquiries, small business accounting and technology recommendations, tax return preparation, and outsourced CFO services.  Our team is friendly, kind, and truly enjoys working with our clients, especially the ones who want to grow their business!  I am a Certified Public Accountant and a Certified Fraud Examiner.
SmallBizLady: What about the really bad stuff in Trump Tax bill?
Dawn Brolin: I don’t necessarily think that the items listed below are BAD stuff with regards to small business owners but rather I feel that many will misinterpret the changes based on a common dialogue rather than a deep dive into the requirements, limitations, calculations, entity structures, etc.  This is a pretty heavy change.  I don’t want the small business community to jump up and down too quickly.
The Excess Business Loss Limitations for Individuals– This change requires that business losses at the individual level are not allowed for the taxable year.  Those losses must be carried forward and treated as part of the taxpayer’s NOL (Net Operating Loss Carryforward).  This means if you have been enjoying, reducing your income from other sources due to the loss in the business (Schedule C, Partnership K-1s, and S-Corporation K-1s included) you won’t be able to take advantage of that rule for tax years after 2017 and before 2026.
Repeal of Miscellaneous Itemized Deductions – If you are a small business and have SMART employees, you may be approached by them to reimburse for travel, meals, uniforms, tools, etc. if they learn about this repeal.  The miscellaneous itemized deductions are part of the Schedule A – Itemized Deductions form and have been subject to a 2% threshold.  Your sales people who drive thousands of miles, the repair guy who buys his own tools and many others may want the small business owners to implement an accountable plan.
20% Deduction for proprietors, partners, s-corporation shareholders, and trusts/estates with respect to certain qualified income – With the change in the C-Corporation tax rate from 35% to a flat 21%, it might sound like everything is getting better, but the deduction is limited to the lessor of: 20% of qualified business income OR 50% of the total W-2 wages paid by the business. However, the 50% of the total W-2 wages (which in some cases would be lower than the total taxable income of the business owner) would not apply if the business owner had taxable income less than $315,000 if MFJ and $157,500 if single). A simple math example the business owner and her husband made less than $315,000 combined, they would receive a deduction of $35,000 rather than the $25,000 (50% of the W-2). Having employees, reasonable compensation considerations, % of ownership, etc. are some of the other factors involved in this deduction. Note: This does NOT reduce the self-employment income for self-employment tax purposes. This is a standard deduction, not an adjustment of the taxpayers Adjusted Gross Income.
SmallBizLady: Tracking time is a major issue for business owners with billing and employees, how do you suggest people handle it?
Dawn Brolin: I frequently tell our small business clients that time IS money, so what the heck are you doing with it?  Most say “I know how much I work, 24/7”.  Okay that’s not true.  I know that this is a major issue specifically if you have employees. We use and promote TSheets by Intuit.  TSheets provides me with minute by minute reporting on my team member’s work, I can see who and what they are working on from my phone. I have the ability to invoice clients in clicks of a button because TSheets syncs with QuickBooks. I can tell you that the loss of money through payroll is one of the deadly business sins.
Simply stated, time tracking is only one small piece of the loss of money for a small business owner.  Not tracking your financials on a real time basis is simply negligence.  If you decide to be in business, then BE in business.  You own the company and the buck stops with you. Get yourself a solid team of experts to help guide you, Listen to them, they likely know more than you.  They should be in a position that you one day want to be in.  If you don’t want to own the responsibility, then get a job because being in business is not for the weak.
Alfred Edmond, Jr. is SVP/Editor-at-large of BLACK ENTERPRISE. He is a content leader, brand representative and expert resource for all media platforms under the BLACK ENTERPRISE brand, including the magazine, television shows, web site, social media and live networking events. He also hosts Money Matters, a syndicated radio feature of American Urban Radio Networks. 
SmallBizLady: How important is it to invest in professional development as a business owner?
Alfred A. Edmond Jr.: It is critically important to invest in professional development as a business owner. In fact, I would go as far as to say that if you are not absolutely committed to continuing education and professional development, you shouldn’t be a business owner. It’s important to understand that entrepreneurship is a distinct and separate discipline, one that a business owner must be committed to learning and mastering in addition to their professional craft or area of industry expertise. That’s why I so strongly recommend classes, whether online webinars or traditional workshops and courses, that teach different aspects of running a business, from finances to marketing to management. It’s also why I so strongly recommend books like Become Your Own Boss in 12 Months (still the best small business start-up book I’ve ever read), as well as your new book, Fix Your Business.
Second, change is happening at an escalating rate. You always only a few steps ahead of obsolescence; the only way to stay ahead and on trend is to never stop learning and growing as a business owner.
SmallBizLady: Cash is still king, and it’s still tough for even established businesses to find capital, what’s is your thoughts about alternative lenders like Kickstarter, Ondeck, Kabbage, and the least utilized resource out here CDFI’s Etc.?
Alfred A. Edmond Jr.: Yes, cash is still king. And I believe that what I call the democratization of capital access, such as crowdfunding and other alternative lending sources, are a great thing, especially for start-up entrepreneurs and small business owners who may not have the capacity or collateral to pursue the traditional funding sources. That said, the source of the capital will never be more important than why the business owner needs it. Remember, nobody—no matter how wealthy the person or institution—has money just laying around doing nothing. All money is being used for something, whether delivering returns via another investment vehicle, sitting in the bank as a form of security or being set aside for retirement. The question you must answer is how is your business going to multiply the money?
If you are constantly having cash flow issues, the answer for most businesses is not to find more capital. It’s to understand why the business is eating more money than it is producing and fixing it. Otherwise, the venture is just not investable.
SmallBizLady: How important is mentorship to a business owner? How should a new business owner find a mentor?
Alfred A. Edmond Jr. Mentorship is absolutely important to a business owner. You save a tremendous amount of time and energy—which adds up to money—when you can draw on the experience and expertise of others, whether in your business or a related discipline or industry.
Here’s the thing, though: You don’t find and choose your mentors; they actually find and choose you. However, they can’t do that if you spend all of your time locked behind the computer screen in your office or the doors of your business. You have to get out, be visible and engage with those people. That’s how healthy, mutually beneficial mentoring relationships—really all good relationships—are created.
As a business owner, you should make time to attend at least one national or regional event for business owners every six months—of course, I strongly recommend you join Black Enterprise at its annual Entrepreneurs Summit, which will be held June 6-9 in Charlotte, N.C., this year. (http://www.blackenterprise.com/entrepreneurssummit/)
In addition, you should attend at least one local networking event relevant to your business every month, as well as be an active member of Facebook and LinkedIn groups that can help you engage with people with information, resources and connections that can help you grow your business. Mentors are not looking for people to rescue. If you want to attract mentors, you need to back up that desire with demonstrated, consistent, diligent, results-producing performance. Mentors like to have impressive protégés!
Garrett J. White, is the founder of Wake Up Warrior, CEO of DKW Styling, Author of BE THE MAN & WARRIOR BOOK as well as host of the TOP Rated Pod Casts Warrior Wealth, Warrior On Fire and Date Your Wife. He works with thousands of men, encouraging them to tell the truth and transform from broke to rich, unfaithful in marriage to faithful, depressed & suicidal to living with a purpose and playing it safe & good to going all in and living great.
SmallBizLady: You have a very diverse background can you tell the audience how you became the Garrett White we see today?
Garrett White I have my own story of divorce, an estranged son, infidelity and losing every penny of my multi-million dollar empire before rebuilding myself, my marriage and starting the Wake Up Warrior Movement, which is helping thousands of men to tell the truth and transform from broke to rich to living with a purpose and playing it safe & good to going all in and living great.
SmallBizLady: You and I have something in common my first business and marriage crashed around the same time. How did you manage it? 
Garrett White: I told the truth. I stopped screwing around and got after it. Marriages fail, businesses collapse and people play small because we lie about: what we truly want; who we are; what we’re truly capable of, how we truly feel, where we want to go and what we’re really afraid of. These lies lead to addiction, sedation, destruction and mediocrity. Face it. We all lie. That little voice that said, “Not me.” Yes, you. Most of us started telling lies and burying the truth as boys [and girls] just to avoid being judged and to please parents, teachers, church, friends and coaches. These lies have you feeling alone in your pain. Small business owners and entrepreneurs are at the most risk of sedation, suppression and feeling alone. When you dig deep for courage to tell the truth and stop hiding lies, the path to success in health, wealth and love unlocks. Telling the truth: that’s the key.”
SmallBizLady: What were your biggest takeaways from losing everything?
Garrett White: I learned in many ways, small business owners and entrepreneurs are at the most risk of sedation, suppression and feeling alone. Here’s why. As an entrepreneur you experience pressure and expectations coming from multiple angles. Whether it’s at home or in your business – you’re supposed to be “the man” who has all the answers. You’re supposed to have your act together and in total control. There’s no room for your emotions and feelings of doubt, fear, anger, excitement, uncertainty and frustration … especially as an entrepreneur. So you put a mask on and sedate, suppress and act like you got it all figured out to please everyone else’s expectations of you. Entrepreneurs also have the added element of “acceptable sedation” playing against them. But under the lie of “just trying to provide a good life for my family” is the fact you’re just avoiding the feeling of disconnection at home. You’re avoiding dealing with the crap in your marriage, your health and your kids.
Which only drives us deeper into our pit of isolation and sedation.
There Is a man (or woman) inside you right now who is 10x the producer you are.
He’s a better father.
He’s a better husband.
He’s a better businessman.
He has better sex.
He’s a better athlete and in better shape.
That person is already inside of you. He just needs to be ACTIVATED. (That’s where my work now comes in.)
If you found this interview helpful, join us on Wednesdays 8-9 pm ET; follow @SmallBizChat on Twitter.
Here’s how to participate in #SmallBizChat: http://bit.ly/1hZeIlz
The post How to Run a Successful Business in 2018 appeared first on Succeed As Your Own Boss.
from Teri Crawford Business Tips https://succeedasyourownboss.com/how-to-run-a-successful-business-in-2018/
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