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#its also far from the best but like quantity over quality amirite
fiddler-unroofed · 6 years
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@classycloudcuckoolanderclasso you know what they say.... if you can't find any content.......make it yourself 👀👀
also some of these song are about two (2) people in a relationship but like i TRIED okay
In the Middle - Dodie
Version of Love - Will Jay
Diamond Girl - Set it Off
Fairytale - Alexander Rybak
Hey There Delilah - Plain White T's
Anyone Else But You - Moldy Peaches
Cool Kids - Echosmith (mainly for Heck)
Lonely Hearts Club - Marina and the Diamonds
Both of You - Steven Universe
Sick of Losing Soulmates - Dodie
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crusherthedoctor · 3 years
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Can you list anything you unironically like in the games (and cartoons and comics) that you don't like?
I won't bother mentioning music, since that goes without saying and is to be expected for a Sonic game... unless you're Chronicles.
Sonic Adventure 2 (mixed gameplay-wise, annoying story-wise) - While I prefer Sonic's SA1 levels for a number of reasons, I still think his and Shadow's gameplay in SA2 is fun on its own merit. I also don't mind the treasure hunting gameplay returning or how big the levels are this time around, since Knuckles and Rouge are still fast and not '06 levels of slow. It's mainly the gimped radar that creates the unfortunate domino effect of making them a problem.
- Introduced Rouge, one of my favourite characters for how playful she is and how she's a lot more nuanced and intelligent than you'd expect.
- Some genuinely good scenes, like Eggman's trap on the A.R.K and Sonic escaping from the G.U.N. helicopter.
- Had some good ideas going for it, like the Pyramid Base and the Biolizard as a scientific monster instead of an ancient one.
- Despite my thoughts on the backstory itself (or rather, its execution), Shadow has enough depth and subtle qualities and occasional unintended hilarity to stand out from the typical dark rival characters you see in media.
- The Last Scene's music in particular is one of my favourite cutscene tracks in the series.
Sonic Heroes (mixed gameplay-wise, loathed story-wise) - The gameplay is fun when you're not being screwed over by repetitive combat, overly long levels and/or ice physics.
- Boasts some of the most consistently Genesis-worthy environments in the 3D games, up there with SA1's and Colours'.
- The in-game dialogue that isn't the same tutorial drivel repeated ad nauseam can be interesting, funny, etc.
- Reintroduced the Chaotix, which provided me with another character I quite like in the form of Vector.
- Bringing Metal Sonic back in full force and front and center in the plot after a long absence (not counting cameos and the like) is a perfectly fine idea. Just... not like this.
Sonic Battle (decent yet repetitive gameplay, mixed story-wise) - Emerl's arc is compelling, and it earns the emotional weight of having to put him down at the end.
- While some characters are iffy (read: Amy), other characters are extremely well-handled. Shadow is probably the prime example.
- Gamma's belly dance healing animation is fucking hilarious.
- When I was young, and the game was first announced, I was really excited about being able to play as Chaos. This proved to be my downfall when it turned out he was arguably one of the worst characters in the game due to being slower than me during the writing process, but I still recall that excitement fondly.
Shadow the Hedgehog (comedy classic) - The sheer amount of legendary stupidity this game has going for it makes it practically impossible to actually hate. It helps that it's not quite as white-knighted on the same level as '06... usually. You know you're in for a unique experience when you hear a gunshot every time you click something in the menu.
- By extension, Black Doom never gained an unironic fanbase like Mephiles/Scourge/Eggman Nega did, which means I'm a lot more willing to take Doom's dumbass brand of villainy in stride. He even has a unique design... a terrible one that rips off Wizeman granted, but alas, even that is a step-up from Fridge Shadow and Bumblebee Eggman.
- Despite being... well, Shadow the Hedgehog, some of the environments would fit right in with any other Sonic game, like with Circus Park, Lava Shelter, and Digital Circuit. Even the Black Comet levels look pretty cool.
- This game understands amnesia better than IDW does.
Sonic '06 (what do you think?) - The obvious one: Shadow's character was handled pretty well, even if it came at the cost of everyone else being a dummy and being forced to interact with Mephiles.
- Like SA2, there are some good moments, like the Last Story ending sequence with Sonic and Elise.
- In the greatest form of irony ever, I like Solaris as a concept and design(s), and its backstory has potential to serve as a parallel with Chaos without being a complete ripoff. Iblis sucks, Mephiles sucks, but I'm fine with Solaris.
- Introduced legendary characters like Sonic Man, Pele the Beloved Dog, Hatsun the Pigeon, and Pacha from The Emperor's New Groove.
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The Rivals duology (apathetic outside of Nega-related grumbling) - There were some cool zone ideas in both games that were sadly let down by the restrictive and limiting gameplay. I particularly like Colosseum Highway for thus far being the only full-on Roman level in the series instead of merely having a couple minor hints of Roman, and Meteor Base for the unique scenario of the space station being built into an asteroid. These level concepts and others deserve a second chance IMO. (At least Frontier Canyon got a second chance in the form of Mirage Saloon, amirite?)
- Ifrit has a better design than Iblis. Not saying it's amazing, but the Firebird motif it has going on is a lot more interesting for a fire monster than the Not-Chaos schtick they had with Iblis.
Sonic and the Secret Rings (a very frustrating gaming experience) - Erazor Djinn, A.K.A. Qui-Gon Djinn, A.K.A. Dr. N. Djinn, A.K.A. I'll Take It On The Djinn, A.K.A. Not From The Hairs On My Djinny Djinn Djinn, is one of the best villains not associated with Eggman in the series. He's a Mephiles-type character done right, and there's actual weight and reason to his actions, however sinister or petty.
- I don't have strong opinions either way on Shahra as a character, but the Sonic/Shahra friendship is sweet and well-handled.
- The ending is one of Sonic's greatest moments. The sheer contrast between how ruthlessly he deals with Erazor and how comforting he is towards Shahra speaks volumes... Still gonna make fun of the mountain of handkerchiefs though. (Before anyone lectures me, I understand the significance of it and can even appreciate it from that angle... doesn't mean I'm not allowed to poke fun at it. :P)
- Another game with some redeeming environments. I love the aesthetic of Night Palace, and Sand Oasis looks gorgeous too.
Sonic Chronicles (my personal least favourite game in the series) - Uh...
- Um...
- Er...
- I like Shade's design?
Sonic Unleashed (overrated game and story IMO) - The obvious two: the opening sequence and the Egg Dragoon fight deserve all the praise they get.
- Seeing Eggmanland come to life was an impressive moment to be sure. While part of me does feel it didn't quite measure up to what I had in mind (ironically, the Interstellar Amusement Park ended up being closer to what I had in mind), it still looks badass and works well for what it is. I also don't mind the idea of it being a one-level gauntlet... key word being idea.
- Obviously, the game looks great. Not a fan of the real world focus (real world inspiration is fine, but copy-pasting the real world and shoving loops in it is just unimaginative), but it can't be denied that the environments look good.
- This game pulled off dialogue options a lot better than Chronicles did, since they didn't rely on making Sonic OoC.
Sonic and the Black Knight (just kind of boring all around) - Despite my gripes with the story (Merlina wasn't nearly as fleshed out as her unique anti-villain status deserved, which ends up severely undermining the ambition of the plot in more ways than one, and the other characters go from being useless yes men for King Arthur to being useless yes men for Sonic), I will admit it provides interesting insight into Sonic's character.
- Like '06 and Secret Rings, the ending is very nice... well, aside from Amy being an unreasonable bitch ala Sonic X at the very end.
Sonic the Hedgehog 4 (apathetic) - The admittedly few new concepts sprinkled within had promise. They may not have been as fleshed out as they could have been, but level concepts like Sylvania Castle and White Park, bosses like Egg Serpentleaf and the Egg Heart, and story beats like the Death Egg mk.II being powered by Little Planet, all could have been brilliant had they been better executed.
SatAM (apathetic outside of SatAM Robotnik-related grumbling) - I'm not a fan of the environments on the whole due to them looking too bland or samey, but there are some exceptions that look pleasant or interesting, like the Void.
Sonic Underground (apathetic) - The character designs make me feel better about myself.
- Does "large quantities of unintentional meme material" count as a positive?
Sonic X (mostly apathetic outside of Eggman's handling) - Helen was a better human character and audience surrogate in her one focus episode than Chris was throughout his entire runtime.
- Actually, most of the human characters not named Chris were legitimately likable. Including everyone in Chris' own family not named Chris. Hilarious.
- Despite arguably having the most Chris in it, I actually don't mind the first season that much, partly due to slight nostalgia from seeing it on TV when it was new, but mostly because Eggman actually acted like a villain for the most part, and certain other characters weren't quite as flanderized yet. It's season 2 and onwards where things started going off the rails IMO. (Incidentally, Helen's episode was part of season 1...)
The Boom franchise (apathetic) - Along with Chronicles, the games provide yet more proof that just because someone isn't SEGA/Sonic Team, that doesn't mean they're automatically more qualified to handle the series.
- The show had some good episodes here and there, and Tails' characterization was probably the most consistently on-point out of the cast.
- Despite not exactly being favourite portrayals for either character, even I'll admit that many of Knuckles and Eggman's lines in the show on their own were genuinely funny.
Archie Sonic (pre-reboot is mostly terrible, post-reboot is mostly... bland) - Whenever I doubt myself as a writer, I think back to Ken Penders, and suddenly I'm filled with a lot more confidence.
Sonic the Comic (apathetic) - Fleetway isn't a comic I tend to recall much of aside from how much of a loathesome cunt Sonic is, but IIRC, Robotnik's portrayal is pretty good. Different, but good.
IDW Sonic (stop pissing me off, comic) - Putting their handling aside (and being too obviously "inspired" by MGS in the latter's case), Tangle and Whisper are good characters IMO.
- Same goes for Starline, before he was killed off-screen and replaced with Toothpaste Snively.
- Execution aside (noticing a pattern?), the zombot virus was a fine concept on its own and an interesting new scheme for Eggman.
- I get to remind myself that I've never drawn scat edits and posted them publicly on Twitter.
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jinruihokankeikaku · 4 years
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Classpect analysis for an Heir of Rage?
You got it!!!!!!!! Here’s my take on our first Heir and our first Rage Player…
Title: Heir of Rage
Title Breakdown: One who passively manipulates [is transformed by or protected by, unintentionally alters, becomes one with, inherits] Rage [negative emotion/negativity/negation, revolution and the destructive consequences thereof, disruption, skepticism/critical thought, and metanarrative awareness] (A/N: Noww there’s a list!!)
Role in the Session: So, we have a Passive class with an (at first, at least) unconscious connection to Rage, the Expansive-Explosive (emphasis on the Explosive) Aspect of fiery outbursts, demoniacal mayhem, and just general rule-breaking straight down to the metanarrative level. What could go wrong, amirite? Jokes aside, the Heir of Rage is about as volatile as the Heir can get. “Gifted” with an innate supply of… anger, madness, and things what explode, our Heir isn’t going to be the easiest person to be around, let alone play a collaborative video game for the fate of the Universe with. Heirs, as their Title vaguely suggests, can start the Game with a bit of a dilettantish outlook, and the Heir of Rage especially is going to have very little tolerance for being told what to do. While Heirs begin with an intuitive connection to and surplus of their Aspect, it generally takes them quite a while to fully understand their Aspect and directly manipulate it. Certainly, prior to Ascension, the Heir of Rage would be working for Rage more than Rage was working for them. This isn’t necessarily problematic, in a Session where there is a particular “excess of Hope”, or similar oppressively-railroading structure. As I mentioned before, and as a great many Classpect theorists have noted, Rage tends to get meta harder and faster than any other Aspect – the previous statement re: railroading is absolutely directed towards the Writer(s) and Reader(s) of the story/game/fan adventure IRL as much as it’s directed at in-game entities such as Denizens, Consorts, or Prospitian/Dersite royalty.
An Heir of Rage’s Quest, and story arc in general, is going to start with a deceptive appearance of simplicity. Everything on their Planet, and maybe in their Session as a whole, will seem just a bit too easy, and the Heir will likely be among the first to note this. They’re likely to start looking for trouble wherever they can find it, trying to deliberately bend and break the rules and systems of the game – the Heir of Rage is going to see Structures and Rules like Alchemy, the gates, and even their Quest itself as challenges waiting to be overcome, as opposed to systems meant to be worked within. What they likely won’t discern at first is that this is actually what the Game wants; the Rage Aspect exists for a reason, and doesn’t automatically make a session less viable. In their seemingly chaotic frenzy of experimentation and rule-bending, the Heir will likely advance within their Quest without even meaning to; one of the perks of being bound to what is far and away the most chaotic Aspect, and (I reckon) called to the second-most-chaotic Class (the Bard is always gonna take the #1 spot there.
In terms of Strife, whether it’s with Underlings, the Black King himself, or (Skaia forbid XXXXD) other players, it’s quite likely that the Heir will be inclined to work with explosives or flammable things; Doom, Time, and Rage all have associations with fire in various forms, but Rage is absolutely the most inclined towards Spectacular Pyrotechnical Displays. There’s a risk of collateral damage here; this comes with the Rage territory, Destruction class or no. The key to being an Heir of Rage is to embrace your Rage, let go of your inhibitions, and realize that sometimes, when the system is broken, it’s better to tear it down than to try to stitch up the shambling wreck. A Life player, particularly a Witch of Life, could do great and/or terrible work with our Heir; alternatively slash additionally, a Bard of Space collaborating with an Heir of Rage would be… spectacular! If nothing else, and a Maid of Space could literally or metaphorically provide sufficient Space for the Heir to work their mysterious ways whilst posing a minimum risk to their fellow players or the integrity of the session.
Opposite Role: The Mage of Hope. Defined as one who “directly experiences, learns from, and is intimately aware of the functioning of positive emotion, faith, and the power of belief/will,” the Mage of Hope would likely not get along with the Heir to begin with, even prior to entry. Even setting aside actual game mechanics, they would clash over the Mage’s profound faith (likely, but not necessarily, religious faith), because the Heir of Rage is almost certain to be a diehard skeptic and is unlikely to be much of a believer in anything. Mages also tend to take a scientific or methodical approach to their work, while Heirs follow much more of an intuitive/shamanic/visionary path. While neither of their Classes are sufficiently Active as to lead to a serious risk of player-versus-player, they’re not going to get along, and should they wind up in a session together, it would be crucial that there be a strong leader (which, despite the Mage’s depth of knowledge and the Heir’s intuitive drift towards leadership, should not be either of them!) to manage these sorts of conflicts and prevent the team from (im||ex)-ploding.
God Tier Powers
Rage is the Expansive-Explosive-Personal Aspect – the domains over which it has influence tend to be concentrated within the individual, while its energies tend to be directed outwards and towards (quasi)-infinite growth and diffusion. If you combine that with the Heir’s slow (albeit less than steady) path towards unity with their Aspect, and the various, motley assortment of symbols that rage encompasses, here are few ideas of what you might get –
Tempest in a Teacup: The Heir, whether they fully express it or not, contains from the very start of the Game vast quantities of pure Rage. When they Ascend – and Ascension 8n’t likely to be a clean or straightforward process – they start to embody qualities of Rage within themselves, as the storm raging in within them overflows. They might be surrounded by motes of flame, or crackling with static electricity, threatening to explode from within them at any moment. When the Heir is threatened, the levee breaks, and raw elemental power sweeps out from them at a vast radius – if the threat to the newly God Tiered Heir is sufficient, enough energy could be released to level structures or even radically alter the landscape. This is a Hero you do not want to see angry.
Consumed and Confused: One of the capabilities the Heir is best known for is becoming their Aspect, and it's exhibited by every canonical Heir - The Ψsiioniic’s tremendous sacrifice, Egbert’s becoming one with the Breeze, and Equius’, well, “becoming Void” through his decline into narrative obscurity all illustrate this concept. Similarly, an Heir of Rage will fully embody Rage at the height of their power, their physical form and narrative role mutating into something monstrous, something defined by its disruption of everything near it. They might seem demonically possessed, and take on symbolic qualities associated with such possession. Physically, they would emanate their skepticism, spite, and unease with the way of things as physical force, wreathing themselves in deep purple flame, telekinetic turbulence, and impenetrable black smoke.
Worked(?) Shoot: An Heir of Rage in the God Tiers is unconstrained by such petty concerns as “narrative cohesion” and “the script”. What even is a script?? Is there one?? These are the sort of questions that will persist like an itch at the back of the Heir’s mind from the start, and burn furiously at the forefront of their consciousness once they’ve Ascended. Once they’ve come into their own and fully embraced their potential, they instinctually defend themselves not only from physical threats, but from the metanarrative threat of being written into obscurity. Should it seem as though the Heir might be relegated, or their impact negated or outweighed, they’ll do something to fix that – whether the script calls for it or not. (A/N: I am aware that this is problematic when it comes to writing, RP, gaming, and real life. That’s just the way Rage players are – problematic.)
Personality: Speaking of problematic, you may note that I described our Heir as “…[not] the easiest person to be around.” This is, I think, almost inevitable with this Classpect – but to be perfectly fair, that doesn’t mean they’re a bad person. They’d just be, to paraphrase Marx, ruthlessly critical of everything existing. A true philosopher. Kind of. Alternatively, they might just be contrarian, eternal refuseniks, perhaps even aligned with some sort of anarchistic worldview (though even that might be too structured for them). They wouldn’t be perpetually angry/enraged in a literal sense, but their Rage would show through the cracks even when they’re playing friendly. To the Heir, the lines between performance and authenticity would be quite blurred indeed, and they’d likely see “sincerity” and “irony” as equally pointless notions, preferring to just… be themselves, sticking to the script (until they don’t), and never sticking with one notion or system long enough to get comfortable.
Songs
Werewolf Gimmick by the Mountain Goats. Talk about embodying Rage!!
Prisoner of Society by the Living End
Letterbomb by Green Day
This is… an extraordinarily strange, powerful, and not entirely auspicious Classpect. I hope you found my interpretation useful; there’re definitely a few ways this one could go, so I hope I didn’t miss the mark entirely!! Thanks for the ask ::::)
~ P L U R ~
(A/N: The R stands for Rage >:o)
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2019 Porsche 718 Boxster Manual Price
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2019 Porsche 718 Boxster Manual Price
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