For real, I was just playing around as I was editing the 3rd episode of the Hit Continue podcast and I came to this part, with this filter, and I couldn’t help myself but post it. If you want to a quick laugh, do check this out.
This weekend, man. Holy shit this weekend. To say the absolute least, it’s been a journey, and all from a few psychological thrillers I watched. But I digress. I really can’t say enough good things about the anime Future Diary, but I have resolved that I’m going to keep this post as spoiler free as possible. I will say, however, Future Diary is a mature anime. I don’t mean you have to be over a certain age to watch it or enjoy it, though it is a 18A show; what I mean is that in order to get into it, you have to be okay with a gritty, basically uncensored, version of the world. Things are bloody and messy, people are complicated and don’t explain every motivation, and the world, well the world certainly has a lot of happiness to be had, even in the darkest of places, but for most of the characters in this show, it all stems from darkness. So if you’re down for anime that likes to fuck with everything you know and love about anime and your mental and emotional well being, keep reading.Continue reading Future Diary – The Anime that Makes you Question if Anything Matters at All
I’m not sure if I’ve mentioned this before in any of my posts, but when I play a game, I try to play my first run of the game without a walkthrough. I go in as blind as possible. Mainly, I do this because I relish in the feeling I get when I accomplish something completely on my own merit. If there’s a difficult puzzle or challenge in a game, it feels all the more rewarding when conquered with your own knowledge and abilities. It’s kind of the same feeling I get from beating games on Hard Mode, despite that Hard Mode can be bullshit sometimes (here are my thoughts on that matter). However, this method of playing through games does have a major disadvantage; you absolutely will miss some stuff.Continue reading Quick Thought: How I Measure Great Games
I should tell you, I’m not the biggest fan of reviews, especially about video games. I find that reviews rarely give an accurate insight into whether I would personally enjoy something and furthermore, I’m not a fan of unchecked criticism. Recently, I’ve noticed a particular review of video games has become a prevalent critique online. It can be said in many different ways, but basically it boils down to something like, “this game is too easy because it’s too easy to break the game.” ‘Breaking the game’ in this case is usually attributed to exploiting a design flaw in the game.
Now before I get into the meat of my rant, I fully acknowledge that for the exact same reason I don’t like most reviews, people can feel any which way they want about a game. If they feel like it’s too easy, then that’s a valid critique for them. I get that. The critique becomes all the more important when there is a multiplayer component to the game as well. If the majority of players are being punished for not exploiting a flaw while those who are exploiting a flaw are benefiting, something needs to be fixed immediately. However, the critique loses a lot of luster when flaunted over games that are single-player orientated.Continue reading Rant – Critiquing Video Games
First and foremost, older games aren’t inherently better than newer games. Sure, we have our nostalgia and back in the way back, you most likely only had a handful of games to play over a year or two. When I was a kid I only really got new games for Christmas and occasionally my birthday. It meant I was typically playing one game for a lot longer than what I do these days. These days I have a stacks of games sitting on my shelf and half of which I haven’t even played yet. I, like most, I’m sure, have every intention of burning through all those games, but, for me anyways, Rainbow 6: Siege came out, and well, I kind of got hooked. It’s okay though; those games on my shelf aren’t going anywhere, so I can sink some time into Siege. I know that’s my rationale anyways.
However, just last week I started replaying Final Fantasy VII, and damn I’m hooked. I’m so hooked
that I spent a solid 20ish hours straight playing just a few days ago. And let me tell you…it was totally worth it. The game absolutely holds up. In fact, it’s so good that even though I was sleep deprived, the game was telling me to get some sleep.Continue reading Ode to the Old – I Love FFVII
A couple of weeks ago I wrote about how writers are kind of like serial killers and in light of recent developments in pop culture, I wanted to revisit the topic. In my previous post (you can read it here), I drew the comparison that writers who kill their characters have an M.O. of how they murder. Their M.O. turns into a pattern, and thus, they’re kind of like serial killers. But really, in literary terms, this “pattern” is actually just foreshadowing. It’s a critical part of storytelling and is often one of the hardest aspects to grasp when creating a story. I’ve read and watched a lot of fiction where creators have confused foreshadowing for foreboding.
Foreshadowing is when someone alludes to future events. Foreboding is very similar to foreshadowing; it too alludes to future events, but with the obvious predicate that the future will be bleak, negative, and just generally bad. Foreshadowing is the covert, while foreboding is the overt. Don’t be mistaken though, though they’re similar, using foreboding instead of foreshadowing is like using a nail when a screw was needed. The difference might be seldom noticed, but when comparing strengths, screws last longer and hold faster. Continue reading Unsafe Fiction