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#TOO BUSY HAVING FUN AND APPRECIATING THE INCREDIBLE GAMEPLAY.
0ryza13 · 10 months
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I'm gonna say it. Pokemon Legends Arceus is the best pokemon game, and I want another Legends game. I do not care what region. I just Want.
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I really need to vent about how much I like Cal and Merrin's dynamic in Jedi: Survivor cause they've quickly become probably my favorite canon pairing in the franchise.
I absolutely love that this relationship is built on the basis of friendship, respect, and a genuine mutual understanding of each other. From gameplay comments and conversations, Cal is very clearly so enamored with Merrin and literally everything about her. I know it's become a bit of a joke how clearly into her he is but he just thinks she's the most incredible being in the entire galaxy and it's honestly the sweetest thing. The writers could have very easily made his connection to Merrin a weakness or had it where it made his struggle with the darkness harder but I adore that they allowed him to be completely smitten with her and presented it as a strength. It's refreshing not only in Star Wars but in media in general, at least in my opinion. Love being presented as a positive asset is something so deeply missing in media nowadays - especially romantic love. Far too often in this day and age, love is presented as a weakness or something that will only bring you down, so I respect the fuck out of this writing.
Oops, this got really, really long so I'm putting the rest under a cut. It's kind of spitfire, so I apologize if it feels random.
I love how their first kiss is Merrin basically making a split-second decision where she realizes she doesn't want to die without kissing him at least once even if it runs the risk of making things awkward should they survive. Is it cliche as fuck? Absolutely, but it works so well in this instance. Cal being so dumbfounded, gawking at her like a fish, trying to process what the hell just happened that BD has to remind him they're literally about to die is the best thing too.
I appreciate that Cal is so obviously hesitant about giving into any sort of romantic feelings for Merrin because, of course, he would be due to his upbringing. He's pushing so hard against it to the point that he's even completely reluctant to so much as discuss it with Bode when they're on the Lucrehulk. Personally, I don't think Cal is oblivious to their potential feelings for each other. I've never been a huge fan of treating Cal as completely naive. He still might be a bit emotionally stunted, sure but he's lived 10 years outside of the Jedi Order at this point. I think he's hesitant to talk about it because first of all, it's really none of Bode's business but also, if he talks about it, he has to admit it, and if he admits it, that makes it real, and if it's real... well fuck, now he has to do something about it either way which is exactly what he's trying to avoid. I think he's trying to stay as neutral about it as he can until he gets to a point in the story/his arc where he decides he actually wants or feels ready to make a decision. Bode almost gets it out of him too before they're interrupted. The progression of Bode's questioning during that mission is something I actually find really interesting but that's a different topic.
Many people have pointed this out but Cal smiling so brightly while Merrin is clearly freaking the fuck out of Bode is just the cutest thing. Not only because he finds such humor in her scaring the shit out of people for fun when he of all people knows it's a running joke but he also goes along with the joke any chance he gets. He does this even when she's not around. People will be freaked out by her and he still plays along and it's not even like, "Yeah, I know, she's fucking scary bro," it's more like, "Yeah, I know, she can wake the dead, isn't it amazing how scary she is!" Someone else already pointed this out in another post but that feels almost more intimate than any kiss they share. His attraction to her encompasses all sides of her including those that many people find incredibly terrifying and I find that so endearing, he wouldn't ask her to change for anything. He's the only person who genuinely isn't freaked out by her in the slightest but not only that, he finds that side of her to be so incredible. Also, Cal being so blase with Bode about his obvious attraction to Merrin a mission prior and then having the most blatant sexual tension with her in front of Bode in the next scene is peak comedy, I don't care what anybody says. Like, Cal, honey, you just spent the entire previous mission trying to convince Bode (and yourself) there's nothing there and/or you're not pursuing it, so you're not doing yourself any favors by looking at her like that, standing that close to her, and speaking to her with the cadence of a lover bro.
I love that the second Cal walks onto the Mantis after killing Rayvis, she instantaneously picks up on the fact that something's wrong. Literally instantaneously. You can see her face drop the moment she sees him. She just knows something happened. Her ability to read him insanely well is something that is introduced very early on in the game, most noticeably in the campfire scene, and it stays consistent over the course of the story. The following conversation they have is honestly one of the best moments between them in the entire game. It's this type of conversation I've been wanting to see with a Jedi and their potential lover since Revenge of the Sith. He is so open with her even in a somewhat roundabout way about his genuine fear of losing himself and while the conversation is not explicitly about their relationship, the implication is still there and she 100% picks up on it, especially since he wonders aloud why Santari didn't see the change in Dagan before it was too late. Instead of shaming him for his reservations or calling it ridiculous or anything else she could have said at this moment, she instead decides to possibly help curb those fears and give him some comfort regarding it. She goes on to basically tell him in so few words she knows what she's signing up for and is willing to cross those bridges with him if they come. It's a great difference between Cal and Dagan. Though it's never outright stated that Dagan and Santari were in love, I feel like it's... pretty heavily implied, or at least he was definitely in love with her (was I the only one who read it that way??) but whereas Dagan demands that Santari talk him away from the darkness and seems to almost expect her to, Merrin herself plainly offers to do it with no prodding on Cal's part. It doesn't seem to be a burden Cal wanted to put on her, not something he was inherently expecting of her but she willingly offers, it is her choice, she wants to carry that burden with him. While she does seem maybe slightly annoyed by his hesitancy regarding their relationship to each other, she is also so incredibly patient with him while he's stewing over what he wants to do. It's beautiful. As a side note, "A shared dream is not so easy to wake from," is such an amazing line. Seriously, I want merch with that quote on it.
I liked that going through with the relationship was Cal's choice in the end. Merrin didn't push it, she didn't pressure it. She let him bring it up and come to her when he was ready and if that meant potentially being rejected by a man she very clearly adores, so be it, and I have no doubt she would've respected that choice if that's what he'd wanted. I know a lot of people seem to think he only makes this decision due to Bode's questions earlier but it really seems to be a combination of multiple things that lead to this. Bode picking his brain definitely got him thinking about it, maybe more than he wanted to, but I do think the other big part of Cal being willing to go forward with it at this moment is his confrontation with Dagan that, while an illusion, did cause him to come to grips with his own mortality in a way. "How does it feel knowing you're about to die. That your life meant nothing." As Cal says, Dagan uses an extremely powerful force hallucination based on fear here, so while losing himself to the darkness might scare him, his life being completely meaningless is what he seems to fear the most. Cal's journey throughout Survivor encompasses many things but one of them revolves around feeling aimless and finding a purpose, preferably outside of being a hired weapon that will surely and slowly consume him. It's what everyone consistently tells him: find a home, settle down, embrace happiness because it's fleeting, the path you're on is not healthy and will consume you otherwise...etc. His decision here to give in to his romantic attraction to Merrin is a culmination of all of these interactions and conversations he's had throughout the story, how they've influenced his line of thinking, and him coming to his own conclusions regarding what he personally wants and at this moment, when things are finally, calm and everyone is in a good place with a plan going forward, he personally decides there's no point in living up to the expectations of the Jedi when the Order doesn't exist anymore and wants to see where this could go.
I love the fact that when Merrin witnesses Cal's darkness in the ISB, it's made abundantly clear that she's just as afraid of losing him as he most likely is of losing her. I do think a major reason why she was able to talk him down at the moment is that he fundamentally understands what it feels like to lose everything and everyone, your entire livelihood. That is what they first bonded over and it's something that keeps them bonded in the saddest, yet most profound way and he would never want to add himself to the list of people she's lost. She's also doing exactly what she said she would. In an instance where again, she reads him like a fucking book, she can tell just from his responses on the intercom that he's losing himself and is guiding him back. She immediately went to rescue him as she says. No question, no argument, nothing, she simply does it. She made him a promise and she kept it and in that moment, he promises that she won't lose him, he won't allow it. This is a fundamental difference between Anakin and Padme's dynamic and Cal and Merrin's. While Anakin's love for Padme quite famously ends up extremely selfish in an "I would lose myself to ensure you're not ripped away from me" type of way, Cal and Merrin's dynamic is leaning towards a more selfless, "I won't allow myself to be lost because I can't let that happen for your sake," type of way and god damn it, I love it.
There are several interactions they have in gameplay that I'm lowkey peeved weren't included in cutscenes and one of them is when Cal returns to the Mantis after all but demolishing the ISB, they have this really short but great interaction where Merrin says that if he ever feels that way again, he needs to tell her. She doesn't even ask him to do it, she all but demands it, "If you feel that way again, you will tell me." She's demanding communication from him regarding the darkness and he doesn't fight this demand at all. He agrees to respect this request and I fucking love that from both of them. I will genuinely be kinda upset if we don't get a moment like that in the next game.
I like how their kiss after they've successfully navigated the abyss is kind of their first kiss inverted but instead of "omg we might die, I need to kiss you" it's more "holy shit, we survived, I need to kiss you," but instead of Merrin initiating, now it's Cal. I'm probably reading too much into that but whatever, it's cute.
This isn't about any one part in particular but I do love that it looks like the headcanon so many people had regarding Merrin most likely being quite physically affectionate is turning out to be true.
...I think that's enough for now lol I might add on some things later
Apologies for any typos and thanks for indulging my rambling if you got this far.
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astaralys · 1 year
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Update!
heeellooooooo......? 👀
I may have suddenly remembered I have a tumblr. And that I write Frozen fic. except......
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oops.
Short story: I have been incredibly busy but well! I'm healthy! I'm still writing and creating! I hope everyone reading this is doing great!!
Long story:
"girl what on earth have you been doing" Career change, moved house, masochistically started a postgrad degree while working full time, working on original story projects when I have time AND AND AND started a two-person creative studio with @lianthuss!! We have a webcomic oneshot releasing in the coming weeks!! More info on that below :D
"are you still working on TNU??" First of all, thank you for sticking around for this story! The fact you enjoy it means so much to me. I know exactly how frustrating it is to be invested in an unfinished story. I have every intention of finishing the fic, and the thought of it still brings me a lot of joy, which is all I need to keep writing. That said, the honest answer is I've been so busy I haven't worked on it for almost a year now. I didn't even remember where I was up to in the next chapter until I opened it and saw 1000 words (that I now want to entirely overwrite 🥲)
"when do you think the fic will be finished?"
Funnily enough, my mental goal was to have TNU finished before Frozen 3 comes out... and I might still make it! There are (I think) 5-7 chapters left to go, so not far. The question is when I'll have time to write. The second question is what else I'm working on - I have a lot of original story ideas in development that motivate me more than TNU right now. TNU is like my fun corner. I pick at it when I miss it, or when I need a change of pace from other projects. I know it might be disappointing to hear TNU isn't my highest priority and truly appreciate every reader. I do absolutely plan to keep writing this fic, but I'm also having so much fun with original stories and the new studio. I hope some of you will be interested in supporting this other dimension of my creative pursuits too :)
"so tell us about these other creative pursuits" Why I'm so glad you asked! I actually discovered a passion for game development :O I've only made one little one for my partner so far but I have lots of other game ideas brewing that I'd love to turn into reality and share with the world. I'm especially pulled towards concepts that have compelling narratives (I am a writer hehe) that use gameplay to create a story that can only be told in the game medium. (yes, playing Nier: Automata changed my life and you should play it too) And!! I got into 3D modelling and pixel art! Super fun. Please behold this fat chocobo I modelled and got 3D printed
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"how do we keep in touch with you before you come back 7 years later and tell us you're an astronaut now" I go by wiredforwords on twitter and instagram. Also just started up a ko-fi if you'd like to support me. Someday soon I'm going to share some free pixel emotes and other updates on there!
nice! now what's this about a studio? and webcomic??
why, I'm so glad you asked!
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STUDIO POINT9 is mine and @lianthuss' new baby. It's where we work on and produce our original stories. Our first project is MIDNIGHT HOUR, a oneshot webcomic based on a moment in a larger sci-fi fantasy epic (which will be a webcomic series in the future!) I wrote a 2k oneshot on a whim and lianthuss brought it to life with her incredible storyboarding and art. Coming super duper soon! As in WITHIN ONE MONTH soon!!
We have big plans for STUDIO POINT9 and appreciate any support! You can follow us on twitter and instagram (@studio.point9). Cool website to come!
I'll try to be more active here and not forget tumblr exists. Might be TNU related. Might be random pixel art. Might be studio updates. Might be martians.
From the bottom of my heart, thank you for enjoying my stories!!
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crusherthedoctor · 2 years
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Narcissistic evil lairs, huh? Which of Eggman's bases is your favorite? (Or favorites, plural, if you have strong feelings on more than one!)
We'd be here forever if I listed all of them, so I'll keep it to the biggest ones. :P
Death Egg: Iconic for a reason, and not just because of the plagiarism. It was the central focus of an ongoing saga, and since one of the games of that saga was S3&K, it was also the focus of arguably the greatest non-dialogue story in the series. You get a little taste of it in Sonic 2, but when you actually explore the full thing in S3&K? Worth the build-up, without question. The Act 1 background not moving an inch the entire time you go through the level really highlights just how gargantuan it is, and it all culminates with one of the best Sonic VS Eggman final battles of all time.
I believe that the best Eggman bases should say something about Eggman's character. In the Death Egg's case, it shows off his persistence, since not even crashing down to the same island twice could stop his determination to get it back up and running.
Egg Carrier: I used to be somewhat indifferent to this one because it felt like an anti-climax when coming after the Death Egg, but I've really grown to appreciate it over time, much like SA1 in general. A lot of that is because just like with the other stages in the game, there's a whole lot of set pieces that make it very memorable. The monorail system, the beach room... the bathroom...?
Although, I do wonder how it would have looked if it had more purples, like in the concept art...
Pyramid Base: I love Eggman, and I always had a childhood fascination with Ancient Egypt, so it's a win-win for me. This one encapsulates the sheer ruthlessness of his narcissism: He can't leave it at building his own monuments, oh no, he has to go and reface other monuments as well, history and culture be damned. Despicable and hilarious at the same time. That's our Eggman!
Also, the night time backdrop for Sand Ocean, with the moon and the illumination of the torches? So pretty, and makes the pyramid itself all the more striking.
Circus Park: For a game that shat on Eggman narrative-wise, it was generous enough to give him a bunch of cool and varied bases. Cryptic Castle is great, as is Lava Shelter, but I think my favourite one from the game has to be Circus Park because of how colorful it is, and because of the hilarity of seeing a level like this in Shadow's game of all places.
What's that, you want to find out about your traumatic past, using guns and swearing to do so? WELL FUCK YOU, Eggman wants to show you his theme park. ~DA-DA DA-DA-DA-DA DA-DA DA-DA, DA-DAAAAAA~
Seeing Eggman get excited over his own stuff is weirdly adorable too. :D And isn't it hilarious that THIS is the level where Shadow says his most infamous line?
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The line is funny, but the background makes it funnier.
Eggmanland: Some criticisms with the actual gameplay aside (which are mostly Werehog-related), it can't be denied that it was awesome to see Eggman's dream come to life. After going back and forth on what he wanted Eggmanland to actually be, it seems he decided to combine all his ideas together, making for a part-theme park, part-city, part-volcano, all-business extravaganza. I also appreciate how it gets more straight-up industrial and hellish the further you go on.
I won't deny that I would have taken the concept an extra step further (I'd like to give examples, but that'd be spoiling a certain fic), and Dark Gaia stealing the limelight at the end is a downer. But for a first attempt at Eggmanland's vision, it's a good one.
Incredible Interstellar Amusement Park: And for a second attempt at Eggmanland's vision, this one is great too! It's so fun to see the different attractions, and Eggman's comments on them throughout the game are undeniably a highlight. So much personality, so much character, so much Eggman.
Which attraction is my favourite? Probably Aquarium Park. The red and blue contrast is beautiful.
Titanic Monarch: For the longest time, I wanted a giant Eggman robot so massive that it counted as its own level (aside from Panic Puppet, I guess). This zone fulfilled that dream, and gloriously so. Whether it's the outside or the inside, I LOVE that it manages to be dark and ominous, while boasting nearly every colour of the rainbow at the same time. And stained glass windows? Inside a giant robot? Absolute mad(egg)man.
Honorable mentions: - Scrap Brain for being the original Eggman lair, and thus worthy of respect. - Crystal Egg for the unique concept alone. - Egg Fleet for being just as iconic as the Death Egg at this point. - Pirates' Island for being an interesting take on a Not-Soleanna for Captain Whisker. - Press Garden for making a fun level out of a newspaper factory of all things, and because it's neat to see all the little ways Eggman apparently tries to undermine Sonic, like creating anti-Sonic propaganda in this case. - The Eggmanland/Robotropolis from the OVA because although we don't see much of it, the giant neon Eggman is a brilliant stylistic touch.
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weirdsimsinhistory · 3 years
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My Pros and Cons of Sims 2
Been over 2 months since my Sims 1 post! Sims 2 is up this time: *Disclaimer* man, I am biased. I really like Sims 2. But i'll try to think of what I like and don't like about it (these are just my personal feelings when playing the game)
What I love about Sims 2:
-Expansion Packs, like Sims 1, continued to pack a punch. I always felt like I was getting my money's worth with all the new gameplay and objects that came with them. I ended up getting all 7 EPs, and Apartment Life and FreeTime were my favorites (the Stuff Pack I love most is Mansion and Garden!) -There was a lot of silly humor, the animations were fun, and it felt like a polished game. -Obviously, to this day TS2 continues to have plenty of new mods and CC made for it, which is so great! I have been playing TS2 since it first came out and I can keep coming back to the game with new things and I love that. -I like the voices for the adults and elders in the game. -It was awesome to be able to use Sim City 4 to create new maps/worlds to import into Sims 2! -TS2 is great for building buildings and lots. I mean really fleshing them out. The graphics and CC for TS2 can make for a relatively realistic feel to the game and objects/Sims. TS2 is my favorite for just building all sorts of buildings and environments.
What's not my faves about Sims 2:
-I get frustrated looking through Build/Buy mode looking for objects based on a specific Expansion Pack per category. Sims 3 had the right idea by letting you filter what you've got by EP. Sims 2 gives you that option under "Collections", but it pulls up everything (walls/floors, objects etc.) and sometimes I just want to scroll through, for example, sculptures but look for some from Mansion or Garden, etc. -It really is tiring to have your Friendship meter go down with other Sims so fast (at least it feels fast for me!) Even when I used cheats, I can keep setting my Sims relationship with a non-playable friend to 100 but that non-playable Sim will still have their side of the meter go down over time. I appreciated Sims 3 letting the friendship meter be mutually upped with cheats on both sides. Sometimes I don't want my Sim to spend all weekend calling 15 Sims to catch up! -This one I hesitate to include as a "con" as this is more so something that annoyed me before Sims 3 came along: I wish Sims could visit other Sims' homes and walk/drive freely to other Lots. In the 2004-2013 era (that's when I didn't have Sims 3) I found myself daydreaming about how nice it would be to not have to site around while the game loads another Lot. Really, the only thing I wish nowadays is that you could visit another Sims house, even with the loading time still around. I would be fine with that. But I don't really like saying TS2 is "less good" for not having that option, especially if it was due to the game being older/from a time where that wouldn't have been feasible to program! -Would have LOVED if Pets were controllable. I felt like there wasn't that much to do with them after a while, especially if I wanted my dog/cat to be the one to instigate something. Kinda similar with Toddlers. There wasn't much interaction options with them, and I would have liked to see kids and teens have more interactions with toddlers. -Open for Business issue: a lot of times, customers will first come into my business and try to come behind the counter/cash register as that's where they default for the game to understand that they have "arrived" on the Lot. Really annoying to have them hang out back there! They also get pissed if they can't access certain rooms that are designated for "household and employees only". Additionally, they frequently try to start conversations with my cashier, which makes them leave their post and customers get mad waiting in line at the register. Lastly....SO MANY PEOPLE KEEP PLAYING HACKY SACK AND WATER BALOON FIGHTS while at my shops! I have to constantly ask them to go away. Hard to come up with too many more without sounding nit-picky. Ultimately, some of my cons in my mind are just a matter of the game not being able/programmed to do certain things, either due to the time constraints when developing it, or the time period of programming meant it wasn't feasible to implement. I hands down love TS2. It's easy to pick up and play, I personally get a kick out of my game glitching and sometimes being corrupted (a baby with a college degree? HECK YEAH! lol), and there's so much incredible CC out there that I hardly ever run out of new things to try. I love it for fueling my love to design buildings. I no question gave nostalgia for the game as this was the golden age of Simming for me. I was in high school when the game came out, I had the energy and time to invest myself for hours playing the game, and in a lot of ways it helped inspire me to learn more about architecture/design and architectural history. Which, ultimately, is what I do for a job now! yay! What about you guys? What do you like and not like? What about those of you who didn't grow up with the game and are playing it now? I would imagine there'd be a different perspective for those who maybe started with Sims 3 or 4, and would Sims 2 feel a little archaic in comparison...?
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aion-rsa · 3 years
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15 Best SNES Platformers Ever
https://ift.tt/2UzmXAm
Platformers have long been an entry point for new gamers. Video games may have greatly expanded in scope over the years and now offer so many different genres and experiences that it’s nearly impossible to keep track of them, but that’s actually a big part of the reason why it’s still so much fun to look back at these timeless games where the main objective was often to simply jump from one place to the next.
There is no console that celebrated the brilliance of the platformer better than the Super Nintendo Entertainment System. The SNES may be best known for expanding the adventure and RPG genres, as well as raising a generation’s expectations for video game graphics, but few consoles have come close to rivaling the Super Nintendo’s library of classic platforming titles.
It’s hard to narrow this list down to just 15 games, but from action-based platformers to pure platforming classics, these are the best examples of this timeless genre that the SNES gifted the gaming world. 
15. Jelly Boy 
Putting you in control of a jelly baby (a candy that is popular in the U.K. and surrounding areas), Jelly Boy was only released in Europe when it debuted in 1994. The game has a colorful aesthetic and some unique platforming elements built around the main character’s ability to transform into a myriad of vehicles, tools, and other objects. Those metamorphoses will be familiar to anyone who has played a Wario Land title or Kirby’s Epic Yarn. 
Admittedly, Jelly Boy‘s mechanics can be a little clunky and the controls are deficient compared to some of the later games on this list. Still, you will be hard-pressed to find a more original platformer on the console that isn’t made by Nintendo themselves. You can even play it now via the Nintendo Switch Online service.
14. Demon’s Crest
Released by Capcom in 1994 as the third game featuring the character Firebrand (who debuted in the Ghosts ‘n Goblins series), Demon’s Crest is a forgotten gem in the SNES catalog. It adds some variety to the traditional action-platformer by giving the playable protagonist the ability to fly and shoot fireballs as well as access other upgradeable attacks and maneuvers as their quest rolls along. That feature adds a little Zelda-like adventuring to the mix, and you’ll certainly need those late-game power-ups because this platformer means business.
There are many difficult platformers on this list, but few boast the plethora of boss battles seen in this one. It’s actually similar to Mega Man in terms of its fighting style and jumping requirements, so if you are looking for an alternative to the Blue Bomber that keeps the basics of the genre intact, you’ll have a hard time doing better than Demon’s Crest.  
13. Joe & Mac
Joe & Mac is honestly a fairly basic platformer for its era. What gets it onto this list of the best games in that genre, though, is the creativity and execution of its setting.
The game sees you control two different cavemen who rely on basic prehistoric items such as fire, bats, bones, etc. The bosses are pretty cool (dinosaurs are fun for all ages) and the controls hold up well enough that you won’t ever feel like you have to force the avatar into doing something that the interface simply won’t allow for. The game spawned a sequel that was also released on SNES, but the original is unique enough to get the nod here. 
12. Super Ghouls ‘n Ghosts
Despite what the title may suggest, Super Ghouls ‘n Ghosts is actually the third game in the Ghosts ‘n Goblins series. Like the previous games, this classic sees you battle various monsters and bosses that fit the setting nicely. Although the game is maybe a little too action-heavy to get the nod over the SNES’ best platformers, it uses its platforming elements to elevate the entire experience. 
The difficulty is insanely high and the sheer amount of sprites on screen at once can lead to some lag that only adds to the frustrations of this arduous journey, but the game has a way of keeping things light and humorous when the frustration sets in. How many other games see the protagonist stripped of their armor, quite literally, when he takes too many hits?
11. Donkey Kong Country 3: Dixie Kong’s Double Trouble!
The third installment in the beloved Donkey Kong Country trilogy certainly isn’t hated by many, but it is usually viewed as a step down from the first two games. Whether that has to do with a change in composer for the soundtrack, the inability to play as Donkey or Diddy, or the fact it was released after the Nintendo 64 was on the market, the title’s sometimes mixed reputation often prevents it from being appreciated as a divine platforming experience. 
The environments and storytelling in this game are well-executed. If you’re observant, you may even notice that the developers were trying to say something about the sad state of ape habitats and pollution in the wild. Even if you didn’t dive too deep into that surprising bit of social commentary, you’ll likely find that the platforming in this one remains top-notch and that the overall experience remains severely underrated. 
10. DoReMi Fantasy: Milon’s DokiDoki Adventure 
As the only game on this list that wasn’t initially released outside of Japan, many gamers may not know that DoReMi Fantasy is a whimsical experience that features some of the key elements of Mario and Kirby’s best adventures in terms of gameplay and graphics. Starring a young child whose objective is to reclaim music for the forest, DoReMi utilizes some clever puzzles that may not be unusual for the platformer genre but certainly add to the fun.
The game got a Virtual Console release in North America in 2008, but that’s sadly the best chance many gamers have had in recent years to take a chance on this title. It’s a great example of how people should be more open to experiencing games that weren’t localized the first time around.
9. Donkey Kong Country
Perhaps the most famous game starring Nintendo’s lovable ape, the original Donkey Kong Country was Rare’s first big title for the SNES and practically started their decade-plus long relationship as a second-party developer with the Big N. Tasked with showing off off the console’s pre-rendered graphics system, the crew from Britain proved to be up to the task. Honestly, this game still looks halfway decent in 2021. 
While the actual platforming is not as good as the Super Mario games on the SNES, it offered a different flavor of jumping that is still very much appreciated. The “weight” of Donkey Kong and Diddy means that the platforming is less flighty than in Super Mario games, and the rideable animal buddies you encounter along the way add a little flair to the experience. 
8. ActRaiser
As a game that serves as both an action-platformer and a God simulator, this underrated and forgotten gem from Enix and developer Quintet showed off the visual and audio capabilities of the SNES in the early days of the console. You play as the “Master” who is tasked with building towns around the world and fending off the evils that threaten them. It’s hard to juggle two completely different genres like that, but ActRaiser finds a great balance. 
The game was re-released for the Wii Virtual Console in 2007 but has otherwise been paid little attention in the years since its release. That’s unfortunate because there aren’t many games from 30 years ago that provide this much depth and versatility. Both parts of the experience are extremely solid in their own right, and together add up to become something truly special. 
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7. Kirby Super Star
Even the most ardent Kirby fans would probably agree that the franchise can get a little stale at times. There are only so many ways Kirby can suck an enemy up, transform his powers to match theirs, and ultimately defeat King Dedede. That’s why Kirby Super Star is still arguably the best game that the pink cutie pie has ever starred in.
Featuring eight different games within the game, the genre-mixing in this one is really off the charts. There are racing elements, adventure tones, and shooting sequences amongst the different sections of the playthrough. The experience was so beloved that it was eventually remade for the Nintendo DS as Kirby Super Star Deluxe. There is something for everyone in this package, and it shows the best parts of Kirby’s history.
6. Mega Man X
The original run of NES Mega Man titles are arguably still more famous than all of the others, but Mega Man X just has more of what makes those games great. It retains the eight bosses and weapon upgrades that can be completed/acquired in whatever order the player chooses, and it even has that same incredible soundtrack that the Blue Bomber’s adventures are always famous for.
Mega Man X‘s graphical upgrades admittedly take some of that eight-bit nostalgia out of the experience, but the game ultimately makes up for it by offering new gameplay experiences. Jumping on walls and acquiring upgrades to defensive maneuvers gives Mega Man an even more badass skillset, and the game generally does an excellent job of emphasizing the “platforming” parts of its action-platformer mix.
5. Super Castlevania 4
Super Castlevania 4 is actually a kind of soft remake of the original game, and the developers at Konami did a great job of making that game more digestible for newcomers while keeping all of the iconic elements from the classic NES title.
The Castlevania basics are all here (you still control Simon Belmont, equipped with his famous whip and ax, and battle through the game’s 11 stages before reaching Dracula), but an ideal mix of combat and platforming makes this one of the most irreplaceable platformers in the SNES catalog. It’s still an airtight action-platformer experience in 2021. 
4. Donkey Kong Country 2: Diddy’s Kong Quest
The second game in the DKC trilogy took all of the best parts of the first title and refined them to create a truly unique platforming game that was a lot more than fancy graphics (a reputation the original game has had a hard time shaking). Diddy’s Kong Quest expanded upon the game design that fans loved while keeping the jungle hijinx, masterful soundtrack, and weighted platforming intact. 
That last part is what truly separates the middle installment of this franchise from the other two. Many people have said that these games were sometimes more style than substance, but after playing through the myriad of environments on display in DKC 2, it becomes clear that this title has endured over the years because its tight mechanics are executed at a high level.  
3. Super Metroid
If this list were just a ranking of 2D games or if it encapsulated the entire SNES library regardless of genre, Super Metroid would most likely take the top spot. Alas, this icon of game design settles in the third spot because it isn’t the best example of a “pure platformer.” It’s more of an action/adventure affair, though the game’s platforming elements are still as satisfying now as they were in the 1990s.
What separates this game from so many that have tried to emulate it in the nearly three decades since release is that every ability upgrade and every part of the map fits together with nearly flawless foresight and execution. It’s never a hassle to re-explore a section that you’ve already seen. The game has a masterful flow that is incredibly modern and perhaps even more popular today because of the prominence of this design style on the indie game scene. 
2. Super Mario World
With its flawless controls, colorful sprites, cheerful soundtrack, and ageless platforming, Super Mario World is the title that all other 2D games in the genre are still compared to. The extra graphical power of the SNES gave Nintendo the opportunity to expand upon Super Mario Bros. 3‘s best ideas while exploring new concepts that simply weren’t possible before.
That is why this game remains so playable. Super Mario World combines the most enjoyable elements of the NES Super Mario classics and then elevates them to fully realize the world that Miyamoto imagined when this basic concept was created. It still doesn’t make sense to have a plumber jumping on top of turtles and occasionally getting lost inside of a house full of ghosts (those damn Boo mansions still haunt me), but when you combine this much creativity into one package, you have no choice but to admit how special it all is.
1. Super Mario World 2: Yoshi’s Island
Shigeru Miyamoto and his team knew that it was futile to try and surpass Super Mario World simply by emulating it. So when developing the sequel, they made the decision to craft an entirely different type of platformer in which Mario isn’t even the main protagonist. The concept was bold, but the execution needed to be flawless if the game was ever going to be more than another disappointing follow-up. 
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It’s safe to say Yoshi’s Island exceeded all expectations. Putting Yoshi at the forefront of a platformer that included mini-games, evasion, puzzle-solving, item collection, and the most timeless color palette in gaming history was brilliance personified. Yoshi’s Island is not as famous as its older sibling, but its daring creativity and irreplaceable charm have inspired many to argue that it is the better game in retrospect. Whatever your opinion is, the fun and escapism of the green dinosaur’s finest hour (as well as the horrors of Baby Mario’s screams) will be remembered until the end of gaming.
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2020 Videogames
In 2020 I’m newly retired, so I’ve had free time. I think it’s fun to do reviews, so without further ado here’s every video game I played in 2020!
I recommend:
(4/5) Among Us – Very fun. It’s only fun with voice chat with friends, so I’ve only gotten to play once or twice. I’ve been watching it more than playing it. Also free to play for mobile gamers–I’m tired of the “everyone buys a copy” model of group gameplay.
(4/5) Brogue. Brogue is an ascii-art roguelike. It’s great, and it has a nice difficulty ramp. It’s a good “quick break” game. I play it in preference to other roguelikes partly because I haven’t done it to death yet, and partly because I don’t need a numpad?
(4/5) Cook Serve Delicious 3. One of the more fun games I played this year. You get really into it, but I had trouble relaxing and paying attention to the real world when I played too much, haha. I own but haven’t played the first two–I gather this is pretty much just a refinement.
(4/5) Green Hell. Price tag is a bit high for the number of hours I got out of it, but I haven’t finished the story. Great graphics, and the BEST map design I’ve seen in a 3D game in a long time. It feels like a real place, with reasonable geography instead of copy-pasted tiles. I love that as you walk along, you can just spot a cultivated area from the rest of the jungle–it feels more like it’s treating me like an adult than most survival games. Everything still gets highlighted if you can pick it up. I played the survival mode, which was okay but gets old quickly. I started the story mode–I think it would be fine, but it has some LONG unskippable scenes at the start, including a very hand-holdy tutorial, that I think they should have cut. I did start getting into the story and was having fun, but I stopped. I might finish the game some time.
(4/5) Hyperrogue. One of my recent favorites. The dev has made a fair number of highly experimental games, most of which are a total miss with me, but this one is fun. I do wish the early game wasn’t quite as repetitive. Failing another solution, I might actually want this not to be permadeath, or to have a save feature? I bought it on steam to support the dev and get achievements, but it’s also available a version or two behind free, which is how I tried it. Constantly getting updates and new worlds.
(4/5) Minecraft – Compact Claustrophobia modpack. Fun idea, nice variety. After one expansion felt a little samey, and it was hard to start with two people. I’d consider finishing this pack.
(4/5) Overcooked 2. Overcooked 2 is just more levels for Overcooked. The foods in the second game is more fun, and it has better controls and less bugs. If you’re considering playing Overcooked, I recommend just starting with the second game, despite very fun levels in the first. I especially appreciate that the second game didn’t just re-use foods from the first.
(4/5) Please Don’t Press Anything. A unique little game where you try to get all the endings. I had a lot of fun with this one, but it could have used some kind of built-in hints like Reventure. Also, it had a lot of red herrings. Got it for $2, which it was well worth.
(5/5) Reventure. Probably the best game new to me this year. It’s a short game where you try to get each of about 100 endings. The art and writing are cute and funny. The level design is INCREDIBLE. One thing I found interesting is the early prototype–if I had played it, I would NOT have imagined it would someday be any fun at all, let alone as amazing as it is. As a game designer I found that interesting! I did 100% complete this one–there’s a nice in-game hint system, but there were still 1-3 “huh” puzzles, especially in the post-game content, one of which I had to look up. It’s still getting updates so I’m hoping those will be swapped for something else.
(5/5) Rimworld. Dwarf fortress, but with good cute graphics, set in the Firefly universe. Only has 1-10 pawns instead of hundreds of dwarves. Basically Dwarf Fortress but with a good UI. I wish you could do a little more in Rimworld, but it’s a fantastic, relaxing game.
(5/5) Slay the Spire. Probably the game I played most this year. A deckbuilding adventure through a series of RPG fights. A bit luck-based, but relaxing and fun. I like that you can play fast or slow. Very, very well-designed UI–you can really learn how things work. My favorite part is that because it’s singleplayer, it’s really designed to let you build a game-breaking deck. That’s how it should be!
(4/5) Stationeers. I had a lot of fun with this one. It’s similar to Space Engineers but… fun. It has better UI by a mile too, even if it’s not perfect. I lost steam after playing with friends and then going back to being alone, as I often do for base-building games. Looks like you can genuinely make some complicated stuff using simple parts. Mining might not be ideal.
(5/5) Spy Party. One of my favorite games. Very fun, and an incredibly high skill ceiling. There’s finally starting to be enough people to play a game with straners sometimes. Bad support for “hot seat”–I want to play with beginners in person, and it got even harder with the introduction of an ELO equivalent and removing the manual switch to use “beginner” gameplay.
(4/5) Telling Lies. A storytelling game. The core mechanic is that you can use a search engine for any phrase, and it will show the top 5 survellance footage results for that. The game internally has transcripts of every video. I didn’t really finish the game, but I had a lot of fun with it. The game was well-made. I felt the video acting didn’t really add a huge amount, and they could have done a text version, but I understand it wouldn’t have had any popular appeal. The acting was decent. There’s some uncomfortable content, on purpose.
(4/5) Totally Accurate Battle Simulator (TABS). Delightful. Very silly, not what you’d expect from the name. What everyone should have been doing with physics engines since they were invented. Imagine that when a caveman attacks, the club moves on its own and the caveman just gets ragdolled along, glued to it. Also the caveman and club have googley eyes. Don’t try to win or it will stop being fun. Learn how to turn on slo-mo and move the camera.
(4/5) We Were Here Together. Lots of fun. I believe the second game out of three. Still some crashes and UI issues. MUCH better puzzles and the grpahics are gorgeous. They need to fix the crashes or improve the autosave, we ended up replaying a lot of both games from crashes. It’s possible I should be recommending the third game but I haven’t played it yet.
The Rest
(3/5) 5D Chess with Multiverse Time Travel. More fun that it sounds. If you play to mess around and win by accident, it’s pretty good. Definitely play with a second human player, though.
(1.5/5) 7 billion humans. Better than the original, still not fun. Soulless game about a soulless, beige corporation. Just play Zachtronics instead. If you’re on a phone and want to engage your brain, play Euclidea.
(3/5) A Dark Room. Idle game.
(1/5) Amazing Cultivation Simulator. A big disappointment. Bad english voice acting which can’t be turned off, and a long, unskippable tutorial. I didn’t get to actual gameplay. I like Rimworld and cultivation novels so I had high hopes.
(3/5) ADOM (Steam version) – Fun like the original, which I would give 5/5. Developed some major issues on Linux, but I appreciate that there’s a graphical version available, one of my friends will play it now.
(4/5) agar.io – Good, but used to be better. Too difficult to get into games now. Very fun and addictive gameplay.
(3/5) Amorous – Furry dating sim. All of the hot characters are background art you can’t interact with, and the characters you can actually talk to are a bunch of sulky nerds who for some reason came to a nightclub. I think it was free, though.
(0/5) Apis. Alpha game, AFAIK I was the first player. Pretty much no fun right now (to the point of not really being a game yet), but it could potentially become fun if the author puts in work.
(4/5) Autonauts. I played a ton of Autonauts this year, almost finished it, which is rare for me. My main complaint is that it’s fundamentally supposed to be a game about programming robots, but I can’t actually make them do more than about 3 things, even as a professional programmer. Add more programming! It can be optional, that’s fine. They’re adding some kind of tower defense waves instead, which is bullshit. Not recommended because it’s not for everyone.
(3/5) A-Z Inc. Points for having the guts to have a simple game. At first this looked like just the bones of Swarm Simulator, but the more you look at the UI and the ascension system, the worse it actually is. I would regularly reset because I found out an ascension “perk” actually made me worse off.
(5/5) Beat Saber. Great game, and my favorite way to stay in shape early this year. Oculus VR only, if you have VR you already have this game so no need to recommend. Not QUITE worth getting a VR set just to play it at current prices.
(1/5) Big Tall Small. Good idea, but no fun to play. Needed better controls and level design, maybe some art.
(0.5/5) Blush Blush. Boring.
(3/5) Business Shark. I had too much fun with this simple game. All you do is just eat a bunch of office workers.
(3/5) chess.com. Turns out I like chess while I’m high?
(3/5) Circle Empires Rivals. Decent, more fun than the singleplayer original. It shouldn’t really have been a separate game from Circle Empires, and I’m annoyed I couldn’t get it DRM-free like the original.
(3/5) Cross Virus. By Dan-box. Really interesting puzzle mechanics.
(4/5) Cultist Simulator. Really fun to learn how to play–I love games that drop you in with no explanation. Great art and writing, I wish I could have gotten their tarot deck. Probably the best gameplay “ambience” I’ve seen–getting a card that’s labeled “fleeting sense of radiance” that disappears in 5 seconds? Great. Also the core stats are very well thought out for “feel” and real-life accuracy–dread (depression) conquers fascination (mania), etc. It has a few gameplay gotchas, but they’re not too big–layout issues, inability to go back to skipped text, or to put your game in an unwinnable state early on). Unfortunately it’s a “roguelike”, and it’s much too slow-paced and doesn’t have enough replay value, so it becomes a horrible, un-fun grind when you want to actually win. I probably missed the 100% ending but I won’t be going back to get it. I have no idea who would want to play this repeatedly. I’m looking forward to the next game from the same studio though! I recommend playing a friend’s copy instead of buying.
(2/5) Darkest Dungeon. It was fine but I don’t really remember it.
(2/5) Dicey Dungeons. Okay deck-building roguelike gameplay (with an inventory instead of a deck). Really frustrating, unskippably slow difficulty curve at the start. I played it some more this year and liked it better because I had a savegame. I appreciate having several character classes, but they should unlock every difficulty from the start.
(2/5) Diner Bros. Basically just a worse Overcooked. I didn’t like the controls, and it felt too repetitive with only one diner.
(2/5) Don’t Eat My Mind You Stupid Monster. Okay art and idea, the gameplay wasn’t too fun for me.
(2/5) Don’t Starve – I’ve played Don’t Stave maybe 8 different times, and it’s never really gripped me, I always put it back down. It’s slow, a bit grindy, and there’s no bigger goal–all you can do is live.
(3/5) Don’t Starve Together – Confusingly, Don’t Starve Together can be played alone. It’s Don’t Starve, plus a couple of the expansions. This really could be much more clearly explained.
(1/5) Elemental Abyss – A deck-builder, but this time it’s grid-based tactics. Really not all that fun. Just play Into the Abyss instead or something.
(1/5) Else Heart.Break() – I was excited that this might be a version of “Hack N’ Slash” from doublefine that actually delivered and let you goof around with the world. I gave it up in the first ten minutes, because the writing and characters drove me crazy, without getting to hacking the world.
(2/5) Everything is Garbage. Pretty good for a game jam game. Not a bad use of 10 minutes. I do think it’s probably possible to make the game unwinnable, and the ending is just nothing.
(1/5) Evolve. Idle game, not all that fun. I take issue with the mechanic in Sharks, Kittens, and this where buying your 15th fence takes 10^15 wood for some reason.
(4/5) Exapunks. Zachtronics has really been killing it lately, with Exapunks and Opus Magnum. WONDERFUL art and characters during story portions, and much better writing. The gameplay is a little more varied than in TIS-100 or the little I played of ShenZen I/O. My main complaint about Zachtronics games continues to be, that I don’t want to be given a series of resource-limited puzzles (do X, but without using more than 10 programming instructions). Exapunks is the first game where it becomes harder to do something /at all/, rather than with a particular amount of resources, but it’s still not there for me. Like ShenZen, they really go for a variety of hardware, too. Can’t recommend this because it’s really only for programmers.
(1/5) Exception. Programming game written by some money machine mobile games company. Awful.
(4/5) Factorio. Factorio’s great, but for me it doesn’t have that much replay value, even with mods. I do like their recent updates, which included adding blueprints from the start of the game, improving belt sorting, and adding a research queue. We changed movement speed, made things visually always day, and adding a small number of personal construction robots from the start this run. I’m sure if you’d like factorio you’ve played it already.
(3/5) Fall Guys – I got this because it was decently fun to watch. Unfortunately, it’s slightly less fun to play. Overall, there’s WAY too much matchmaking waiting considering the number of players, and the skill ceiling is very low on most of the games, some of which are essentially luck (I’m looking at you, team games).
(3/5) Forager – Decent game. A little too much guesswork in picking upgrades–was probably a bit more fun on my second play because of that. Overall, nice graphics and a cute map, but the gameplay could use a bit of work.
(3/5) Getting Over It – Funny idea, executed well. Pretty sure my friends and I have only gotten through 10% of the game, and all hit about the same wall (the first tunnel)
(3/5) Guild of Dungeoneering – Pretty decent gameplay. I feel like it’s a bit too hard for me, but that’s fine. Overall I think it could use a little more cute/fun art, I never quite felt that motivated.
(1/5) Hardspace: Shipbreakers. Okay, I seriously didn’t get to play this one, but I had GAMEBREAKING issues with my controller, which is a microsoft X-box controller for PC–THE development controller.
(2/5) Helltaker. All right art, meh gameplay. But eh, it’s free!
(3/5) Hot Lava. Decent gameplay. Somehow felt like the place that made this had sucked the souls out of all the devs first–no one cared about the story or characters. It’s a game where the floor is made out of lava, with a saturday morning cartoon open, so that was a really an issue. Admirable lack of bugs, though. I’m a completionist so I played the first world a lot to get all the medals, and didn’t try the later ones.
(3/5) House Flipper – Weird, but I had fun. I wish the gameplay was a little more unified–it felt like a bunch of glued-together minigames.
(2/5) Hydroneer. Utterly uninspiring. I couldn’t care about making progress at all, looked like a terrible grind to no benefit.
(1/5) io. Tiny game, I got it on Steam, also available on phone. Basically a free web flash game, but for money. Not good enough to pay the $1 I paid. Just a bit of a time-killer.
(3/5) Islanders – All you do is place buildings and get points. Not particularly challenging, but relaxing. Overall I liked it.
(3/5) Jackbox – I played this online with a streamer. Jackbox has always felt a little bit soulless money grab to me, but it’s still all right. I like that I can play without having a copy–we need more games using this purchase model.
(3/5) Life is Feudal – Soul-crushingly depressing and grindy, which I knew going in. I thought it was… okay, but I really want an offline play mode (Yes, I know there’s an unsupported single-player game, but it’s buggier and costs money). UI was pretty buggy, and I think hunting might literally be impossible.
(2/5) Minecraft – Antimatter Chemistry. Not particularly fun.
(3/5) Minecraft – ComputerCraft. I played a pack with just ComputerCraft and really nothing else. Was a little slow, would have been more fun with more of an audience. I love the ComputerCraft mod, I just didn’t have a great experience playing my pack I made.
(3/5) Minecraft – Foolcraft 3. Fun, a bit buggy. Honestly I can’t remember it too well.
(1/5) Minecraft – Manufactio. Looked potentially fun, but huge bugs and performance issues, couldn’t play.
(4/5) Minecraft – Tekkit. Tekkit remains one of my favorite Minecraft modpacks.
(3/5) Minecraft – Valhelsia 2. I remember this being fun, but I can’t remember details as much as I’d like. I think it was mostly based around being the latest version of minecraft?
(4/5) Minecraft – Volcano Block. Interesting, designed around some weird mods I hadn’t used. I could have used more storage management or bulk dirt/blocks early in the game–felt quite cramped. Probably got a third of the way through the pack. I got novelty value out of it, but I wouldn’t have enjoyed it if I had ever used the plant mod before–it’s a very fixed, linear progression.
(5/5) Minit. This is a weird, small game. I actually had a lot of fun with it. Then I 100% completed it, which was less fun but I still had a good time overall.
(3/5) Monster Box. By Dan-box. One of two Dan-box games I played a lot of. Just visually appealing, the gameplay isn’t amazing. Also, Dan-box does some great programming–this is a game written in 1990 or so, and it can render hundreds of arrows in the air smoothly in a background tab.
(3/5) Monster Train. A relatively fun deckbuilding card game. It can’t run well on my computer, which is UNACCEPTABLE–this is a card game with 2D graphics. My MICROWAVE should run this shit in 2020. Ignoring that, the gameplay style (summon monsters, MTG style) just isn’t my cup of tea.
(2/5) Moonlighter. Felt like it was missing some inspiration, just didn’t have a sense of “fun”. The art was nice. The credits list is surprisingly long.
(2/5) Muse Dash. All right, a basic rhythm game. Not enough variety to the game play, and everything was based around perfect or near-perfect gameplay, which makes things less fun for me.
(3/5) NES games – various. Dr Mario, Ice Climbers. Basically, I got some Chinese handheld “gameboy” that has all the NES games preloaded on it. Overall it was a great purchase.
(2/5) Noita. “The Powder Game” by Dan-Box, as a procedurally generated platformer with guns. Lets you design your own battle spells. Despite the description, you really still can’t screw around as much as I’d like. I also had major performance issues
(3/5) Observation. I haven’t played this one as much as I’d like, I feel like it may get better. Storytelling, 3D game from the point of view of the AI computer on a space station. I think I might have read a book it’s based on, unfortunately.
(2/5) One Step From Eden. This is a deck-building combat tactics game. I thought it was turn-based, but it’s actually realtime. I think if it was turn-based I would have liked it. The characters were a bit uninspired.
(1/5) Orbt XL. Very dull. I paid $0.50 for it, it was worth that.
(4/5) Opus Magnum. Another great game from Zachtronics, along with Exapunks they’re really ramping up. This is the third execution of the same basic concept. I’d like to see Zachtronics treading new ground more as far as gameplay–that said, it is much improved compared to the first two iterations. The art, writing, and story were stellar on the other hand.
(3/5) Out of Space. Fun idea, you clean a spaceship. It’s never that challenging, and it has mechanics such that it gets easier the more you clean, rather than harder. Good but not enough replay value. Fun with friends the first few times. The controls are a little wonky.
(1/5) Outpost (tower defense game). I hate all tower defense.
(3/5) Overcooked. Overcooked is a ton of fun.
(4/5) Powder Game – Dan-box. I played this in reaction to not liking Noita. It’s fairly old at this point. Just a fun little toy.
(1/5) Prime Mover – Very cool art, the gameplay put me to sleep immediately. A “circuit builder” game but somehow missing any challenge or consistency.
(2/5) Quest for Glory I. Older, from 1989. Didn’t really play this much, I couldn’t get into the writing, and the pseudo-photography art was a little jarring.
(4/5) Raft. I played this in beta for free on itch.io, and had a lot of fun. Not enough changed that it was really worth a replay, but it has improved, and I got to play with a second player. Not a hard game, which I think was a good thing. The late game they’ve expanded, but it doesn’t really add much. The original was fun and so was this.
(3/5) Satisfactory. I honestly don’t know how I like this one–I didn’t get too far into it.
(4/5) Scrap Mechanic. I got this on a recommendation from a player who played in creative. I only tried the survival mode–that mode is not well designed, and their focuses for survival are totally wrong. I like the core game, you can actually build stuff. If I play again, I’ll try the creative mode, I think.
(3.5/5) Shapez.io. A weird, abstracted simplification of Factorio. If I hadn’t played factorio and half a dozen copies, I imagine this would have been fun, but it’s just more of the same. Too much waiting–blueprints are too far into the game, too.
(2.5/5) Simmiland. Okay, but short. Used cards for no reason. For a paid game, I wanted more gameplay out of it?
(0.5/5) Snakeybus. The most disappointing game I remember this year. Someone made “Snake” in 3D. There are a million game modes and worlds to play in. I didn’t find anything I tried much fun.
(1/5) Soda Dungeon. A “mobile” (read: not fun) style idle game. Patterned after money-grab games, although I don’t remember if paid progress was actually an option. I think so.
(4/5) Spelunky. The only procedurally generated platformer I’ve ever seen work. Genuinely very fun.
(4/5) Spelunky 2. Fun, more of an upgrade of new content than a new game. Better multiplayer. My computer can’t run later levels at full speed.
(1/5) Stick Ranger 2. Dan-box. Not much fun.
(3/5) Superliminal. Fun game. A bit short for the pricetag.
(3/5) Tabletop Simulator – Aether’s End: Legacy. Interesting, a “campaign” (series of challenge bosses and pre-written encounters) deckbuilding RPG. I like the whole “campaign RPG boardgame” idea. This would have worked better with paper, there were some rough edges in both the game instructions and the port to Tabletop Simulator.
(4/5) Tabletop Simulator – The Captain is Dead. Very fun. I’d love to play with more than 2 people. Tabletop simulator was so-so for this one.
(2/5) Tabletop Simulator – Tiny Epic Mechs. You give your mech a list of instructions, and it does them in order. Arena fight. Fun, but I think I could whip up something at least as good.
(3/5) The Council. One of the only 3D games I finished. It’s a story game, where you investigate what’s going on and make various choices. It’s set in revolutionary france, at the Secret World Council that determines the fate of the world. It had a weak ending, with less choice elements than the rest of the game so far, which was a weird decision. Also, it has an EXCRUTIATINGLY bad opening scene, which was also weird. The middle 95% of the game I enjoyed, although the ending went on a little long. The level of background knowledge expected of the player swung wildly–they seemed to expect me to know who revolutionary French generals were with no explanation, but not Daedalus and the Minotaur. The acting was generally enjoyable–there’s a lot of lying going on in the game and it’s conveyed well. The pricetag is too high to recommend.
(0/5) The Grandma’s Recipe (Unus Annus). This game is unplayably bad–it’s just a random pixel hunt. Maybe it would be fun if you had watched the video it’s based on.
(3/5) The Room. Pretty fun! I think this is really designed for a touchscreen, but I managed to play it on my PC. Played it stoned, which I think helps with popular puzzle games–it has nice visuals but it’s a little too easy.
(3/5) This Call May Be Recorded. Goofy experimental game.
(4/5) TIS-100. Zachtronics. A programming game. I finally got done with the first set of puzzles and into the second this year. I had fun, definitely not for everyone.
(3/5) Trine. I played this 2-player. I think the difficulty was much better 2-player, but it doesn’t manage 2 players getting separated well. Sadly we skipped the story, which seemed like simple nice low-fantasy. Could have used goofier puzzles, it took itself a little too seriously and the levels were a bit same-y.
(2/5) Unrailed. Co-op railroad building game. It was okay but there wasn’t base-building. Overall not my thing. I’d say I would prefer something like Overcooked if it’s going to be timed? Graphics reminded me of autonauts.
(2/5) Vampire Night Shift. Art game. Gameplay could have used a bit of polish. Short but interesting.
(4/5) Wayward. To date, the best survival crafting system I’ve seen. You can use any pointy object and stick-like object, together with glue or twine, to make an arrow. The UI is not great, and there’s a very counter-intuitive difficulty system. You need to do a little too much tutorial reading, and it could use more goals. Overall very fun. Under constant development, so how it plays a given week is a crapshoot. The steam version finally works for me (last time I played it was worse than the free online alpha, now it’s the same or better). I recomend playing the free online version unless you want to support the author.
(1/5) We Need to Go Deeper. Multiplayer exploration game in a sub, with sidescrolling battle. Somehow incredibly unfun, together with high pricetag. Aesthetics reminded me of Don’t Starve somehow.
(2/5) We Were Here. Okay 2-player puzzle game. Crashed frequently, and there were some “huh” puzzles and UI. Free.
(3/5) Yes, your grace. Gorgeous pixel art graphics. The story is supposed to be very player-dependent, but I started getting the feeling that it wasn’t. I didn’t quite finish the game but I think I was well past halfway. Hard to resume after a save, you forget things. I got the feeling I wouldn’t replay it, which is a shame because it’s fun to see how things go differently in a second play with something like this.
These are not all new to me, and very few came out in 2020. I removed any games I don’t remember and couldn’t google (a fair number, I play a lot of game jam games) as well as any with pornographic content.
2020 Videogames was originally published on Optimal Prime
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wethepixies · 4 years
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Welcome to the third and final part of our staff interview series! This set of interviews focus on some of our most social staff members - our Discord moderators and our social media team. Once again, these pixies had a lot to say, so we’re tucking all of it under the “Keep reading” link!
WTP’s Discord server is the main place for the community to come together - in fact, we just passed 6,000 members! It’s extremely important to keep the server as safe and friendly as possible, and that’s where our beloved moderators come through. Without them, we wouldn’t have the loving WTP community!
Our moderators are Lila Almondpetal, Gloria Flutterflower, Daphne Moonflower, Anastasia Foxheart, Rose Morningmist, and Kassie.
What are some of your favorite memories about the original Pixie Hollow? And what are some things that you’re excited to see again in WTP?
Daphne: If I had to choose only one favorite thing then it would be shopping in Pixie Hollow especially those GORGEOUS gowns from the Queen's Boutique. It was the luxury store of Pixie Hollow, and the gowns they had were on a whole different level. I used to play Pixie Hollow every day as a kid and I even convinced my dad to get me the annual membership. I was able to make a lot of friends from different parts of the world because of the game. My best memories of the game are of Camp Pixie Dust! As for what I’m excited to see in WTP, I am exhilarated about the Tearoom and Animal Derby coming back since those were the only places you could play with other players. They were always packed with other fairies and sparrowmen and I used to hang out in those two places the most.
In her interview, Daphne sent us some pictures of two of her favorite things in Pixie Hollow - a couple of screenshots of Camp Pixie Dust and her favorite gown from the Queen’s Boutique.
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Anastasia: Honestly? As a kid, I spent most of my time attending the parties. The minigames there were always so addicting! Gameplay wise, I loved baking and tailoring! I wasn't as invested in it as other Disney MMOs because I never was able to get a Pixie Hollow Membership, but I still loved to play it! It influenced my decision to play the DS games, as well as the Fashion Boutique mobile game! I will say that my love of the original Pixie Hollow has benefited my life in many ways as without it, I wouldn't have so many memories with friends I've made along the way. Also, I would've never found WTP! I think one of my best memories from Pixie Hollow has to be from the one party where I won almost all of the party games. I was pretty young when I was really into Pixie Hollow, so although it's a bit silly, I just remember feeling super proud and feeling like the queen of the party, haha! As a kid, I never really appreciated the quests (although I did do them), so I am excited for those to come back & relive that experience. However, since WTP will not have a paywall for any of the experiences from the original Pixie Hollow, I am incredibly excited to explore The Wilderness for the first time!
Lila: My favorite part of the original game was honestly how open and free it was! There was always so much to do in the game, but I never felt pressured to do any of it if I didn't want to. I could go crazy one day playing games and doing quests, and then I could spend the next day flying around, just admiring the scenery and doing absolutely nothing in terms of progress. There were no obligations at all - I think that's why I remember the game so well. I was also really invested in it - I actually kept a journal about what I did in the game, can you believe it? I would say it's made my life better in a couple of ways - when the game was still open, it was a fantastic stress reliever, and even now I love thinking about it (plus, it led me to WTP!). As for my favorite memory… well, there are so many! I'd have to say my favorite was the time a Sparrow Man and I flirted in the Tearoom using nothing but those preset Speedchat phrases. I don't know who started it, but I'm pretty sure we were both non-members at the time - maybe we were drawn together by those Arrival Day outfits. We ended up drawing a crowd; I remember seeing a lot of clapping emojis and hearts. It was insane! Sadly, we forgot to add each other as friends, so we never saw each other again. I just got out my old journal to check if I wrote down his name - and I apparently did! Figfig, my guy, if you’re out there, I was either Twilight Olivemist or Karina Lightningflame at the time. As for what I’m excited for, I'm super excited for all of the meadows to come back! I loved just flying around and seeing all of the gorgeous artwork. And multiplayer, of course - Pixie Hollow was such a social game. I loved those little things like sitting on a branch and chatting.
Gloria: My favorite part of the original game was definitely the community aspect! I made a lot of friends in Pixie Hollow that were really special to me. It was so much fun to play games and throw parties with other pixies in the Hollow! I played the original game from January 2009 to its closing in 2013. I was really invested in the game and played very often! It definitely helped me embrace my inner child and hold onto magic longer than a lot of my peers, something I am grateful for. One great memory I have of the game was the events. I specifically loved the Silly Days Event, which allowed users to access the Mermaid Grotto. And Camp Pixie Dust, of course! For WTP, I am super excited for questing! It was a really unique experience every time and led to neat storylines which allowed players to unlock some cool items. I really liked the added structure of quests in game.
Rose: I was mildly obsessed with Pixie Hollow for a good majority of my childhood. I was picked on quite a bit when I was younger, so Pixie Hollow became this sort of safe haven for me, where I could express myself without fear of judgement. I spent a lot of my time roleplaying with online friends, pretending to be waitresses in the Tearoom, or secret agents fighting crime and protecting the Hollow – it was a lot of fun. Some of my first ever story ideas came from some of those roleplays, which lead to me starting a blog and later pursuing a career as an author, so I actually owe a lot to the game and the friends I made there. My favorite thing was probably decorating my home – I loved creating different settings with all the furniture I had, from cafés to ice palaces. It was a lot of fun. I'm super excited for multiplayer – I’ve made so many friends through the PBC (Pixie Blogging Community) and WTP, so I can’t wait for when we can hang out in-game.
Kassie: I played Pixie Hollow starting in late 2008 until it closed! Every day after school I would grab my snack and head to the computer to play for at LEAST an hour. Narrowing down my favorite part of the game is so hard!! But if I had to choose I would say getting creative with outfits and color combos! I loved going to fashion contests and seeing other people's creations- that's actually how I met a lot of my friends. I think Pixie Hollow benefited me as a way to escape from the stresses of the real world. Middle school and early high school were difficult seasons for me and it was nice to venture into a mystical land where I felt people truly cared for me. One of my favorite memories was when I met my friend Strawberry. We were mutual friends with someone and we both went to her house at the same time. However, our friend was asleep (remember the lil z's?) and so we started talking and suddenly we became the best of friends! Over 10 years later we are still friends and catch up with each other once in a while. We don't live far from each other so we hope to meet each other someday! Honestly, I’m most excited to have house decorating in WTP! I remember people would spend HOURS decorating their homes and doing the coolest designs- I always concentrated more on fashion so I'd love the chance to redeem myself and design an awesome home!
How did you first find out about the WTP project and what inspired you to start working as a moderator?
Kassie: A lot of my close friends started up the project and eventually invited me to be a part of it as a moderator! In our friend group I tended to be the one to mediate conversations, so I think it was a no-brainer to ask me to moderate.
Daphne: When I got to know about Club Penguin rewrites, I thought there might be a rewrite for Pixie Hollow as well and I stumbled upon a YouTube video which mentioned WTP. I really wanted to help out with the project in any way I could so that really motivated me to become a moderator.
Anastasia: I actually found out about the WTP project through Teresa, on another Pixie Hollow site where she first posted the Bubble Bounce demo! She even DM'd me about potentially helping out as an artist, which I've always wanted to do! However, due to my schedule being a bit too busy to consistently help out with game art, I never felt like I could apply. However, I've always tried to help out in other ways, such as when I was an Event Manager & hosted movie nights! When it was decided that movie nights were going to take a hiatus, I really wanted to continue helping out in the community, and thus, I became a mod!
Lila: I first found out about We The Pixies when I joined a Club Penguin rewrite. I hadn't thought about Pixie Hollow in years, but then I wondered if someone else had rewritten Pixie Hollow, so I looked it up and found WTP! As for joining the moderation team, I'd been pretty active on the server when the application opened up, and I really loved the community. I figured I'd give it a shot - worst they could say was no, right? Well, I ended up getting the role! It’s been a really great job ever since.
Gloria: I found out about We the Pixies while doing some Google searches and checking out the Pixie Hollow community this year. I definitely jumped at the opportunity to apply to be a moderator because I have so much passion for the project and wanted to help out and connect with others who also had interest. 
Rose: I found WTP through Phoebe Bumbleflip’s blog – she published a post promoting the remake and the Discord back in October last year. I don’t have any skills that can really help with the recreation of the game itself, but I wanted to contribute in any way I could, which is what inspired me become a moderator.
(Phoebe is a member of the WTP Hype Squad, you can find her blog here!)
The WTP community is mostly positive, but have you ever had instances where you felt like server members weren't being the nicest? If so, how do you deal with it?
Anastasia: Since I'm new to the staff team, I've only ever come across a handful of issues involving the members, and most of them resolve with ease. Typically, directing people to the rules and giving them a warning is enough.
Lila: With so many people in the server, it's not unusual to see something that isn't so friendly - usually, if an argument starts up in the chat, reminding people of the rules or starting a new conversation fixes things. If things are really bad, I might talk to someone individually and ask them nicely to be, well, nicer.
Gloria: In my time on the staff so far, we have had a couple trolls and people who haven't complied with the rules, and in that situation, we generally like to calmly message the person and ask them to comply with the server rules. In my experience thus far, this usually sorts out the problem. However, if the issue persists, the moderation team would consult each other and figure out how to deal with it further based on the severity of the behavior.
Rose: They’re very rare, but we have had to deal with some disputes with upset or angry members. Usually us moderators will talk and discuss the issue and then decide the best course of action together.
Kassie: There's always going to be someone unkind who comes across the server every now and then. I think the best way to handle it is to tell them what rule they're breaking and WHY it's important that they adhere to the rule. Ultimately, our rules are about respecting everyone in the community. If we can help them empathize and understand respect I think that's making strides not only in the WTP community but hopefully in EVERY community that individual is a part of.
We've had a few events in the WTP community, how does creating one come about and how do you plan it?
Anastasia: Excellent question! As a former Event Manager, I'm the right Pixie to ask!
It all starts with the approval of administration. Once the admins approve of it (and other staff have no issues with it), you can go forward and begin scheduling a time. We typically don't do events without having a proper schedule or time frame. We also try to accommodate other time zones as best as we can, since we know that WTP has Pixies from across the globe! Then, you need to designate certain responsibilities to people. This was the purpose of the Event Managers, since we were in charge of hosting Movie/Game Night. I have a lot of good memories hosting movie nights with Alchemist (Lavender) and Asteria! With other events, staff members are chosen to have either a leading role or a helping hand in making sure the event goes smoothly. Even if they aren't in charge, it is important to note that all events typically require staff supervision. Now, planning it typically involves a discussion among the staff (and any other WTP players that may be involved in helping out). We usually try to make sure that the community voice is heard, and that they can get involved! Our main goal is always to bring everyone together while having fun, and that is the foundation of all our events.
Daphne: The Hype Squad is the creative mind behind all the events we have. Since we can not have in-game events (which we definitely will once the game is fully developed), the Hype Squad tries to come up with flitterific events to keep us in the pixie hollow spirit while we wait. Our former team of event managers was behind the shorter events such as the numerous game nights and movie nights.
Lila: Starting an event is absolutely a team effort - no matter where or who the idea comes from, we like to talk about it for a while first. For example, I had the idea for Meadow Madness one night out of the blue, and I made sure to run it by the staff and Hype Squad before I started anything up. It ended up being a huge success - we had an average of 200 respondents per round, which was pretty neat for something I came up with in ten minutes.
Rose: There’s quite a bit of planning that goes on behind the scenes for events – a lot of events are actually planned by the Hype Squad (which I am a part of) or our social media team. An idea will be presented by a team member, and then we’ll all discuss it – what our thoughts are on the suggestion, and how we’d go about holding it if it were to become an actual event. If everyone on the team agrees and the staff are okay with it, we’ll then start deciding dates for the event and preparing things like banners and announcement posts. Sometimes we’ll also have one of our members act as coordinator too, to make sure everything is running smoothly during the event itself.
Kassie: I'm personally not one of the head honchos who puts events together, but it comes down to listening to a bunch of ideas and trying to figure out which one best fits the needs and desires of the community!
How do you fit working on WTP into your schedule?
Daphne: I finished high school in April and I can't really start college until quarantine is over, so I pretty much don't have anything to do at home right now so it's easy for me to make time for WTP.
Anastasia: I try my best to moderate whenever I can- usually in my spare time. We get a lot of newcomers each day, so there always seems to be someone who needs help getting verified, or a Pixie who needs some other sort of assistance. That's the thing about having such a large community: we always seem to have some moderating to do!
Lila: I actually have the apps I need for moderation (and social media work) on my phone - now that I'm not in school for the summer, I'm traveling a lot, so I don't sit down and use my laptop very often. I think I use Discord on my phone more than my laptop, actually. Using mobile lets me check the server whenever I have a spare moment, so I can keep up with things wherever I go.
Gloria: I have a really flexible schedule in general as school and life goes, so I am able to make time to moderate and spend a lot of time online.
Rose: Mostly by multitasking – I’m almost always online, even if I’m doing other things, so it’s not too tricky to keep an eye on the server throughout the day.
Kassie: It's hard sometimes, but the easiest way for me to stay connected is to keep my notifications on when I'm not busy with the mandatory things in life like my job, planning my wedding, and investing in relationships outside of the community. Giving myself the chance to walk away here and there leaves me refreshed for the next time I log on!
Two of our moderators, Kassie and Lila, also serve on our social media team, so we asked them a special question:
How do you use social media to grow the community?
Lila: Social media is a great place to post about game updates and community events. I've found that few posts get people more excited than posts about new game features. Update posts also let people know that, yes, we are still up and running! Sometimes people think we've shut down already, and social media helps us keep the project alive.
Kassie: Social Media is all about messages. I think what attracts people to join a community is to send a message they resonate with! In WTP's case, nostalgia plays a huge part in growing our community- we are trying to attract people who are excited about something they wish they had again.
One final question for all of our moderators: what’s your favorite part of your job, and is there a way it’s benefited you?
Daphne:  Definitely talking and getting to know so many people from across the globe. I'm always down for making new friends! For me, the most impact moderating for WTP has had is on my people skills. As a moderator, you have to ensure that everyone is following the rules and sometimes people need convincing to follow a rule. It also involves solving any issues related to the game/Discord server and communicating with the members in general, which really develops your people skills.
Anastasia: Honestly, my favorite part of being a mod is being able to interact with the other staff members. They're a really lovely and creative group of people, and it's fun bouncing ideas off of each other and figuring out what's best for everyone in this community! I wouldn't quit WTP for the world! Working for WTP has benefited me a lot as so far, it's helped me work on the ways I can help organize a community. Also, it is helping me work on my time management skills, as well as my ability to work in a team.
Lila: I think my favorite part of my job is, as corny as it sounds, watching this community grow! When I joined, we had maybe 500 users in the server, and we're well over 6000 now. I never thought that so many people would remember the game, but they do. It's remarkable, really. Working for WTP is probably the best volunteer position I've ever taken up. Moderating has really helped me learn how to think things through and get help when I need it. Working on social media has also been great for my writing and graphic design skills - I've got to say that I've gotten pretty good at color combinations!
Gloria: My favorite part of moderating is helping people in the player server and sparking interest and discussion among users. It's so much fun to reminisce about the hollow with other fans. Though I haven't been on the team for a very long time, it has already been lots of fun and I have really enjoyed connecting with the community even more and getting others interested in the revival project. And the other staff members are very cool people that are really rad to work with.
Rose: My favorite part of my job is welcoming new people to the server! Being a moderator has definitely helped with my problem-solving skills – working out ways to handle situations on the server.
Kassie: Being friends with the staff is my favorite part. It is always a joy to log on to laugh and learn with friends. I wouldn't trade it for anything. Asteria and I have created a pretty strong friendship (hopefully she agrees, haha). We've known each other for about 4 years now. She makes me laugh out loud and we've been there for each other in our victories and failures. Her friendship is one I deeply cherish and I hope we get to meet sometime in the future! I care a lot about connection, community, and friendship, so for me, being a part of this team is a way for me to foster those things and be a part of it! I think I've benefited from WTP by learning how to guide hard conversations and disagreements in a respectful manner. Many people think moderators just manage the community, but a huge part of our job is to aid staff in having constructive conversations. There are definitely ruffled wings here and there, but we always get through and I've really grown through those processes!
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Thank you all so much for sticking with us during our interview series! We had a lot of fun answering your questions, and we hope you had a flaptastic time reading them.
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Peripheral, Part 4
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Author’s Note: After going several rounds with these characters, I am finally ready to post this chapter. It’s so much fun when the personas you create in your mind take on a life of their own. As a writer, all I can do is let the story unfold as it plays out in my mind. I don’t always have control over it. This chapter is a case in point. I can’t fight against this Jungkook and win. The boy is relentless. That being said, I hope you enjoy this little slice of smut. Let me know what you guys think!
Pairings: OT7 x reader; Jimin x reader, Jungkook x reader
Series Summary:  An unfortunate accident leaves Kim Namjoon with amnesia, and Big Hit, BTS, ARMY, and the entire world is desperate to help him regain his memories and knowledge. Fortunately, a new genetics company has successfully created a system to alter our brains into human databases which can help someone regain knowledge and memories through a simple input/output exchange. Can this new invention give us back our beloved leader?
Genre: Angst, Fluff, Smut, Idol AU
Warnings: NSFW, 18+ cursing, dirty talk, exhibitionism, scratching, orgasm denial, noona kink, handjob, Jungkook striptease, anal play, oral sex, biting, hair pulling, slight dom/sub play, blindfold, Jungkook massages, unprotected sex, sex toy use, choking
Word Count: 9K+
“Ugh, we need new games,” Jimin complained. “I’m tired of these!”
“We haven’t had time to shop, Jiminie,” Tae reminded him. “This is the first time we’ve been able to play together for a long time.”
In a dramatic display of distress, Jimin flopped on the floor by the couch and whined in frustration. Y/N burst out laughing at his ridiculousness. She leaned over and started petting his fluffy silvery-blue hair to calm him down. He purred and cuddled his head in her lap, encouraging further head scratching.
While Y/N happily obliged, she suddenly remembered the purple plastic tub in her room she had yet to unpack.
Do I really want to open up that box?
Trying to remain as casual as possible, Y/N looked over at Jungkook and Taehyung, who were already in another battle on Bubble Fighter. She bit her lip indecisively and then spoke before she could change her mind.
“Hey guys,” she piped up. “I have my PS4 and Nintendo Switch in my room. If you want to hook them up in the living room, we could all play together.”
All movement in the room stopped, reminiscent of a record scratching. The maknae line’s faces lit up with bewilderment and their smiles were reaching their earlobes.
Oh no...what have I done?
“Noona,” Jimin spoke first, sitting up to face her. “You play video games?”
She leaned over and pushed his hair back over his forehead, holding his squishy face in her palms.
“I work with technology, manggae,” she replied. “Of course, I play video games.”
Tae and Jungkook rushed to her sides on the couch, eyes glittering with anticipation.
“What games do you have?” Tae was quick to ask. “Are they only in English?”
“Are they multiplayer or single player?” Jungkook spouted before she could respond. “How many controllers do you have?”
Y/N looked at all three faces, hungry for a new source of entertainment, and her heart melted.
These poor deprived boys…
“Tae, honey,” Y/N cooed, reaching up to cup his cheek. “Under my bed is a purple box covered in stickers. Can you please bring it here?”
Jungkook launched himself over the back of the couch before Tae could react and started running down the hall.
“Kookie-ah,” Tae whined, scampering behind him. “She asked me to get it.”
As the other two fought over who would bring what, Y/N turned her smiling eyes back to Jimin, who was now sitting on his knees leaning toward her. His half-moon eyes and dazzling smile made Y/N sigh in appreciation.
So pretty…
Jimin’s eyebrow twitched and his eager smile morphed into a knowing smirk. He’d caught her actually looking at him like the snack he was, and he wasn’t about to let that slide by unnoticed.
Without thinking twice, Jimin leaned in to press his plush lips against Y/N’s. She almost pulled back in surprise, but Jimin reached his hands up to cup her face, essentially trapping her in his grasp.
The kiss was sweet and soft. He’d just wanted a little taste, but their sudden connection gave Y/N other ideas. Moving her lips against his more firmly, their kiss shifted from sweet to spicy. Within seconds, they were both fighting for dominance over the kiss, tongues at the ready, neither one winning out over the other.
The sounds of raucous laughter and running shoes broke them apart, and Tae and Jungkook were too busy unpacking the gaming systems and the large stack of games to notice the kindled flame growing between Jimin and Y/N.
Jimin was now laying his head back on Y/N’s lap, still receiving head scratches from her deft fingers. His eyes were closed and his kiss-swollen lips were slightly parted, enjoying the attention to his scalp.  She tugged on his roots and he let out a barely audible whimper.
“What should we play first?” Tae exclaimed, holding a stack of PS4 games in his hands.
Jungkook stood up, holding up copies of Ultimate Marvel vs. Capcom 3 and Dragonball FighterZ.
“I want to play these,” he cried out in excitement. “I’ll kick all of your asses!”
Y/N chuckled lightly and rolled her eyes. She patted Jimin’s cheek and his eyes flipped open. He pouted and reluctantly lifted his head to let her off the couch.
She walked over and grabbed a Switch controller and booted up a game they’d never heard of. The upbeat synthesizer music was catchy and the bold colorful graphics caught their attention.
“What’s Runbow?” Tae asked, tilting his head in confusion. “I’ve never heard of that game, noona.”
“It’s an indie game, Tae-Tae,” Y/N replied. “It’s an easy to play, multiplayer game that we can all enjoy. Everyone grab a controller.”
After explaining the rules and having a few trial runs, everyone was thoroughly enjoying the game and laughing hysterically at the snarky game commentary. Y/N was more than happy to translate the English words they didn’t understand and they were all trying out their newly learned phrases.
“Ok, boys, I’m done playing,” Y/N yawned after 30 minutes of intense gameplay. “I think I’ll just sit and watch you for a while.”
A flurry of fighting games later, Y/N started to doze off. She was surprised when she felt herself gathered up and stretched out across a firm chest.
Blinking her eyes open, she looked up to see Jungkook’s goofy bunny smile and squinty eyes above her watching Tae and Jimin play Tekken 7. The two players were viciously berating each other as they played, and it was obvious they were evenly matched in skill and temperament.
“Didn’t want to play anymore, Kookie?” Y/N murmured against his chest, snuggling into it.
“Nah,” he bragged, wrapping his arms around her. “Just got tired of winning. Thought I should give someone else a turn.”
Y/N looked up at his toothy grin and smiled. He bore the age of an adult, but there was still so much little boy glittering in those eyes. It was endearing to see him so happy.
Adorable.
Y/N shivered and Jungkook pulled a blanket over her and rubbed her arms and back, trying to coax her back into slumber, but she stubbornly fought against it. His hand started to travel a little further south under the blanket at each stroke, and Y/N popped an eyebrow at him when he slid his hand over her ass.
“What do you think you’re doing, Kookie?” She demanded quietly.
Jungkook feigned innocence and shrugged his shoulders.
“Did we not learn our lesson earlier?” Y/N reminded him. “Does Noona need to teach you how to behave?”
Jungkook grinned down at her and Y/N caught a glimpse of the little mischief demon dancing in his eyes.
“Noona can teach me anything she wants,” he taunted. “Any time, any place.”
Such a naughty boy.
Y/N glimpsed the other two boys who were fully engrossed in their match. Maybe she could have a little fun while they were preoccupied.
She shifted her body sideways so her back was to the boys by the TV. Her leg nestled between his thighs, subtly rubbing across his crotch. Jungkook gasped at the contact and rolled his hips a little. Y/N smirked at his reaction.
For a few seconds, nothing happened. Jungkook debated on whether or not to continue teasing Y/N, and opted for a change in tactics. He let one hand slip down to the hem of her shirt, slipping his fingers underneath, palming her bare skin just above her hip.
Her skin was incredibly soft, and Jungkook sighed happily as she clutched his shirt and hummed in response to his touch. He absentmindedly rubbed his thumb back and forth across her side and snuggled into her hair, inhaling the scent of her shampoo.
He was about to back off and just enjoy the cuddles when he suddenly felt her nails dragging sharply down his side, not enough to draw blood, but enough to draw out a loud hiss from his mouth.
Jimin turned to the couch and gave Jungkook a questioning look. Jungkook untwisted his face and readjusted Y/N in his arms.
“She moved and grazed her knee against my balls,” Jungkook lied. “Close call.”
Jimin giggled and shook his head. The match started up again, and he dove back into the game with Taehyung.
Jungkook let out a sigh of relief and then trained his fiery gaze on Y/N’s smug expression. She shrugged her shoulders at him innocently and batted her eyes. Before he could muster up a response, he realized her hand was on his thigh, centimeters away from the partial erection he was trying to hide and it was moving closer.
He widened his eyes and shot her a look of warning while looking back at Jimin and Taehyung. The panic in his eyes only increased the size of her grin, and she winked at him as her fingers crawled over his now throbbing erection and gave it a gentle squeeze.
He bit down on his lip to stifle his groan. Jungkook buried his face in her hair and let out a small whine of pleasure. He clenched his jaw and tightened his grip on her as she started stroking softly up and down his length. His sweatpants did nothing to hide his growing arousal.
“Noona,” he pleaded in a whisper. “Please, not here.”
“Why not, Kookie?” Y/N quipped. “You did say any time any place, right? Don’t you like it?”
“Yes, of course, but they might see us,” he continued. “They might hear us.”
“Not if you’re quiet,” she whispered back, tightening her grip around his girthy shaft, earning another whimper from his lips. “Can you be a good boy and stay quiet for your noona?”
It took Jungkook a second to calm down enough to think clearly, but the temptation was overwhelming the rational part of his brain. He couldn’t let the others see him like this, not if Y/N was running the show. He’d never hear the end of it. He took one more look at his brothers and then made his decision.
“Ok, noona,” he responded softly, nuzzling into her hair. “I’ll be quiet for you.”
Y/N dropped her hand into his sweats and cupped his balls over his underwear, massaging them gently. Jungkook was floored by the sensation and his whole body clenched to push back the moan threatening to escape his lips. Encouraged, she dipped a finger lower and teased at his perineum, earning another muted whimper in her ear. His fingers dug into her sides, and they were definitely going to leave marks behind.
Her hand traveled back up his shaft, groping and stroking him firmly along the way. She played with the tip a little, encouraging the small wet spot of precum to grow in size. Jungkook’s hips shifted against her, but any attempts to rut against her hand halted her actions completely. They were playing by her rules, not his.
She slipped her fingers up under his shirt, tracing the lines of his abs and finding one of his pert nipples. Y/N looked Jungkook in the eyes as she tweaked it and pulled.
The herculean effort to silence his moans was commendable, but Y/N was positive that his lips were on the road to destruction. Jungkook was biting down so hard, she was afraid he’d break the skin soon. To soothe his battered lips, she leaned up and offered him a few chaste kisses, swiping her tongue over his bruised bottom lip to soothe the pain.
“You’re doing so well, Kookie,” Y/N praised softly. “Do you think you can take a little more?”
Jungkook opened his half-lidded eyes fully and Y/N clenched at the sight of his lust-blown pupils. He was ready to devour her, but he continued to submit to her commands. The sexual beast inside of him was clawing at its shackles, but he kept it restrained for her.
Such a good boy.
“Noona,” he replied shakily. “I’m trying so hard to be good for you, but-“
Y/N was circling his sensitive nipple, and it was making it difficult to form coherent thoughts. His hips lurched forward again involuntarily, and he nearly cried out when she stopped touching him again. This was absolute torture.
“Just a little more, sweetheart,” Y/N soothed. “If you can hold out a little longer, I’ll give you a reward. Would you like that, Jungkookie?”
As she purred his name out in his ear, she reached into his underwear and took his throbbing cock into her hand, squeezing it for emphasis.
Jungkook rolled his hips abruptly, but then slowly braced them against the couch. He was resolute in his decision to play his noona’s game, and he was going to win at any cost. If there was a reward for this, he was going to earn it, no matter what.
“Please, noona,” Jungkook pleaded. “I need you.”
“I know, Kookie,” she responded, stroking him slowly. “I’m right here, sweetheart. Don’t worry, Noona will take care of you.”
Y/N reached up and gave her palm a long wet lick and reached back into Jungkook’s pants, resuming his handjob with renewed lubrication. Jungkook’s breaths grew shaky and his subtle thrusts into her hand grew in desperation. She increased her speed to meet his silent demands.
A sudden outcry from Taehyung stopped their little session completely. They both froze in place and Jungkook sneaked a peek at Jimin and Taehyung through the long hair covering his face.
Jimin was celebrating an apparent victory over Taehyung, and Tae was not happy. The two were starting up a heated argument about alleged cheating when Jungkook found an excuse to get rid of both of them.
“Hey,” he whispered angrily. “You’re going to wake Noona up. If you’re going to fight, go do it in your room.”
The two immediately dropped their voices, not wanting to wake the beautiful dragon feigning slumber in Jungkook’s arms.
“Do you think she’d mind if we took the Switch to our room and kept playing?” Jimin asked. “I mean, we’ll bring it back.”
“Jungkook-ah,” Tae teased, wiggling his eyebrows. “Are you going to sleep on the couch with her tonight?”
“Ya, I don’t know, hyung,” Jungkook said, rolling his eyes in annoyance. “Maybe I will? I just don’t want to wake her up, you know?”
“Good point,” Tae agreed. “You wouldn’t want to make her mad again. She might just pull your hair and make you her bitch again, huh, Jungkookie?”
Jimin and Taehyung erupted into fits of giggles while Jungkook scowled at them. Jimin leaned in to look at Y/N curled up on Jungkook’s chest.
“She looks so sexy when she’s asleep,” Jimin whispered.
“She always looks sexy, Jimin-ah.” Tae countered.
Jimin reached over and pushed a lock of hair behind her ear. Y/N maintained her sleepy ruse but secretly sighed at his touch.
“You’re right, Tae,” he admitted. “She really does.”
“Will you guys just take the Switch and go before you wake her up?” Jungkook quietly growled. “I’ll let her know you have it when she wakes up.”
“Ok, ok, relax, Kookie,” Taehyung chuckled. “Don’t get your panties in a bunch.”
Taehyung and Jimin gathered up the Switch and said goodnight as they tiptoed to their room for more gaming shenanigans.
Y/N waited until she heard their door close to look up at Jungkook. Their eyes met and so did their hungry lips. Now that they were free from prying eyes, Jungkook unleashed the frenzied arousal he’d been holding back and assaulted her with his mouth, his tongue, and his hands.
Y/N was pulled up onto Jungkook’s lap, where he proceeded to grind her onto his raging hard-on. She moaned lightly at the sudden friction to her throbbing clit, but she was still trying to maintain her dominance over him.
Jungkook was lost to his ecstasy, wildly chasing after the orgasm that was building in his balls. The game was long forgotten, so was the reward. He’d been patient, and he’d kept his desire in check at her behest, but he needed release and he needed it now.
He was just about to reach down to get them both undressed, but Y/N caught his hand and dug her nails into his palms to get his attention. He whined at her in frustration and rolled his hips into her aching core.
“Ya, noona,” he whimpered. “Please, just let me cum already.”
“Only good boys get to cum,” she replied, reaching up to grab his hair. “You promised that you would be good for me, didn’t you, Kookie?”
She stroked his hair softly, tugging slightly at the roots. Jungkook leaned into her touch, drunk on the hormones surging through his brain. Little whines left his lips as he writhed underneath her like the fucked out mess he was.
“Jungkookie?” Y/N asked sharply. “Are you going to be a good boy? Don’t you want Noona to give you a reward?”
He gripped her hips roughly, and he inhaled deeply, closing his eyes and trying to find his sanity. He hated losing, and if he gave in to his animalistic urges, he would definitely lose to Y/N. He couldn’t let that happen.
Releasing the vice grip on her hips, he forced himself to relax against the couch cushions. His eyes were glazed and unfocused as they opened to meet Y/N’s.
“I do want my reward,” he replied. “What does Noona want me to do?”
Y/N smiled and caressed Jungkook’s flushed cheeks. She leaned in to kiss him and rolled her hips as she penetrated his mouth with her tongue. Jungkook eagerly allowed her to own him completely, whatever it took to earn that reward.
Y/N licked up his neck and tugged on his earlobe with her teeth. The gasp he released was full of need and it made her grin.
“Let’s go to your room, Kookie,” she whispered into his ear. “I can give you your reward in there.”
His eyes popped open and he gathered Y/N into his arms and quickly carried her bridal style to his room.
As a result of the game the boys had played to choose their rooms, Jungkook had ended up with the largest room in the same hallway as Namjoon and Jin. The other four members were in a different hallway, so the chances of them being heard were slim to none. Jin usually played video games at this time of night with his headphones on anyway.
He barreled through the hallway and rushed into his room, kicking the door closed with his heel. He laid Y/N gently on the bed, then scampered across the room to lock the door. When he turned around, he reached down to pull his shirt off, but Y/N stopped him with a pointed finger.
“Not yet, Kookie,” she giggled. “Why don’t you give your noona a little show now that we’re alone? I know you love to dance. How about a little striptease?”
Jungkook’s lips lifted into a sly grin. He pulled his phone out and picked out his favorite workout playlist. The beats started pumping out of one of his many Bluetooth speakers, and he kicked off his shoes.
When given choreography, Jungkook was always precise and fierce, but when left to his own dancing imagination, his moves were slightly chaotic. He couldn’t seem to decide on a theme, he just kept jumping from random swivels, turns, and hip thrusts.
Y/N took in his random assortment of sexiness and just drank it up. During a successful gyrating knee drop, Jungkook lifted off his shirt and threw it at her. The appearance of his chiseled abs and firm chest glistening with sweat was enough to knock the wind out of her lungs. The man was flawless.
With each article of clothing Jungkook removed, Y/N removed one as well. She matched him piece for piece, shucking her bra as he removed his socks. Soon, it was black boxer briefs versus burgundy hip hugger panties.
Jungkook tossed his sweats to the side and stood in the middle of the room, breathing heavily because of his mini dance workout. He reached over and changed the music to an R&B station, while Y/N hopped off the bed and sauntered over to him, running her hands up his granite arms. Her fingers lingered over his right arm, tracing out the designs of some tattoos she hadn’t seen before today.
“Why haven’t I seen these before, Kookie?” she inquired. “They don’t look new.”
“They’re not,” he admitted. “I’ve been getting them for a while now. I’m just not ready to show them in public yet. I’ll eventually get more. The pain is so addictive.”
Y/N nodded and turned her back to him, pulling her hair over one shoulder. In between her shoulder blades was a tattoo of an intricate black-winged snake eating its own tail.
“What is it?” Jungkook asked, running his fingers over the lines. “It’s beautiful, noona.”
“It’s called an ourobouros,” Y/N explained. “It’s a symbol of rebirth and renewal. I got it after a really bad time in my life.”
She turned back to face him and smiled at his concern.
“Don’t worry about me, Kookie,” she assured him, stroking his cheek. “I’m ok now.”
He smiled as he stroked her arms, pulling them around his neck and pressing a sweet kiss to her lips. He suddenly reached down and lifted her up by her thighs, wrapping her legs around his waist.
“You’re better than ok, babygirl,” he grinned. “You are incredible.”
He punctuated the statement with a bruising kiss to her lips, biting lightly on her bottom lip, earning him a throaty moan from Y/N.
“Incredibly naughty,” he chuckled. “Do you have any idea how frustrated I am right now? If my balls get any tighter, they’re going to explode.”
Y/N winked at him and pulled him in for another kiss. They made out relentlessly as Jungkook walked them over to the bed. He laid her out across the bed, stopping momentarily to remove his boxer briefs and then crawled on top of her, grinding his swollen cock on her sloppy, panty-covered center.
“Let’s just take these off,” Jungkook suggested, drawing the soaked underwear down Y/N’s legs. “They’re ruined anyway.”
Once her panties were tossed aside, Jungkook crawled on top of her. Catching Jungkook off guard, Y/N rolled over on top of him and straddled his hips, grinding her wetness onto his dick and making it twitch.
“I really shouldn’t be indulging in sexual activity that isn’t associated with my contractual obligations,” she pouted. “But if you’re up for it, I could log this as a work session.”
Jungkook sat up and popped an eyebrow.
“Are you going to do that thing that you did with Hobi-hyung?” he asked. “Because I’m totally down for that.”
“Are you sure?” Y/N remarked. “It’s going to be pretty intense. Do you think you can handle it?”
“I can handle anything you can dish out, babygirl,” Jungkook boasted. “Just try me.”
“We’ll see about that,” Y/N shot back, arching her brow. “First, I need your consent to the transactions and any sexual activity that may happen in pursuit of transactional information. You will also need to choose a safe word.”
“Yeah, I consent, noona,” he smirked cheekily. “And I don’t need a safe word.”
Y/N clicked her tongue and shook her head.
This boy…
“Your consent is noted, Jeon Jungkook,” Y/N said pointedly. “If you refuse to choose a safe word, one will be assigned to you.”
“Whatever you want,” he shrugged. “It’s not like I’ll use it.”
“Your safe word is ‘cherry,’ you brat,” she shot back. “Now, I think it’s time I gave you your reward.”
Y/N slid down his thighs, dragging her nails down his chest and earning an excited yelp from Jungkook.
“You’ve been such a good boy, Kookie,” Y/N praised, rubbing her hands up and down his thighs. “Are you ready for your prize?”
“Yes, noona,” Jungkook whined. “Please give it to me.”
She chuckled darkly and leaned forward and grasped his shaft and planted a loud kiss on the tip of his swollen dick. As soon as her lips touched him, she activated the transaction, causing Jungkook to thrust and whimper in response.
“Holy shit,” Jungkook groaned. “Your mouth feels fucking amazing on my cock.”
Such a filthy mouth...I love it
Y/N smirked as she sucked on the tip of his cock, swirling her tongue to collect all the precum smeared on top. Jungkook pushed his hips to the ceiling, trying to push further into her mouth, needy moans exiting his lips at every thrust. Every tingle and spark soaring across his nerve endings was being driven straight to his core and radiating out to his extremities.
It was the most amazing sensation he’d ever felt in his life. His entire body felt like it was floating in an electrical storm. His mind was swirling with desire, he couldn’t escape the tempestuous hormones at war in his brain, and all he could do was ride the wave of ecstasy as it crashed into his bed.
He looked down at Y/N and the sight of her devouring his center was almost too much for him.
He almost came from the image now seared into his retinas.
“Noona,” Jungkook gasped. “Please, I need more.”
Without responding, Y/N dipped her head lower and licked a fat stripe between his aching balls. She lavished them with such affection, alternately kissing, sucking, and licking them. Jungkook could hardly contain his voracious whimpers and moans at the incredible sensations.
Y/N hummed in pleasure and dipped lower and began flicking her tongue at Jungkook’s perineum, which drove him absolutely insane. Electricity seemed to bubble out of Y/N’s mouth and pulse up Jungkook’s lower back. She struggled to hold his hips in place while she continued to inflict pleasurable licks and tongue flutters on the sensitive area.
“Ah, noona,” Jungkook wailed. “I’m gonna-“
“Cum for me, Kookie,” Y/N growled from between his legs. “Show your noona how good she’s making you feel.”
She reached up and began stroking his throbbing cock and she continued her attention to his balls and the pleasure spot just below.
It only took a few seconds for Jungkook to lose complete control of his impending orgasm. One well-placed lick and a well-timed stroke pushed him over the edge. Rope after rope of hot white cum spurted up and landed all over his washboard abs. He nearly screamed at the intensity of his climax, and Y/N carefully stroked him through it, leaving him a shivering mess against the sheets.
“You ok there, Jungkookie?” she teased. “Did you like your reward?”
Jungkook pulled at his flowing locks with both hands and released a loud groan into the open air.
“Where the fuck did you learn how to do that?!” Jungkook cried out. “That was unbelievable. So fucking hot!”
He continued to sing her praises, not realizing that she was still softly stroking his dick, working it back into a raging hard-on.
Y/N listened to his ramblings for a few seconds and then decided to silence him once and for all. She put her index finger into her mouth and sucked on it to get it nice and wet.
As Jungkook continued to express his disbelief at her sexual prowess, Y/N started up another transaction and stroked her finger along his balls, then dipped slowly back to his perineum once again.
“Oh fuck,” he responded quickly. “Fuck yes, do it again, noona.”
One eyebrow popped on Y/N’s smug face and she almost giggled.
I hope he remembers his safe word.
While moving in a circular motion, Y/N dipped past Jungkook’s perineum and began massaging his tight little asshole, sending jolts of electricity through it and beyond.
“OH MY GOD,” Jungkook screamed. “Noona, what are you-“
Y/N took Jungkook’s dick back into her mouth to distract him from her fingers. Pulses ebbed and flowed across his lower body and he was writhing on the sheets, twisting handfuls of fabric in his hands.
He couldn’t believe how amazing everything felt. Her mouth and her fingers were reducing him into a puddle of submission. He couldn’t resist the pulsing throbs of the transaction as it spread from her fingertips and mouth and surged throughout his entire nervous system. His brain was rapidly firing serotonin and his body shook with pleasurable prickles.
Euphoria didn’t even begin to describe what he was feeling at the moment. From what he could tell, this was just the beginning.
They hadn’t even fucked yet, and he wasn’t sure he could handle that right now. He was already on the brink of another orgasm.
“How are we doing, Jungkookie?” Y/N asked sweetly, popping her mouth off of this swollen tip. “Does my good boy want some more?”
“Yes...God...noona,” he gasped desperately. “I need you...need more...ah!”
“Such a needy boy,” she cooed. “Ok, Kookie. Noona will give you more.”
She slipped her index finger into his tight little hole and began thrusting in and out at a gentle pace. Instead of pulling away from the intrusion, Jungkook pushed against her finger, seeking more friction.
Y/N added a second finger and Jungkook cried out in ecstasy. He clenched around her slender fingers and mewled out a series of strangled curses.
It only took a few seconds for Jungkook to lose control of his body and his second orgasm hurtled to the finish line, lifting his hips off the bed and drawing a loud moan out of his mouth.
Y/N: 2 Jungkook: 0
Y/N withdrew her fingers and left Kookie to recover while she walked into his en suite bathroom to wash her hands. She took a moment to gaze at her reflection in the mirror, and her disheveled state made her smirk.
The transaction from Jungkook was settling in nicely, and she could already feel the information sorting itself into nice, neat quadrants. There hadn’t been any hiccups this time around and that was reassuring.
I’m not done with Jungkook just yet. I think he can take a little more.
She dried her hands, grabbed a small damp towel, and walked back to the bed. Jungkook was sitting up on his elbows, the flush of his cheeks enhancing his chiseled face. He pouted at her and Y/N almost burst out laughing at his cuteness.
“Noona,” he began. “You play dirty. I’m supposed to make you feel good, not the other way around.
“Awwww,” Y/N cooed at his pouty face. “Am I not allowed to give my good boy a treat for behaving so well?”
Jungkook blushed harder at her words, but he couldn’t stop the smile from creeping across his lips. She reached up to clean the mess he’d made on his chest and abs. He sighed at her touch and smiled widely.
She had promised him a reward for enduring the earlier torture on the couch. A thought crossed his mind, and the smile transitioned into a smirk.
“Maybe I should reward my noona for giving me such a good treat?” Jungkook offered. “It’s only fair to repay her kindness.”
He sat up and took the towel to place it on the bedside table, then he reached out his hands to her. She returned his smile and allowed him to help her back onto the bed. Before he could do anything else, she pulled him into a sweet kiss, exploring his mouth with her tongue. Jungkook responded with his own tongue seeking refuge along her lips.
She crawled back onto his lap and rubbed her weeping pussy along his hardened length. The delicious friction made them both moan with approval.
Y/N was about to give Jungkook the condom talk, but his lust-fueled brain had other ideas. He reached down and in one swift motion, he lifted her hips and shuffled his body under her thighs, her luscious center hovering above his face.
“Sit down, noona,” he pleaded. “Let me taste you, please.”
Y/N was more than happy to oblige, settling her hips over his inviting lips.
Jungkook didn’t waste any time. He dove in with gusto. He lapped up any arousal drippings he could find, intoxicated by Y/N’s sensuous flavor. He was determined to make her feel as good as she’d just made him feel.
Not that it was a competition or anything.
Y/N pulled at her own breasts and rocked her hips against Jungkook’s sinful mouth. The boy definitely knew what he was doing, and it became painfully obvious that her own dominance over him was slipping with every stroke of his tongue and every moan she emitted.
“Oh, noona,” Jungkook groaned against her clit. “You taste so fucking good. I just want to eat you out for days.”
He hummed in satisfaction as he drove his tongue into her sloppy cunt, feeling her walls clench around him in response.
“Jungkook,” Y/N gasped. “Oh, you’re so good at that, honey. Don’t stop.”
Jungkook looked up at the goddess riding his face and his lips pulled up into a mischievous bunny grin.
“I’ll stop once you cum all over my face and can’t hold yourself up anymore,” he taunted. “Let me see how long you can last.”
With that challenge, he dove back into her hot center with renewed enthusiasm. He was relentless in his assault, pulling at her ass to help her rock against his mouth.
Y/N’s thighs strained to keep her upright. A roaring orgasm was crashing into her from below, and it took every bit of her concentration not to collapse onto Jungkook’s greedy lips. The climax reached its apex and Y/N tumbled along with it.
Luckily, Jungkook braced her body with his strong hands and held her in place as he watched the orgasm ride out on Y/N’s face. He kept licking and sucking to prolong it as much as possible. When she whimpered at the overstimulation, he finally relented and placed a final kiss to her trembling center.
He maneuvered her hips down his body and placed her onto his lap, her dripping center rubbing along his rock hard length. She hissed slightly at the contact, but couldn’t withhold the urge to slide her hips back and forth across his aching dick.
“Ah, come on, please,” Jungkook whimpered. “Can I put it in? I promise I’ll make you feel so good. Please let me fuck you, noona.”
Y/N groaned as he lifted his hips, pushing his cock against her even more. Her resolve was weakening, but she needed to talk to him before they went any further.
“Jungkook,” she groaned. “Wait, we need to talk about protection. Look, we’re both clean, but if you want to use protection, then we need to get that on before we continue.”
He stopped beneath her and sat up on his elbows again. The look on his face was a mix of disbelief and anticipation.
“You mean I get to choose?” Jungkook whispered incredulously. “We can do this without anything between us?”
Y/N cupped his face with her hands and nuzzled his nose with her own.
“Whatever you want, Kookie,” she whispered. “Just let me know what you want.”
Jungkook’s forehead wrinkled indecisively and he pulled his lip between his teeth. He leaned over and reached into his drawer and pulled something out.
“I trust you, noona,” he began. “But, if we’re going to go bareback, I’m going to need a little more control. This will be my first time going without a condom, and I want it to be special.”
Jungkook held out a Cooky headband to Y/N and pleaded with his eyes.
“Can you please put this on and cover your eyes?” he asked, eyes full of hope. “I promise I won’t do anything weird. It’s just been a fantasy of mine and I want to try it with you.”
Y/N took the headband and looked at Jungkook, her eyes full of questions. Instead of pressing the issue, she decided to play along. After all she’d done to him, he deserved a little playtime of his own.
“What are you going to do to me, Kookie?” Y/N purred seductively.
The grin on his face could barely express his excitement.
“You’ll see, noona,” he teased. “Now, put on that blindfold and get on all fours. I need to get a few more things.”
She smiled back and complied with his request, anticipation renewing the arousal between her legs. Y/N listened as he romped around the room, opening drawers and digging out unknown treasures.
“Now, I don’t want you to think I’m some kind of Dom,” he proclaimed. “I don’t know if I am or not. I am curious though. I just want to try a few things and see how it feels. Nothing too crazy, I promise.”
“Do we need to go over hard and soft limits before we start, Kookie?” Y/N questioned. “Do I need a safe word?”
“You can use my safe word, but I doubt you’ll need it.” Jungkook chuckled. “I don’t know much about hard or soft limits, to be honest. Like I said, this is all new to me, so I’m not ready for anything that would require a safe word. If I do something you don’t like or if you aren’t comfortable, just tell me. I will stop immediately. Is the blindfold ok?”
“Yes, it’s fine,” she responded with a smirk.
“Ah, I’m sorry,” he replied nervously. “I should have asked first.”
“You did ask,” she reminded him. “I wouldn’t have put it on if I didn’t want to.”
“Good point,” he said with a giggle. “I’m learning so much from you, noona.”
“In more ways than one,” she teased, wiggling her ass in the air enticingly.
Y/N felt a dip in the mattress behind her. She inhaled sharply as a heavy hand grabbed onto her ass.
“Let’s see if you can teach me anything else while you’re like this,” he challenged.
His hands roamed over her ass and trailed up her spine. The light massages he delivered earned him a satisfying moan from Y/N’s lips.
“Oh, God, Kookie,” she strained. “That feels amazing.”
One hand left her briefly and she heard a bottle being opened. When the hand returned, a generous amount of scented oil came with it. Jungkook lowered her forward onto the mattress, straddling one of her legs, and concentrated on working his skilled hands into Y/N’s tight muscles. The massage intensified with the addition of a lubricant, and the herbal aroma was incredibly soothing.
“Mmmm, what is that wonderful smell?” Y/N moaned.
“It’s sage and eucalyptus,” Jungkook responded, working his thumbs along her shoulder blades. “It’s supposed to be aromatherapy or something. I just like the way it smells. How does it feel, noona?”
“Amazing,” she admitted. “I haven’t had a good massage in such a long time.”
Jungkook’s thumbs moved up to her shoulders and he soothed the tension out with his agile fingers. Occasionally, he’d dip down to her thighs, calves, feet, or her arms, seeking to destroy any tension that may be lurking on Y/N’s body.
Y/N gave in to his rapturous muscle manipulation, releasing one satisfied moan after another. Her attention was so focused on the massage, and when his thumbs kneaded her lower back, she didn’t think anything of it.
Without warning, Jungkook lifted Y/N’s hips and pulled her ass against his still hard cock, grinding against her wet core. Before she had time to react, his hands wrapped around her waist, lifting her against his chest.
Jungkook’s oiled hands found their way to Y/N’s breasts, cupping their weight and pulling at her nipples. She arched her back and rubbed her ass against the hardened length behind her.
“Mmm, Jungkook,” she crooned, leaning her head against his shoulder.
He reached up with one hand and lifted her chin up with his fingers. He leaned in to ardently capture her lips with his own. Her impaired vision left him in complete control, and she willingly submitted to his all-consuming hold on her body.
The kiss reached a fever pitch and Y/N yelped at one particularly harsh tweak of her nipple.
“You still ok, babygirl?” Jungkook whispered against her earlobe. “Do you want me to stop?”
“Don’t you dare,” she gasped, gripping his thigh with her nails. “Feels too good.”
“Oh, yeah?” he chuckled. “How much more can you take?”
“As much as you’re willing to give me,” she croaked out. “Show your noona what you can do, Kookie.”
Jungkook hummed with elation as he pulled her back to the edge of the bed. He hooked his arms under her knees and lifted her off the bed and sat down with Y/N across his lap.
He positioned Y/N in front of him and propped her back against his chest while spreading her legs open with his own. He lifted his thighs so that her legs dangled over the edge of his own in a spread eagle-reverse cowgirl position.
“Ok, noona,” Jungkook instructed, nipping at her neck and earlobe. “I’m going to put my dick inside your pussy now. It’s slippery enough, so I should slide right in. As soon as you reach my lap again, start up another buzzing session.”
“I can do that,” she confirmed. “But how will I be able to ride you like this? I can’t even reach the floor.”
“Don’t you worry about that,” he assured her. “Just let me take care of you, yeah?”
Jungkook reached under Y/N’s right thigh with one arm and took his quivering dick in his hand. He braced her left side while running the tip of his greedy length along Y/N’s creamy folds and aching clit.
With impressive precision, he slid past her folds and buried himself to the hilt. Y/N’s vaginal walls tightened at the intrusion, pulling a groan out of Jungkook’s mouth.
“Wow,” he gritted out. “You’re so fucking tight, babygirl. I can feel everything. It’s like you were made to take my cock.”
He bounced her in his lap and she moaned lasciviously in response. She was a little off-balance, so Jungkook reached up and latched onto her throat with his right hand, squeezing slightly to hold her in place.
“Is this ok, Y/N?” He whispered into her ear. “Tell me now before this goes any further.”
Y/N reached behind her head and laced her fingers into his long raven hair, pulling sharply. Jungkook thrusted into her, loving the sharp burn on his scalp.
“Fuck me, Jungkook,” she moaned roughly. “Show me why they call you the Golden Maknae.”
Y/N started up another transaction and the sudden sensation triggered more hip thrusts from Jungkook.
“Oh, noona, be careful what you wish for,” Jungkook groaned. “Hold on.”
Using his powerful thighs, Jungkook started jackhammering into Y/N’s slick center, using his hold on her throat and one hand on her breast to bring her back down onto his lap. With the lack of sight, Y/N was completely consumed by the tactile sensations surging throughout her body.
The transaction fired away between them, and Y/N was struggling to focus on keeping the channels open and steady. She was so overwhelmed by Jungkook: his veiny hands on her throat and breast, the wild abandon of his rhythmic thrusts into her heated core, the glorious groans he released behind her.
How is he so good at this? It doesn’t seem possible.
Without warning, Jungkook’s fingers found Y/N’s swollen clit and she clenched tightly around him as soon as he made contact.
“Fuck, babygirl,” he whimpered. “If you keep clenching like that, I’m going to explode inside of your pussy. Would you like that, noona? Do you want me to fill you with my cum? Leave you dripping and sticky? Tell me you want that.”
His thrusts increased in strength and Y/N could only moan louder in response.
“That’s not an answer, sweetheart,” Jungkook admonished. “Use your words.”
When she still didn’t reply, he growled in dissatisfaction and reached up to pull her head back by her hair. Jungkook looked down at her fucked out face and wished he could see her eyes instead of the comical pink bunny with the cocky eyebrow.
“Answer me,” he growled into her face. “Don’t make me fuck the answer out of you.”
Still unable to get out a coherent sentence, Y/N was jostled off of Jungkook’s dick. She whined at the loss of contact but was quickly spun around and bent over the bed. He entered her from behind, pulling on her hips at a torturous pace.
“Ah, Jungkook,” she pleaded. “Please-“
“Please what, babygirl?” he grunted without losing a beat. “Tell me what you want.”
Her climax was broiling just under the surface, and Jungkook’s motions left her flailing in the darkness. She couldn’t ground herself at the moment and the orgasm felt just out of reach.
“I-I need m-more,” she wailed, arms seeking out something to grab onto. “Please-“
Jungkook reached over and pulled her against his chest by her hair. He exposed her neck and kept grinding his cock into her weeping pussy. He licked a fat stripe up her neck and tugged on her earlobe.
“If my babygirl wants more,” he murmured against her cheek. “Then she’ll get more.”
He leaned forward, then pulled her back upright. He started pumping into her slowly, stirring the arousal back to its peak. Just when Y/N thought she’d never reach her end, she heard a distinct vibration on her left.
Before she could react, the vibrations traveled lower and nudged her clitoris ever so slightly. The device was attached to Jungkook’s finger, so he was able to circle her sensitive nub in time with his lazy thrusts.
“Ah, Jungkook,” she cried out. “Faster!”
He chuckled and the vibration speed increased and so did his pacing between her legs. Her moans grew louder with each thrust and Jungkook reached up and stuffed a piece of fabric in her mouth.
“You’re being so loud, noona,” he teased. “Do you want the whole house to hear how good I’m fucking you?”
She mewled desperately in response and her thighs clenched as his dick hit just the right spot. He picked up on it right away and adjusted his angle to keep hitting that spot consistently.
“Come on, Y/N,” Jungkook purred into her ear. “Just let go and cum all over my cock, babygirl.”
The transaction between them erupted across her synapses as she finally reached the crest of her impending orgasm. The sensations bubbled over and Jungkook could swear he felt her orgasm quake around his cock and down his balls.
“Holy shit,” he yelled. “What the fuck are you doing to me, noona?”
He only lasted through a few more pumps and then lost complete control. Y/N’s walls milked every ounce of cum he had left. After two outstanding orgasms, he didn’t think he had any more to give.
He was wrong.
After he recovered from his own climax, he quickly realized Y/N was hanging limply in his arms, her breathing shaky and her body slick with sweat.
“Fuck,” he panicked. “Hold on, Y/N.”
He turned off the vibrator on his finger and took the fabric out of her mouth. They were still connected below, and Jungkook felt her wince as he carefully pulled out. Thick dribbles of cum made their way down her thighs, and he reached over to grab the damp towel from the bedside table.
He wiped her up as best he could and lifted her up to stand in front of him. She was trembling slightly and he was worried he’d taken things too far. He reached up and removed the Cooky blindfold and was mesmerized by the look on her face when she finally opened her eyes.
Her eyelashes fluttered and she lifted her eyes to meet Jungkook’s. She was breathing heavily, but it didn’t stop the small smile from breaking out across her face.
“Damn, Kookie,” she breathed out in a giggle. “ I certainly wasn’t expecting a treat that good.”
“Only the best for my noona,” he smirked, pulling her chin up for another kiss. “Are you ok though?”
“I’m fine,” she sighed contentedly. “Just a little light-headed. What did you put in my mouth by the way?”
“Ummm,” he squirmed, biting his lip. “Your underwear.”
Y/N’s jaw dropped in disbelief and Jungkook broke out into a nervous giggle.
“I’m sorry,” he swore. “It was the first thing I grabbed. I hope you aren’t too upset.”
“Well, it wouldn’t have been my first choice,” she admitted. “But I guess I’ll live.”
Jungkook grinned and reached down to sweep Y/N off her feet. She swooned lazily and leaned up to kiss Jungkook once again.
Ugh, I just can’t get enough of him.
He carefully placed Y/N on the bed, tucking one of his pillows under her head. She was still twitching slightly with the aftershocks of bliss. Jungkook wriggled his way into her arms and cuddled against her bare chest.
Y/N welcomed Jungkook with open arms, noting that even in his cuddles, he’d slipped into a submissive role.
What have I done to him?
She smiled and kissed the top of his head. Sure, she’d pushed him pretty hard, but he sure gave back as much as she’d dished out.
Y/N stroked Jungkook’s hair and focused on the converging data in her brain. There was an odd sting at her temples, but it faded as quickly as it manifested.
Weird.
Jungkook started snoring softly, and Y/N rolled him over, placing the pillow in his grasp. She needed to go back to her own room.
She used his restroom briefly to clean up and get dressed, then walked back over to the bed. Jungkook was deep in sleep, and the innocence etched on his facial features was at odds with his rippling muscles and tattooed sleeve. Y/N tucked his long bangs behind his ear and leaned down to kiss his forehead.
“Sleep well, Kookie,” she whispered.
She made her way out of his room and down the other hallway. She didn’t encounter anyone on the way back to her room, even though she swore she heard something when she passed by Jimin and Taehyung’s room.
She stepped under the spray of the shower and leaned her head back. She needed a break from these boys. Any more encounters like this and she’d be broken by the weekend.
Where the hell do they get so much energy?
She finished up and walked over to her dresser to fish out some purple Badtz Maru pajamas. She wrapped her hair up in a turban and sat on the floor to stretch. After all that physical activity, she needed to do something to counter the soreness she was starting to feel.
I should really drink some water before I go to bed. Hydration is key.
She got back up and stepped into her fluffy house slippers. She pulled on her silk kimono and made her way to the kitchen. The dormitory was surprisingly quiet. She poured herself a glass of water and walked over to the sliding doors that led into the backyard.
The stars were barely visible past the lights of Seoul, but Y/N could still make out a few. She sighed deeply and took another sip of water.
This is going pretty well so far. I just wish I could figure out why the transactions are going wonky.
She thought she’d prepared for every possible scenario, but these boys were really testing the boundaries of this technology. She’d made it through two successful transactions already. She’d established some groundwork with almost all of the members in some way.
I wonder who will be next.
Y/N’s mind wandered to her earlier encounter with Yoongi in her room. Losing her Mom’s elephant figurine was still weighing heavily on her heart, but that wasn’t what had her stomach twisted in knots.
It was him.
She didn’t know how or why she’d ended up naked in his arms, but she sure as hell knew what she’d felt when she’d looked into those tar pits he called pupils. The air in her lungs had dissipated and her throat had locked up. She’d been completely paralyzed by Yoongi’s presence and she had been inexplicably drawn to his pouty lips and husky voice.
She’d leaned in to kiss him, but he’d panicked and fled without warning.
Was it something I did?
Y/N leaned against the windowpane and sighed. She wanted to talk to him, but based on their earlier interactions, that conversation was probably not going to happen anytime soon.
Why is he being so difficult?
“Oh, Yoongi,” she sighed, looking off into the distance.
“Yeah?” A voice piped up behind her. “What’s up?”
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vertap-blog · 4 years
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zdbztumble · 5 years
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“Chain of Memories” revisited
(NOTE: My only experience playing this game is with the remake for the PS2, and so all my comments, and all my memories, derive from that, not the GBA original.)
It’s been interesting, going through the Kingdom Hearts series again this year, to see lines of praise and criticism I wasn’t aware of before. In the case of Chain of Memories, I wasn’t aware of some of the objections made to this game’s story and gameplay. Apparently, it’s been faulted for abandoning the set-up at the end of KH I in favor of a completely new story, it established the series’ penchant for nonsensical mystery and needlessly convoluted plotting, and the gameplay is too divorced from the rest of the series.
I can’t say that I find the first and the third to be justified critiques. To begin with the third point, I really enjoy the card-based mechanic. It took me longer to get the hang of it this time than I remembered from my teenage years, but once I did, it was a lot of fun to play around with. If I have any complaints about the mechanic, it’s that the game becomes a little too easy once you unlock enough sleights and grow your deck to a certain size. By the time I reached the end of the second set of world cards, it was only boss battles that offered any real challenge. But I still enjoyed building decks and watching the sleight animation. 
As for the idea that the game abandoned the set-up from KH I - I just can’t see that at all. It’s stated more than once that Sora and friends came to Castle Oblivion on the trail of Riku and King Mickey, and until Repliku is revealed as such, he feeds into their feelings about that search. This game was also produced when KH II was already announced, and was conceived of as an intermediary title; even if it had deviated wildly from the set-up at the end of KH I, this would have been the place to do it.
And that is something worth remembering when assessing CoM - the state of things at the time it was made. It’s easy to look over the entire series, with all its strange naming conventions, egregious retcons, and neglected and abandoned character lines, but when CoM was made, there was only the one game, and an upcoming sequel. To think of CoM as a side game, was appropriate at the time, even with the impact it would have on KH II’s story.
However - with that said, hindsight has not always been kind to CoM, because the game did set trends that would end up metastasizing and bringing the whole series down. It did indeed establish the precedent of teasing future titles and stories with vague allusions, set-up without a pay-off. In this case, with KH II on the way - and the fact that KH II did pay off the teasing in CoM - the mystery made for an effective element in the larger series. But efforts to replicate the success of that mystery in later titles were often abysmal. A very similar story goes for this game’s attempt to have its cake and eat it too with the question on whether Sora would ever remember Namine - KH II found a way to pull that off in a satisfying manner that preserved a bittersweet and sacrificial element, but other games could never duplicate that feat.
This game also started to demonstrate the pacing issues that later games would make far worse. One aspect of the pacing was out of the developers’ hands - the loss of the rights to Tarzan cost them a world, and by moving Halloweentown up to fill the empty slot in the first set of world cards and sticking the 100 Acre Wood into the second, that set of world cards feels light and rushed compared to the first. But there are other pacing problems within this game. The ratio of cutscenes to gameplay is often awkward, especially with the need to pass through two sets of scenes every time you move up one floor. The repetitive nature of these cutscenes, with stilted dialogue covering things the player already knows, also emerged here, in a more pronounced way than in KH I that would only grow and fester.
I also found some of the leaps of logic more of a strain on credulity here than in the first game. To complain about logic in Kingdom Hearts is always going to be a little ridiculous, I know, but the first game did manage a better internal logic, at least up until the very end. It was a fantasy world’s logic, well freed from many normal constraints, but it held up. Some of the moves here, from Goofy’s deductions about memories early in the game, to when Donald and Goofy do or don’t appear in cutscenes, to Sora’s assumptions when he offers to let Namine wipe his memories, just didn’t hold water even internally, and that’s another trend that would worsen with time.
And then...there’s the villains.
Organization XIII has always been better as a concept and a collective than broken down into its individual components IMO. In this game - where it was still just “the Organization” - that collective is never truly dealt with. Its plans and its threat are the tease, the shadowy image on the horizon that will ultimately be addressed in KH II, its only representation within the game being Axel and Vexen. The villains here are a renegade faction within the Organization, and that faction is essentially only two members, Marluxia and Larxene. And I have to be honest - they just don’t work for me.
Playing through KH I again this year led me to finally love and appreciate Riku as a character, but no such change of heart happened with these characters. Axel and Larxene remain utterly repellent to me. I get that Axel is meant to be smug, and Larxene’s meant to be a sadistic bitch, but such characters tread a very thin line between being effective and compelling antagonists that enhance a story, or being insufferable black holes that derail a story. Both fall firmly in the latter category IMO, and the only reason they don’t do more damage is because of their limited screen time. As for Marluxia - I was shocked, playing through this game again, how little screen time he has, and how limited the build-up to him is. Couple that with his non-existent personality, and I really can’t believe that this guy was brought back in KH III, let alone the greater lore. This, of course, marks another trend began in this title - underwhelming and/or detrimental antagonists in black cloaks given one too many monologues.
There are also issues unique to this game, and in some cases to the remake of it that I’ve played. Summons are much more hit and miss than in the first game (Donald and Genie are essentially worthless in my experience), and not having some of them available for most of the story in a given world can get frustrating when you want to play with them but the game moves so quickly due to the ease of combat. Line readings in cutscenes are often awkward, and Sora’s teenage voice, while unavoidable, is incredibly distracting.
And there is one criticism I’ve seen of this game’s story that I have to agree with: the lack of a role for the Disney worlds in the story. I don’t always agree with the way this criticism is put. The fact that none of those worlds and characters are really there, and are constructed from fragments of memory, put some limits on what agency they could have in the larger plot. And I don’t object out of hand to the fact that this turns a good chunk of the game into covering old territory; the level design, world-plot tweaks, and battle mechanic all make it a unique enough experience from KH I. But while some of the Disney worlds tie in thematically to the larger story (Halloweentown and Neverland in particular stood out on that point), there was a huge missed opportunity to tie them into the actual narrative.
Consider this possibility: in each Disney world, there is a fragment of Sora’s memory - his memories of his past, before the first game - that is unlocked by completing the world. These could give us some backstory on his life on Destiny Islands, show more of his friendships, and give more detail on Riku and Kairi’s character - for example, Alice tricking the Red Queen (an excellent scene and character beat, BTW) could trigger a memory of a time when Kairi displayed similar quick thinking, early in her friendship with Sora. As the game goes on, these unlocked memories would become more distorted, with Namine gradually worming into them - first as a figure on the periphery, then co-existing with Riku and Kairi in their childhood, then ultimately replacing Kairi. This idea already exists in the game through dialogue - some of it quite well-written - but this would have been far more impactful IMO, and expanded the lore of the series in the areas that actually deserve it.
Now - that’s a lot of negatives, and you may be thinking right now that I became disenchanted with CoM after this play-through. But in fact, I didn’t. As I said, the flaws it has that became trends aren’t nearly as ugly here as they would become, and the flaws it has unique to itself aren’t deal breakers. And this game has elements that are executed so well, that they make up for nearly all of these flaws, and turn this game into what I feel - at least at this point, with more games to revisit - is the best character piece in the series. And the character in question is none other than our hero, Sora.
To begin with - even more than replaying KH I, replaying CoM demonstrates how far Sora’s IQ has fallen in recent titles. The Sora of DDD and KH III would have been slack-jawed and buggy-eyed, constantly baffled by the nature of Castle Oblivion, throughout the game. This Sora catches on quickly to how these projections of memory and people work, which is quite welcome. As in KH I, he is still clearly a childlike teen with a lot of zest and optimism, but he isn’t incapable of getting down to business, and he’s realistically triggered by setbacks and trauma.
And boy, does he come in for trauma on this game. If other aspects of this game suffer in their pacing, the slow build to Sora’s disoriented, lost, and broken state of mind when the truth about Namine comes out is fantastic in this game. The way Namine is revealed over time plays a big role in that, even if the player can see it coming, but the timing on when Sora shifts gears is wonderfully placed, the dual memory moment being a highlight. When he breaks with Donald and Goofy, it feels truly earned, and that dovetails nicely into the Destiny Islands story material. Prior to this playthrough, I actually remembered Sora going even darker - for some reason, I thought he was the one to kill Vexen. But the grim, even ruthless, look on his face when he defeats Axel and finishes Marluxia are enough to sell that having his mind scrambled leaves Sora in a dark place. I daresay that the angry and fragmented person he becomes over the course of the game should have been the model for Roxas’s personality...but my unpopular thoughts on Roxas are best saved for after I replay KH II.
It’s the breaking of Sora’s mind, more than any scheme of Marluxia’s, that really drive the conflict in this story, and Namine’s role in that as the reluctant breaker turned savior is quite effective. I can’t say she’s at the top of my list of favorite characters from this series, but she is a unique and engaging presence, who I’ll have more to say about after replaying KH II. The role Repliku plays in the story is even better IMO, even if clustering all his material in the back half of the game seems a poor pacing decision. I don’t know whether this was intentional or not, but the sheer level of vindictiveness and hatred that Repliku expresses towards Sora, and the reactions that draws out of him, were a great way to indirectly express any lingering fears or doubts Sora might have developed about his friend after the events of KH I. (Though one must ask why the real Riku didn’t appear in Sora’s memories of Monstro or Neverland.)
Lastly, we come to Kairi, who plays a significant role in this game without ever actually appearing in it before a clip during the credits. That Kairi, and Namine, serve almost entirely as objects for the hero to save is unfortunate, as is the fact that Kairi is more intrinsically tied to the heart of this game’s story than she is KH III’s.  But that said - at least she is relevant. I’ll also credit this game for, intentionally or not, showing how unhealthy a single-minded obsession on protecting and saving the “princess” can become.
Where Kairi’s role really comes home to roost is in this game introducing the phrase that Kairi is the most important person to Sora. That they were more than friends, and that they were bound together, was well-established in KH I, but the point is really driven home here, largely through Namine’s machinations but also in smaller details, such as the dialogue given over to the three friends on Destiny Islands. This side to their relationship is so stressed, and so central to this game, that I really can’t understand all the comments about KH III “finally” making it canon - Sora’s side of it, at least, has been so from Day 1 of this series.
The one missed note in this aspect of the plot is in the dialogue right before the final floor begins, discussing the fake memories. Just a word from Namine about how her fake memories held the power they did because they were built on truth, with herself grafted over Kairi, would have been nice. But even without that beat, it’s a wonderfully handled story element. I really can’t put into words how satisfying I find Sora’s arc in this game, or the fact that it actually is central to the game, the primary thread in its narrative, something that shouldn’t have to be remarked upon in a series with one central protagonist. For the strength of that arc, and the joy of the gameplay, I still give Chain of Memories high marks. It can’t compare to its predecessor for overall quality, but what strengths it has overpower so much else about it.
I suppose now I should revisit Reverse/Rebirth...the tax one has to pay in a proper re-visit before getting to KH II...bleh. 
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jira-chii · 5 years
Text
AF Alice Rank
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In the AF Alice rank, Sakura (who plays Alice) tries to revive her theatre group using a magic key.
This post also includes an unnecessarily long analysis of the theatre group series in general.
Shichirin (I really hope I am pronouncing this right), was a famous theatre group, renowned for doing plays of popular fairy tales, whose members all turned into tamashii when Lost happened. Sakura seeks out Chihiro, hoping she will lend her an artefact (AF) that will help her find the missing members.
As it so happens, the Magic Key was recently completed. This powerful AF has the ability to transport its user anywhere they can visualise, by bending the space around them and creating a “door” which is basically a teleportation portal. However it requires a tremendous amount of willpower to control, and, as a tamashii has never used an AF until now, Chihiro has justifiable concerns.
But a Magic Key sounds perfect for a girl who plays Alice, and Sakura assures her she will be able to control it.
Ofc she doesn't, as Takuya and Yuki find out when they are asked to investigate a tamashii that has gone berserk.
Throughout the quest, we see various flashbacks of Alice with the rest of Shichirin, emphasizing how much she loves being in the group, and everyone in it. First, Kanzou (who plays Captain Hook), remarks that she will probably be good enough to replace him as the face of the theatre group soon. Then, Sakura stays back after normal hours to practise more after receiving some advice she got from Kuroe (who plays Tinkerbell). Her enthusiasm cause the other members to also stay back: Yoshiki (Playing Card) and Chizu (Queen of Hearts).
It's very obvious Alice loves the group and that's why she wants to revive them. But just the act of wanting isn't enough. As Chihiro explains when she catches up to us, Sakura’s image of where she wants to go is not strong enough; to make the key obey, Sakura needs to think about not just the act of reviving the group, but also what she wants to do afterward (seems very similar to the predicament of another character in main story). Essentially, the key needs her to have a clear vision of the future in order to behave.
Chihiro also informs us Sakura was close to another actress named Kaede, and apparently they made a promise just before Lost happened. It’s likely to be a clue to making the key behave, but it looks like Sakura has forgotten about the promise after the shock of turning into a tamashii.
We actually did see Kaede in one of the flashbacks. Kanzou didn't want Sakura practising when she should have been taking a break like the others, but he also wanted to acknowledge the work she was putting into her role. So he gives her tickets to see a different production of Alice in Wonderland, by a theatre group called Futaba.
Kaede is the actress of this other Alice. She sees Sakura practising late at night and decides to join her. Sakura praises her for her performance, but Kaede has doubts about her acting, something Sakura can relate to. They decide to practice together.
One day Kaede asks Sakura what she would do if her group hypothetically dissolves. Unlike Shichirin, Futaba is a small theatre group and so such a possibility is always looming over them. After some thinking, Alice replies with “I’ll revive them”, and Kaede agrees she would have given a similar answer. To both Alices, their theatre groups are like family: warm, fun and full of the people they love.
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Kaede remarks that every time Sakura talks about Shichirin her eyes light up.
Kaede then says she’d like to see Sakura’s ultimate performance of Alice some day. Sakura makes a promise then and there that she will show Kaede her best Alice performance, as well as her beloved theatre family.
Sakura remembers the promise after some prompting from Yuki.
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"That’s right, I made a promise! I can’t stop here!"
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She gets the key to work, and awakens it by using it on us. Then she heads off to revive Shichirin.
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"After I revive Shichirin, you guys should come watch our performance too!"
In the epilogue Chihiro apologises to Kirihiko. She had no idea the key would go crazy like that, although Kirihiko says Sakura’s will was actually quite powerful and she was able to contain the chaos very well.
Also, we get a hint that Kirihiko might know something more about the Shichirin tamashii?
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"So, it’s the Shichirin theatre group. As expected of a member of the workshop I scouted out myself, you’ve selected a great tamashii."
Much Thinking about Nothing
On the topic of this quest, I’d like to take this chance to talk a bit (sorry I actually mean, a lot) about the theatre group in general, which is something I’ve been wanting to do for a while now. Because I feel these series of quests subtly shows just how clever the writers of this game are.
The theatre group Shichirin, comprised of a bunch of actors and actresses in costume, is one of the more distinguishable set of characters in Shoumetsu Toshi. They were a famous group, reknowned for their engaging plays. But they were bought out by the circus group Anglermain (sorry if I spelt that wrong)  and were involved in Lost shortly after that.
Prior to this rank, the only way you would know anything about them is through their advents (a rotating set of quests that are available to almost all players. There are two types: ones that give evolution materials, and ones that give you the tamashii. Shichirin advents are the latter).
Overall the main gist of the series is: Yuki and Takuya are investigating the theatre members to figure out what their last performance was going to be on before Lost. Was it Peter Pan? Or was it Alice in Wonderland? (who really cares tbh. Also they never find out.)
The Shichirin advents have a unique structure:
Sakura has a weird conversation with one of the NPC characters (like Geek or Researcher). She is actually just reciting her lines as Alice but they think she is actually talking to them for real.
Gameplay bit. Takuya and Yuki search for one of the members of Shichirin, and then fight them.
After defeating them, we see a flashback of them talking to Sakura off-stage. It hints at internal politics but as it’s “adult’s business” they tend to leave Sakura out of it.
I’m gonna give my thoughts on each of these, and then relate what we know back to the ranking.
1. Sakura’s convos as Alice are meta af
As mentioned, Shichirin advents begin with NPCs like Geek and Headhunter mistaking Sakura reciting her lines as Alice for actual conversation. The surreal miscommunication can insult, intrigue, confuse and bring new perspectives to them, highlighting the bizarre meta nature of storytelling, dialogue and words in general. Are Alice’s lines just gibberish? Or do they contain a more profound hidden meaning?
The interaction is multilayered, and can be viewed in many ways. First is the interaction between a “child” and an “adult”. For example, Scientist/Eiji dismisses her as a child for who a great scientist like him has no time for. But then she poses the question (or rather, recites her line): How is a dog and table similar? Scientist has something like an epiphany: “Wow I had never considered a perspective like that.” Then ironically when Sakura leaves he wants to chase after her to spend more time probing deeper into her mind.
The other example I like is Headhunter interpreting her words as accusing him of being greedy, which is really more a reflection about how he thinks of himself than anything else. Here we see a parallel between the “innocent” child who knows nothing of the real world, and the jaded adult who knows he is flawed, but also knows there is nothing he can do about it. In fact, Sakura’s innocence is also a key theme in the story of the theatre group, but I’ll come back to that.
Sakura is just an actress, so her lines actually don’t mean anything. But to her audience, they can get many different interpretations depending on their own personal context. It’s very similar to the nature of theatre and storytelling in general. Anyway, it’s all incredibly meta which is why I love it so much (for those who care, my favourite Shakespeare play is Hamlet for the same reason).
The other little thing I appreciate about this beginning section of each of quest is how Sakura’s lines suggest a nickname for everyone. E.g. Geek is Humpty Dumpty and Researcher/Yumiko is Caterpillar (for which she takes huuuge offense). There is probably a deeper meaning to these too, but again, different people will have different interpretations. That’s just the beauty of theatre.
Speaking of different nicknames, let’s talk about the actual tamashii themselves.
2. Every cast member has two names
Shichirin tamashii take on the name of their role (e.g. Tinkerbell, Queen of Hearts, Captain Hook. This also applies to Sakura/Alice, who isn’t even an advent tamashii). The first time we meet them in the advents, they are in costume and behaving just like the character they are acting as. It really is just like interacting with the actual character from the fairytale. It is also a good indication of how passionate they are toward acting, to have their tamashii show forms like that.
So it feels like a very abrupt change when, in the flashbacks at the end of the quest, we see them using their real names (which, until now, we've never seen used anywhere else). Sometimes their personality completely changes too (just like real actors). Thus, there is a clear distinction between what happens “on-stage”, and “off-stage”.
This ranking quest capitalises on that by almost exclusively using everyone’s real names. And this really highlights that these are actual people with authentic interactions. Maybe it is because they behave so differently from when they are on-stage, that their relationships seem so genuine. It gives the feeling of watching a “behind-the-scenes” of a movie or something. And by only seeing things through Sakura’s viewpoint, we get the sense that this is a very close-knit family, without even seeing any of their faces.
3. Something foul is at play within Shichirin
Sakura’s feelings for her fellow cast members, her family, are definitely genuine. However there is a lot she doesn’t know about the happenings off-stage, hinted at in the advents. The overly positive way she announces she will “revive Shichirin” at the end of the ranking also does not bode well.
In the advents, Sakura is treated like an innocent child who knows nothing about the true world of adults. Which I guess by proxy means we don’t really know what’s going on either. There’s something about “taking sides” (Alice in Wonderland vs Peter Pan?), the possible dissolution of the group, and, by far the most interesting, the eventual sale of the group to the circus group (and front for the organisation) Anglermain.
Kirihiko’s words at the end of rank seem to be foreshadowing that we may learn more about Shichirin in the future.
Lastly, can I just say I’m really glad they finally explained Kaede, because having two tamashii called Alice had me confused for so long.
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disruptedvice · 6 years
Text
Board games and black outs (b99 fic)
Just a fun little Peraltiago one shot
Summary: After the power goes out during a storm, Amy suggests playing a board game. Unfortunately, she only has children’s board games in her storage closet for when her nieces and nephews come over to play. Jake suggests they make things interesting.
AO3 link
____________________ 
Board games and black outs ____________________
Jake made it through approximately ten minutes before complaining about the power outage. One would think that even though the power was out, he’d still be able to use his cell phone to entertain himself as long as he had charged it (even if he hadn’t- you think Amy Santiago doesn’t have a portable battery for exactly this type of mobile disaster?)
But the same storm that knocked out the power (and thus the wifi) was also interfering with however 3g actually worked, so his phone officially had no signal (well, he could still make calls, he just had zero access to the internet, which was like the whole point of having a smart phone- who made calls these days anyway?).
Honestly, she was kinda impressed with ten minutes. She’d thought he’d only make it five.
“Amy! I’m bored!” Jake shouted from the couch when he met his limitations of distracting himself without the aide of technology. “What did people do before electronics! I mean people who hate books. What did they do before the radio was invented? What did people who hated reading do during a storm before electricity became a thing?”
“I have a few board games in the hall closet,” She called back helpfully from her bedroom where she had curled up to, of course, read a book after the power went out.
At first there was nothing but silence, then the sound of his footsteps pattering down the hall and the unmistakably squeaky sound of the closet door opening. There was more silence while he presumably looked over his options, then:
“Amy! Why do you only have board games like Candy Land and Sorry?!”
She rolled her eyes, reaching over and grabbing her bookmark to save her place before getting up. She knew she was going to end up playing something with him when she suggested games. The book she was reading was a bust anyway.
(She was still going to finish it though, because she couldn’t stand not finishing a book once she started it- but procrastinating reading a novel that she didn’t really care for- she definitely had time for that)
“Hey, I have all the kid’s games for when the nieces and nephews come to visit,” she said, defending her board game selection as she sauntered out to him in the hall. “I actually like reading when the power goes out,” Amy told him with a smirk. Jake grimaced, opening the closet door wider for her to look over all the options too (though they were her games in her closet).
“Screw it,” he decided, taking one of the board games for ages 3+ to play with his adult girlfriend during this torrential rain storm blackout. ____________________
“We’re making this interesting,” Jake said, slapping a 20 dollar bill on the floor after they had set up the board and all its pieces. He was still a bit pouty, but he figured a little wager might make this a bit more fun.
Amy gave him a pointed look at his proposition.
“It’s against the law to gamble.”
“Ames, betting 20 dollars on a game of Candy Land in your living room is hardly a crime. I won’t tell if you won’t.”
Amy thought for a moment, but she had a much better idea. “We could strip instead. Lose clothes instead of money.”
“Seriously?” He gave her the most I’m so done incredulous look. “Seriously? You think strip Candy Land is less morally questionable than gambling Candy Land?”
“No,” she informed him slowly, a sly smirk spreading across her face. “I think strip Candy Land is less boring than gambling Candy Land.”
Jake laughed. “You know, I think you might be right.” Now that that was settled, Jake cracked his knuckles, getting ready for a serious game of Candy Land. “Wait, are you wearing a bra right now? That’s an unfair advantage. That’d be four layers for you and three for me. And how do we even make this game strippable?”
“With only two players, each match will be over pretty quickly,” Amy said as she reached under her shirt, undoing her bra behind her back before sliding the straps down her arms and then pulling her bra out from under her shirt in an incredibly fluid motion. Then she just tossed it behind her onto the couch without missing a beat.
Obviously girls wore bras pretty much their whole lives, and that’s why guys sucked at taking them off most of the time, but it always kinda amazed him how fast she could do it. Amy was making up directions to a game and telling him all the rules and taking her bra off without removing her shirt with no hassle whatsoever, like she had it down to a science. Yup. Girls got taking off their bras down to a science.
She continued with her explanation, not even noticing how impressed he was by that move of hers. “And loser of a match takes off one article of clothing and then the next round starts. The first one to get naked ends the game, and the other person is the winner.”
“You know, you could’ve just kept your bra on and tossed the top,” Jake told her with a completely undeserved amount of cockiness. “You’re gonna be losing it anyway.”
“Are you trying to trash talk me over a game of Candy Land?” Amy couldn’t say she was surprised. “When was the last time you even played this game? Cause I played it two weeks ago. It’s my niece’s favorite game. I’ve got a whole lot of experience with it. And the only time I lose is because I let her win. Because she’s a child. You’re not getting off that easy, Jake. I’m gonna mop the floor with all the… clothes you’ll be losing?” The last part came out as a question, Amy squinting and tilting her head as the words came out of her mouth, because man, that really fell apart on her at the end, didn’t it? She shook her head, starting again for a quick recovery. “I’m gonna win. I’m gonna beat you. Your clothes will be on the ground, and I’ll still be wearing all mine because I’m gonna win. You can mop the floor with your own damn clothes.”
“I see you still suck just as much as always at trash talking,” Jake teased. “Good to know some things never change.”
Amy just stuck her tongue out at him in response, and Jake stuck his tongue back out at her because of course they did. Immature and childish antics was exactly the kind of thing these two full grown adults did whenever playing a children’s game. What did you expect? ____________________
They got down to business after they got all the taunting out of their system.
Jake lost the first round and sacrificed his shirt (still getting in the swing of the best strategy). Amy lost the next one and took of her pants, which wasn’t as exciting as one would think when they’d been dating for a year and she still had her shirt and underwear on, so pants were pretty inconsequential.
The third match had a lot of questions of cheating. A lot of unfounded accusations that were completely uncalled for, and they both had to apologize to each other when they realized they couldn’t even think of a possible way the other could have cheated.
And with gameplay this simple it really was a game of chance. Jake won the fourth round (the third one had been declared a draw obviously), and Amy unceremoniously slipped off her underwear and that too went the way of her pants and bra. And Jake realized they really should have stipulated that the winner got to chose which article of clothing the loser had to remove. Because that move was just cruel, and she knew it too.
She had the most in your face rubbing it in smirk on in the world, clearly very pleased with herself. She knew he was expecting to see some boobs. But no. She only had two articles of clothing left to remove, and she didn’t take off her shirt.
Nope. Instead he got an Amy Santiago sitting bare assed on the floor while they played strip Candy Land while she was still wearing her fucking shirt. So unfair.
Not that that was a bad view or anything. It’s just… boobs.
Jake was determined to get her to take that damn shirt off. ____________________
So, of course, he lost the next round. And the next one. After he shucked off his boxers the game was officially concluded with Jake Peralta as the naked loser.
“Loser gets to clean up!” Amy declared as she stood up herself. Apparently leaving it to him to pick up the pieces, cards, and game board all by himself. It wasn’t like Candy Land was particularly hard to clean up; he still found himself pouting when she started walking away. (Though the view of her backside and ass swaying with her hips was enough to make him appreciate the fact that she still had her shirt on)
“Where are you going?” He called out after her, still wrapping the rubber band back around the draw deck of cards.
“Bedroom,” Amy answered back, and he remembered. Oh. Her book. She was going to go back to reading because she was one of those people who was actually entertained by books in a black out. Somehow, strip Candy Land wasn’t going to end in adult fun times. Oh.
“Hey Jake?” Amy paused in the entrance of the hallway, turning back to him with a look that could only be described as inviting..
“What?”
“You know, if we blow out the candles it’ll be pitch black,” Amy said with a wicked smile. “So what do you say? You wanna have sex in the dark?”
“I’m coming!”
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aurimeanswind · 6 years
Text
Your E3 Predictions!—Sunday Chats—6/3/18
I’m very excited about this week’s Sunday Chats because it’s all about E3 predictions! This time next week, we’ll BE INSIDE E3! I’ll have seen Microsoft/EA/and Bethesda’s pressers come the next Sunday Chats, and I’ll be writing about them, probably! I may or may not do a Sunday Chats, but we’ll see!
To catch folks up, this week has been a full-force build up to E3 for me. A new Episode of Get Acquainted posted, with my friend Brandon Gann, who is just an incredibly wonderful and amazing loquacious individual, and we spend two plus hours talking E3! We had a ton of predictions and great conversations around all of them! You should give it a listen!
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http://irrationalpassions.com/brandon-gann-e3-predictions-get-acquainted/
On this week’s Irrational Passions Podcast we had my other good friend Logan Moore on to make some E3 BETS! Nabeshin was kind enough to put together 25 amazing bets for us and a ton of lightening round bets on top of that, and it was super fun. You can watch the video version of that WITH bonus content right now, and the fully edited version will post on Tuesday.
youtube
So it’s all about E3, but before we get to that, a little personal update.
Personal Update for June
So any one close to me will no that the last week of my life has been exceptionally difficult. Some folks close to me, both physically and emotionally have been making decisions that have been pretty toxic, I can’t lie. It’s led to a pretty unhealthy living situation that I’d rather not get into, and whether things blow over, get worse, I’m not sure. I obviously don’t want to spill any personal juice here, but anyone who has seen me out here tweeting like the dramatic boi I am on the inside about how I need some good vibes, that’s a general overview of the situation, if you were concerned.
I’m thankful for all my close friends out there texting me, checking on me, and making sure I am doing okay, even if I’m not. It is upsetting that this just so happens to coincide with the busiest time of the year in video games, so if this bleeds over into our content over on Irrational Passions I apologize. Sometimes its a bit unavoidable.
Anyway, I appreciate you all taking the time to interact and be a part of my silly Selfie Saturdays or Sunday Chats, it means the world. I’ve been working hard with the team @ Irrational Passions to make some really fun stuff, including a new show that acts as a spiritual successor to our roundtables from 2017 Game of the Year talks.
That’s all we need to dwell on in regards to the bummer business, let’s get to games!
What’s on Tap
Moonlighter
So I just started this tonight and I have to say: right away I just love it.
The idea is you live in a small town that neighbors these ancient ruins that lead to these very dangerous dungeons, and once upon a time travelers and adventurers used to come here to explore those dungeons, and merchants would sell supplies and goodies to gear them up for those journeys. Eventually it grew too dangerous, but you are someone who Moonlights as an adventurer and runs a shop on the front end.
You dive into these dungeons and get awesome treasure and loot and goodies to then sell in your shop to expand your shop, get better weapons and armor, and continue deeper into the dungeons. It’s an amazing idea, and it’s executed on so well.
The game sustains such a great and rewarding loop, and it’s also got tons of charm and amazingly well executed on pixel art.
On top of that the UI is also just very good? It’s super slick and smooth. 
I’m only a couple hours in but I just adore it. Mike Burgess, producer at IP, did a video review on it that I saw the first cut of today and it’s actually what sold me on it. See it soon!
Detroit Become Human
I’ve already said so much about this game I’m exhausted. I love this game.
It has so many issues and in spite of all that, I genuinely adored my time with Detroit.
Our roundtable discussion was about this very game, so look for it soon.
Dark Souls Remastered
This game is still so good. I think I may like it even more than Dark Souls 3, a game I picked up just very briefly a few weeks ago.
I’ve now got the power to fast travel and am just warping around and exploring again. I even dipped my toe into the DLC area which I have never seen before. 
It’s excellent, and seeing it run smooth has been super rewarding for me, a longtime fan of the title.
Your E3 Predictions
Let’s get to it! This week, something I haven’t done in a bit, I asked you for your boldest E3 predictions, and while some of you gave me a good joke, a lot of you came back at me with some great predictions!
Let’s get into it!
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Remember to look for my tweet on Sunday afternoons/evenings with #SundayChats in it and respond to it with your reply to be a part of Sunday Chats!
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Now listen, I know this was clearly written as a joke Sam, but I think that this announcement is coming, just not here. It’s a PSX announcement, if ANY, because that’s the only place it can be really gernally accepted as an “announcement”. It’d get a big riot of an applause.
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I’d love this. I think they have such a “robust” (#branding) library of handheld games that it’d make too much sense to carry them over to their now partially handheld big console.
Will it happen? Well, I mean Nintendo has said no virtual console on Switch. But they’ve changed their mind, even if it has been rare, in the past before. While it could happen down the line, this up coming direct is about 2017, so I don’t think we’ll see it there.
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Nah John.
You need to stop.
But... Well
I mean maybe?
MAYBE.
Maybe?
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Finally. Some announcements we, as “hardcore gamers” care about.
Some cars
Fuckin.
On stage.
The cars have sex.
And birth a motorcycle.
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I love this Peter. I mean, for some reason I guess folks think that Emma Stone will be the female actress pulled into Death Stranding, and I think there will likely be a big female reveal at some point, I don’t know why everyone thinks it’ll be Emma Stone? I bet there is a good reason out there, I just don’t know. I’m not complaining, Emma Stone is great.
I am definitely with you on the “deep dive”, though I don't think there will be a long explanation of things, just a nice gameplay demo. My theory I posited on Get Acquainted was like an 8 minute trailer that leads into about four minutes of gameplay at the end, but it’s just enough cinematic that we’re convinced there will be no gameplay, and then BOOM. There is.
I could see them saying 2019 at the end too, though I doubt they’ll hit it.
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YOU DONT BRANDON GOODBYE.
Nah of course. 
We talked about this on our show, obvs, everyone please go listen to it, but NO FINAL FANTASY 7. IT WONT HAPPEN. Square Enix needs to figure that shit out, and so they’ll come back to it when it, and more importantly, THEY’RE ready to.
Here’s hoping for some dope Xbox Avatars.
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I mean, it’s gotta be the time, right? I need to know what this Resident Evil 2 Remake looks like. I know the director was out there talking about it not terribly too long ago, and it just feels like ages since we heard about it. With Capcom announcing RE7 and then releasing it 6 months later, on top of Monster Hunter World’s recent success, they are on a great path! Time to continue it!
As for DMC 5 I mean everyone seems convinced it’s coming and I just don’t care.
I love the Rocksteady prediction, because they’ve been cooking that bad boy for a good long while. I hope it’s Superman because I have supreme faith they’ll knock it out of the park. Maybe even an origin story? I’d love to see Rocksteady do one of those.
And I do, also, believe that Shadows Die Twice is Tenchu.
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Dishonored getting a reboot I just don’t see happening. I think it’s time Arkane moves onto some new IP. Something that is hopefully a bit more eye-catchy so they get get back into a popular circle, then maybe spend a few years making iterations of that. Maybe in a few years past that they can return to Dunwall and take another crack at Dishonored.
Doom 2 can be wherever the hell it wants and I am HERE for it. But judging by the sounds of things that may not be at this E3, and that’s okay. It makes me sad, but it’s okay.
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Man. I fucking wish.
Them or Bioware. I’d love to have just an original story told at Hogwarts where you create your character and go through 7 years at the school and it’s great and it has dialogue wheels and it’s great. Feed me Bioware.
It’d never happen tho.
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This would be very cool. I feel like this Star Fox Grand Prix rumor is too big to ignore, but it’s still a little far fetched. I wonder how they’d sell it, if it is real.
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Honestly, not that far out there. Kingdom Hearts don’t give a fuck about Red Dead.
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Here is my thing, I just don’t think an ARMs character will make it into the Smash roster because no one cares about ARMs and I don’t think they’d be crazy interesting. Who would it be? Twintelle? I mean she is super cool, but who knows!
THey’d make great assist trophies, and I know that’s a slight but I’m sorry.
PUT GENO IN.
Anyway, if they put Banjo and Kazooie in I’d literally start crying right then and there, and it may happen, who knows, but I would. I’d cry.
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I think there could be a direct apology. It depends. I think within 15 minutes or so we will know if EA has changed their tone or not. Hell, within 2 minutes we’ll know. If they want to actually be well regarded, they need to start making big moves, and right now, they’re not. Period. Come out and own up to what you’ve done wrong, or GTFO. They need to make up ground on the PR front, even if they’re still making money hand over fist. 
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I’m sorry times are tough Silver, but know that I’m sending good vibes your way!
I wonder if Microsoft would make such a bold move. Regardless, it’s a great bold prediction. I hope that they are gonna give it some more time, and let this generation cook a little more. I’m digging my Xbox One X, and them implying a replacement is coming next year or so would bum me out.
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Finally. The battle Royale Battle Royale we’ve all been waiting for. 
And as the dust settles, there’s sha’boi Griffin. Standing on top. Winner of them all.
And let’s not front: I’d kill to listen to Donald Glover sing Parappa songs.
Thank you all so much for your predictions! I’ve had a ton out there all week, and the Get Acquainted Episode I think has them out there in the best way. Go check them out! Either way, I’m so excited for E3, not necessarily to see if my predictions came true, but just for the hype of it all and my inevitable editorial after its all said and done about my thoughts and feelings coming out of it.
So. Big Sunday Chats update. I may be making a BIG CHANGE to Sunday Chats in the coming weeks. There is some ironing out I need to figure out personally, but I just wanted to give you faithful readers a little heads up. This could be something that becomes a proper part of IrrationalPassions.com, and for that, I’m very excited. The biggest thing is it may mean I start soliciting questions on Saturday! Stay tuned for my twitter for that.
It wouldn’t be a big change for you all, so don’t stress about it too much, but I wanted to seed it out there.
I love you all and your support, especially in these dark dog days of summer I am in. Thank you for the perpetual good vibes. 
I hope you all are here for the E3 hype, but if not, that’s okay. Regardless, thank you for reading, and
keep it real.
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(the Naruto kick not only continues, but never ends.)
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k1ngj0ve · 7 years
Text
my personal opinions
ME1
Story:Great Visuals:Bad Gameplay: Bad. Nearly Unplayable. Dont @ me Tone:Serious Space Business
ME2
Story: GREAT Visuals: Great! Very Stylish. Everything is dark, gritty, and unpretty, but stylized in a cool way to make up for limitations. I appreciate the effort that went into unique character designs, even though literally all meshes are grainy and fucked up and the game glitches constantly Gameplay: Bad. I hate fighting and moving around. Im wearing a metal suit in magnet town. I get stuck on everything, i hate the maps, im always lost, running lurches the camera around drunkenly, i cant jump, they wont let me be a biotic with a sniper rifle at the same time, my companions are afraid of battles and hide from enemies rather than help me. In the final battle Garrus and Mordin literally Would Not leave the hallway and help me fight Tone: The galaxy sucks and is more capitalist and unhappy than earth, but at least we’ve got guns and authority to abuse, and thats pretty cool i guess 
ME3
Story: Pretty Okay Visuals: Pretty Okay. Very stylish and cool but still so ugly and gritty. My shep was crosseyed with strange cakebatter skin, everything is so weirdly lit that it looks like the worst elements of DC films  Gameplay: Bad. The edges of your murder hallways are incredibly obvious so you never forget how small every world is. Shep is TOO CLOSE to the camera and it makes me physically ill. Still can’t jump, but at least i can roll around Tone:   Nobody exists on purpose, nobody belongs anywhere, everybody's gonna die, come drink some space beer
MEA
Story: Pretty Okay Visuals: REALLY PRETTY but no style at all. ((Example: Addisons gaudy makeup. I dont think this is a glitch, i think the person in charge knew exactly what they were going for, they just have bad taste. Same as with the turian and krogan colouring and things like that-- bad taste rather than poor execution.)) Noticeable lack of variety in Turian/Krogan/Angara/Asari character models and costume, which is suprisingly, since it shouldve been a quick and easy thing to fix?? Gameplay: GREAT. This was the most fun game to play, i could jump SO much, i could dash, run, dodge, everything. I got to pick the powers i liked, fighting was natural and i never got trapped. The worlds full, open, big, and the nomad is a TREAT. I will replay this game for the fun and joy of exploring and fighting Tone: We came to andromeda to escape war and poverty, set up farms, plant gardens, fall in love, and Honestly we are feeling So Attacked right now
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postgamecontent · 6 years
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The RPGs of the Super NES Classic #2: Super Mario RPG - Legend of the Seven Stars
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Original Release Date: March 9, 1996 (JPN)
Original Hardware: Nintendo Super Famicom
Developer/Publisher: Square/Nintendo
There was a time where the idea of Mario being in a role-playing game was absolutely bizarre. Now that Mario's had several turns at the genre it's not nearly as outlandish a concept, but just about everyone I knew who was into games at the time was quite surprised by the mere existence of Super Mario RPG. Looking at it from a Japanese perspective, it's not that strange, I suppose. RPGs were hot, parody RPGs were already a thing, and Mario wasn't any more out of place than Doraemon or Godzilla. In the West, though, things were different. Console RPGs were about to break out on the back of an incredible marketing campaign from Sony for Final Fantasy 7 and the meteoric success of Pokemon, but they weren't there yet. The ones we did get typically fell into the fantasy genre, with the odd science-fiction game to mix things up. The best-known console RPGs were heavy on melodrama and usually played things reasonably straight. So yes, the news of the Final Fantasy folks making an RPG starring Nintendo's mascot kind of came out of nowhere.
Super Mario RPG represented the culmination of what was seen as one of Nintendo's closest relationships with a third party. Square had been peddling their wares almost exclusively on Nintendo's hardware for quite some time to great success. From Nintendo's perspective, having both of the major RPG publishers in Japan on their platforms exclusively was a real boon, and Nintendo had even gone so far as to publish Final Fantasy overseas to try to get it off the ground in the West, just as they had tried to do with Dragon Quest. It was in pursuit of that Western success that Super Mario RPG was born. Square had been trying hard to get the Western console audience to bite on RPGs the way their Japanese counterparts had. They pushed the Final Fantasy brand as widely as was possible for a company of their means, made a spin-off that served as a beginner RPG, and even tried setting up an American development team. Perhaps what they needed, it was surmised, was an established star. For Nintendo's part, Shigeru Miyamoto had apparently been interested in seeing Mario star in an RPG. The deal was made and Super Mario RPG entered development early in 1995.
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Sadly, this game would prove to be the last collaboration between Nintendo and Square for quite some time. Scant months before the official release of Super Mario RPG, Square made the announcement that changed the entire video game landscape in Japan and arguably the world. Final Fantasy 7 would be their most ambitious project yet, and it was coming exclusively to Sony's new PlayStation platform rather than Nintendo's Nintendo 64. To say Nintendo's president, Hiroshi Yamauchi, did not take this announcement well would be an understatement of the highest order. It would be several years before Nintendo and Square would mend fences and do business together again. What should have been a celebration of a great on-going business relationship ended up being its eulogy instead.
While Super Mario RPG wasn't exactly the game to break down the JRPG walls in the West, it did do fairly well for itself considering how late it released in the Super NES's life cycle. It turned out that with some careful considerations, Mario was a really great fit for a light-hearted RPG that would appeal more widely than the usual game in the genre. Of course, with the relationship soured with Square, Nintendo went in a very different direction for their next RPG starring Mario. Intelligent Systems drew some ideas from Super Mario RPG for their Paper Mario RPG on the Nintendo 64, but it was very much its own thing on the whole. Meanwhile, several former Square employees, many of whom had worked on Super Mario RPG, set up their own new studio called AlphaDream in 2000. Headed by Square's former president Tetsuo Mizuno, the team self-published just one game before beginning a long-term second-party relationship with Nintendo, the greatest fruits of which being the Mario & Luigi series of RPGs.
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For a lot of English gamers, Super Mario RPG was their first experience with Japanese RPGs or even RPGs in general. I've noticed there is a lot of affection for the game and its characters, with many of its fans believing that the Mario RPGs never got better than this. I can appreciate that perspective, but I'm not sure that I'd agree with it. The game was attempting a very unusual hybrid of mechanics and themes, and it doesn't always work out for the best. As we would similarly see in the later Kingdom Hearts series, there's a little bit too much Square in here at times. By that I mean the game occasionally feels decidedly unlike Mario, sliding into odd bouts of melodrama and opting for a slightly darker tone than we would see in later Mario RPGs. The pacing is a little hit-or-miss, too. That all being said, I have tremendous respect for this game simply for being largely successful at navigating the tumultuous waters of mixing a beloved side-scrolling action mascot and his world with turn-based battles and leveling up.
Outside of battles, the game didn't do anything particularly unusual by action-RPG standards. The game takes on an isometric perspective and involves a fair bit of platforming and navigational puzzles. These are all things we've seen before, even among the limited selection of games I've covered on this very site. The angled view of the action can make things somewhat tricky as usual, but Super Mario RPG is wise enough not to ask too much of the player in this regard. Anything truly maddening is relegated to optional content, ensuring that even a moderately-skilled player will be able to see the story through. Battles take place in a separate screen, and basically follow the turn-based rules of games like Dragon Quest or earlier Final Fantasy titles. The big innovation here was in including timing-based commands that, if successfully performed, could increase the amount of damage you deal to enemies or reduce the damage you take.
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It was a smart way to bring a little bit of familiarity to a situation foreign to action game fans. Sure, you had to pick what Mario was going to do from a menu, but when he leaps into the air to jump on an enemy's head, carefully-timed button presses will allow him to bounce off of his foe's head and keep on going, just like in the platform games. This semi-action based combat would become the hallmark of Mario RPGs, with increasingly complicated mini-games introduced as time went on. Aside from pulling some of the action elements from the platformers into the game, these commands also kept the players fingers busy during battles. For players turned off by how hands-off many RPGs tended to be, this was a welcome element.
There's something else I have to give Super Mario RPG credit for, too. Namely, this is the game that started to flesh out Mario's world and the characters who inhabit it. This game was Princess Peach's second playable appearance in a non-sports game, and the first playable appearance of Mario's frequent foil, Bowser Koopa. The villainous king of the Koopas had never been presented as anything other than a nefarious bad guy before this game. Here, we saw a somewhat-likable oaf who was more egotistical than evil. This would eventually lead to Koopa starring in his own RPG in the third Mario & Luigi game, and certainly did a lot to endear the character to players. Mario's party is rounded out by new characters Mallow and Geno, who seem to have gone over a lot better with players in general than they did with me.
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Beyond the playable cast, we also got a lot of world-building that allowed us to see the Mushroom Kingdom and other locales in ways we hadn't before. A village of Toads, the resident staff of Peach's castle, and even seeing Koopa interact with his henchmen all helped contextualize the platformers we had been playing for years. The game also features numerous nods to other Nintendo properties, to an extent that no other Nintendo title had done before. Do Samus and Link exist in the same universe as Mario? Smash eventually tells us that they sort of do, somehow, but it's first suggested in Super Mario RPG. Sure, it's just a bit of silly fun, but it was neat if you were a fan of Nintendo's wider world of releases.
My own experience with this game is somewhat strange. I bought the game the day it released for just over $100 Canadian, a typical price for Super NES games at the time. I blasted through the game over a three-day weekend, and having little desire to replay it, sold it on to a friend for $95. I was already a big fan of Japanese RPGs by this point, and I found Super Mario RPG to be a little too lightweight for my liking. To be fair, it was following a stretch of RPG releases that included Final Fantasy 6 and Chrono Trigger. There was only so much it could do. To be honest, very little of the game stuck with me at all. I first replayed it a few years ago when it got released on the Wii Virtual Console. It's a little clunky, and the art really hasn't aged well at all, but the core gameplay is solid enough. It's simultaneously more in some ways and less in others compared to the later Mario & Luigi games.
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The game doesn't quite have its tone properly set, for one thing. It feels torn between trying to reconcile the silly nature of Mario's universe with an actual RPG-length plot. Later games in the series would pull back somewhat on trying to develop characters, instead opting for a greater emphasis on events and comedy to stretch things out. That gives Super Mario RPG a feel quite unlike other Mario RPGs, if nothing else. It also feels less confident in venturing too far outside of RPG norms in some ways. The various party members feel in a mechanical sense like the usual templates, something future games would expend a lot of effort to break away from. Still, there's some comfort in Super Mario RPG's embrace of the familiar. I'm not sure if this makes much sense, but if I'm in the mood for an RPG, this game does the job better than the later Mario RPGs in spite of their generally higher quality.
Given its slightly complicated rights issues (the game contains some Final Fantasy music among other bits), I'm glad that Nintendo has made it somewhat readily available through multiple Virtual Console releases and its inclusion in the Super NES Classic. While I don't think of it as highly as some others, it is one of the better Super NES RPGs to get an English translation. It's still a lot of fun, and trying to play the original game on today's TVs can be tough due to latency issues interfering with the timing of battle commands. I suspect that so long as things remain friendly between Square and Nintendo, Super Mario RPG should continue to see releases wherever Nintendo opts to plumb their back library. I only wish it had seen a Virtual Console release on the New Nintendo 3DS so that we could have the whole Mario (& Luigi) RPG series playable on a single console.
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Next: Secret of Mana
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