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1381
I completely agree about the overzealous hate for the prequels. While I prefer the OT personally, I still have fond/decent memories of the prequels simply cause I saw them as a kid and there was a bit of something for every age group whereas the OT kind of had a filter against kids with all the dialogue heavy scenes (A New Hope is notorious for this). However I have to disagree about Empire Strikes Back being boring; or even about arguing about the simplicity of "who shot first?" simply when looking at storytelling from a subtle standpoint.

While it ultimately doesn't really make a difference in the grand scheme of things since we got dialogue from Han before he ran into Greedo, imagine that scene playing out as an introduction to Han (and in a way it still kind of is). If we had to gather as much information about Han as possible just from that one scene alone and we don't know anything about him (and from a story perspective we still know extremely little by that point in time) the implications of him shooting first would add quite a bit. Ultimately though it doesn't really matter since A. We're introduced to him in a conversation with Luke & Ben and B. It happens so fast that you have to frame by frame anyways to see it making it hard to tell if it even really happened. Regardless it doesn't subtract from the story in any significant manner but if Lucas had done that numerous times throughout filming we might have been looking at a much different movie altogether.

It's these little implications and all the manual labor that went into making these stories that makes me love the OT so much. Vader's Super Star Destroyer in Episode V took over two weeks to build and at the time they ran out fiber optic lights for it. They used fiber optics to display activity on the outside of a star ship. While The Millenium Falcon only needed maybe ten or so because it was only ran by two guys (Han and Chewie); a Star Destroyer needed hundreds of lights all over its hull because it was a shipped man by thousands of crew members. So what they had to do for Vader's ship since they ran out was puncture holes into the outside of the ship leading into the hollow inside and put two giant lamps on the side of each half of the ship so it would shine through the holes and looks almost exactly the same (hence why some lights look brighter than others on the ship). This process was in the middle of detailing the outside which took roughly 12-14 hours over a seven day period, and it looks just as good as any ship that appeared in the Prequels. I don't particularly care for the CGI in everything after the OT because not only is it noticeable, it feels kind of lazy and plastic and ultimately fake.

1382
No one has to like the The Phantom Menace, but I do, so I'm gonna have fun carefully shredding all seven parts of this terrible review to pieces, because I've always wanted to. I just wish I would've done it sooner.

1383
YouTube
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Star Wars: The Phantom Menace was the most disappointing thing since my son. I mean, how much more could you possibly fuck up the entire backstory to Star Wars? And while my son eventually hanged himself in the bathroom of a gas station, the unfortunate reality of the Star Wars prequels is that they'll be around. Forever. They will never go away. They can never be undone.
This right here, I think, summarizes the main thing disconnecting me from most Star Wars fans. It's one thing to think of a film as a complete disappointment, but so many people hate the prequels to such an over-the-top extent that it's almost become Internet law to say that you actually enjoyed them. I totally get being passionate about your interests, but I've never honestly felt so passionate about a media franchise that I'd ever get this dramatic about it, especially over a few bad installments. It's just kinda pathetic.

The nice thing about the character of Mr. Plinkett, though, is that there's an innate self-awareness to his sense of humor. Mike Stoklasa must have known how obnoxious people find it when fanboys complain about their stupid Star Wars bullshit, because nobody who's normal could possibly give a fuck about who shot first, or whatever pointless debate is currently a hot topic among the Mr. Plinketts of the world, and that's the point. He plays up the fact that Mr. Plinkett is just one of these old, gross, hobbiless losers who incessantly whines about shit that doesn't matter, but resonates with a lot of jaded yet nostalgic Gen X-ers.

It's clever, but I think this aspect of his character is lost on the people who cite his reviews as gospel truth.

In any case, I am prepared to slam dunk on this review. I just wish I had found the time to do it sooner.
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If you're someone who's under the age of like, twenty, who says his least favorite film in the series is The Empire Strikes Back because it was "the most boringest one," then I suggest you shut this review off right now before I carefully explain how much of a fucking idiot you are.
Indeed, when this video was originally uploaded in December of 2009, I had just turned fourteen, and Empire was indeed my least favorite film in the series, and it really was because of how fucking boring I found it. So you could say that Mr. Plinkett had directly called me out. I didn't "shut the review off," though. I watched everything, and in spite of what all the brainless drones in the comment section were saying, it really wasn't that great of a review, even if it did alter the landscape of YouTube film analysis and influence many of the channels that I still watch today.

I'm twenty-three now. I'll be twenty-four in a couple months, and The Empire Strikes Back is still my least favorite Star Wars film, and it's still the most boringest one.

The Phantom Menace, on the other hand? It's pretty okay. I loved it as a kid, because it was made for kids. As an adult, I'd probably give it a 6/10, which means "decent" on my scale. Not great, not even necessarily good, but certainly not bad or even mediocre. It's just all right.

Honestly, the only reason I've felt the need to defend it tooth-and-nail for all these years is because Star Wars fans are so rabid and ridiculous about it, and it's funny to watch them writhe and seethe as I carefully explain to them how much of fucking idiots they are.
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But where do I possibly start?

[clip from The Phantom Menace]
Jar Jar: Mesa hatin' crunchin'.

Nothing in The Phantom Menace makes any sense at all. It comes off like a script written by an eight-year-old. It's like George Lucas finished the script in one draft, like, turned it in, and they decided to go with it, without anyone saying that it made no sense at all, or was a stupid, incoherent mess. I guess, at this point, who's gonna question George, or tell him what to do?

[clip from behind-the-scenes footage]
Crewman: I take it, you [George Lucas] say "action," after we roll camera?
George Lucas: I'll say it.
Crewman: You don't have to—Sometimes, people—
George Lucas: Sometimes I forget.
Crewman: —people forget. [laughs]
George Lucas: If I forget to say "action" or "cut," just step in and say "action" or "cut."

He controls every aspect of the movie. He probably got rid of those people that questioned him creatively a long time ago. [clip of Han Solo getting tortured] I also think that everyone just assumed that a Star Wars prequel will be an instant hit, regardless of what the plot was. Really, how hard could it be to screw up? [clip of Jar Jar doing something stupid] It's like screwing up mashed potatoes. YOU BOIL THE WATER. YOU POUR THE PACKE—
I think it's fair to argue that George Lucas probably had too much creative control, and that nobody was willing to question him at the time, because George Lucas was the man. However, these speculative portions of Mr. Plinkett's reviews have always been my least favorite part of them, because of how easy it is to manipulate footage and paint a certain narrative with it. The fact is, we don't know any of this shit. We weren't actually there. It's funny to think about, but it's ultimately a waste of time, unless you're just desperate to have your bizarre hatred for a film validated.
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1. THE CHARACTERS

The biggest and most glaring problem with The Phantom Menace is the characters. This is, like, the most obvious part of movie-making, but I guess I got to explain it when talking about this turd. [clip of Jar Jar stepping in fecal matter] Let's start a movie-making 101, shall we?

You see, in most movies, the audience needs a character to connect with. Typically, this character is something called a "protagonist." When you're in a weird movie with, like, aliens and monsters and weirdos, the audience really needs someone who's like a normal person, like them, to guide them through the story. Now, this of course doesn't apply to every movie, but it works best in the sci-fi, superhero, action, and fantasy genres. I picked a few examples to illustrate this point: Marty McFly, John McClane, Billy Peltzer, Sarah Connor, Neo, Charlie Bucket, Peter Parker, Cliff Secord, Johnny Rico, Rocky Balboa, and Kevin Bacon.

So, in addition to being an everyday kind of schlub, usually a protagonist is someone who's down on their luck [clip of Sarah Connor spilling someone's drink while waiting tables], in a bad place in their lives [clip of Kevin Bacon ripping a full garbage bag open after trying to lift it], or someone where everything just doesn't always go perfectly for them. [several clips of unfortunate things happening to likable classic protagonists]

Eventually, they'll be confronted with some kind of obstacle or struggle that they gotta deal with. [clips] If we like them, we hope they succeed. [clips] The drama in the film is the result of us rooting for them against opposition. [clip of the Rocketeer lifting off heroically]

Eventually, our protagonist will find themselves in the "lowest point," where it seems like all is lost. [clips] But eventually, they'll pull through, and conquer whatever force opposes them. [clip of Sarah Connor terminating the Terminator] It's satisfying when our hero gets ahead from where they started off at. [clip of Rocky and Adrian saying "I love you" to each other] They make, like, a change. This is called an "arc." Often, too, they'll get the girl in the end as icing on the cake. [various clips of protagonists kissing their love interests, and Charlie Bucket hugging Willy Wonka]
I agree that this is a formula that generally works very well in a lot of these classic, ultra-popular movies from the '80s and '90s, but in many ways, it's a pretty stale formula. If you try writing a protagonist like this in your movie today, then you've probably written an extremely boring and hackneyed character. Harry Potter fits this formula pretty well, but no one's favorite Harry Potter character is Harry Potter (and in fact, he's many people's least favorite). I think people in general have sort of gotten fed up with the "relatable protagonist" trope, if you ask me. That's why characters like Tony Stark have erupted in popularity. In the original Iron Man, he's not the most relatable guy. You might even describe him as kind of a dick, but we still like him because he's witty, charismatic, and we can tell that he has a heart of gold beneath his tough exterior (with the arc reactor being a literal representation of this). His eventual arc is that he becomes humbled after feeling the weight of the world on his back.

Not everyone has to like a character written this way, but it proves that you don't always have to stick to this "every protagonist must be relatable and down-to-earth" formula, which I think a lot of writers seem to use a crutch nowadays. Ultimately, what matters is that the protagonist is charismatic. You just have to like them, and even if you don't like them, you have to like disliking them. It sounds simple, but it doesn't have to be. The most interesting protagonists, to me, are the ones where they don't take that easy route. The Phantom Menace uses a particular method that happens to be one of my favorite ways to establish a protagonist that I will discuss later.

Anyway, Mr. Plinkett clarifies and proceeds to acknowledge that not every movie has to follow the same formula:
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Now, I need to explain that I don't think that all movies should be the same, or conform to the same kind of structure, but it works well in certain kind of movies. So unless you're the Coen brothers, David Lynch, Paul Thomas Anderson, Stanley Kubrick, Alfred Hitchcock, Lars von Trier, David Cronenberg, Gus Van Sant, Quentin Tarantino, John Waters, Wes Anderson, Sam Peckinpah, Terry Gilliam, Martin Scorsese, Werner Herzog, or Jim Jarmusch, you really shouldn't stray away too far from this kind of formula, especially if you're making a movie that's aimed at children that has a cartoon rabbit in it that steps in the poopy. [another clip of that scene]
Okay, so he's not saying that ALL movies should be the same, but in order to break the rules of storytelling, you have to be one of these crazy talented, world-famous, auteur directors like Martin Scorsese or Quentin Tarantino. If you're not Wes Anderson, don't ever try to be creative, especially if you're making a fantasy adventure movie with a childish sense of humor.

Now, I know that's not necessarily what he's saying, but it is what he said, and I just don't think it's a very intelligent point. Obviously, it doesn't matter who you are. Writers should be able to take whatever risks they want, because that's the art form. That's the point of art.

I don't think Mike would dispute this, and I get that he's just trying to say "I think this movie would've been better if they had played it safe with the characters," but that's kind of a platitudinous observation, isn't it? You could say that about fucking anything.

He continues with his point, and proceeds to make his first actual criticism of The Phantom Menace:
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This is all, of course, completely applicable to the original Star Wars film, and the character of Luke Skywalker.

[clip from A New Hope]
Luke Skywalker: I wanna learn the ways of the Force, and become a Jedi like my father.

This was accomplished even without all the wonders of modern CGI. Now, with all you've just learned—IN THIS VIDEO THAT I'VE MADE FOR EDUCATIONAL PURPOSES—I want you to tell me who the main character of The Phantom Menace was.
So the movie chooses not to have one obvious main character. So what?

Obviously, the movie doesn't have just one main character, but this was clearly intentional. Whereas some stories will have a delineated hierarchy of protagonist importance, where terms like "deuteragonist" or "tritagonist" may be used, The Phantom Menace uses a particular storytelling technique where multiple characters almost equally fulfill the role of the protagonist. The purpose of this is simple: to give every individual in the audience someone to relate to and root for by covering and providing a surrogate for several demographics, rather than just having your one typical young male character who is far more likely to resonate only with young males in the audience.

If you're an older man, father, or father figure, you'll probably see yourself in Qui-Gon and his earnest attempts to pass off his wisdom to his young apprentice.

If you're a little boy, you'll probably see yourself in Anakin, with his bright-eyed enthusiasm and excitement towards life in spite of his unfortunate circumstances.

If you're somewhere in between, you'll probably see yourself in Obi-Wan (this is where I find myself), a young adult who's trying to figure out his life and other people. If you really need the movie to have just ONE protagonist for some reason, you can watch the movie from Obi-Wan's perspective, and he fulfills that role just fine in the traditional sense, by virtue of him having the most in common with the average Star Wars fan.

You see, it's pretty much the same exact formula, but it's being poured down more than one tube, because different people see different things differently. Of course, this technique is not new, by any means—it's very common in serial media, like cartoons, sitcoms, and TV dramas. Neon Genesis Evangelion uses the technique, as well, and it's one of the most appealing and interesting aspects of the show. Young boys will relate more with Shinji Ikari, whereas young adults will relate more with Misato Katsuragi. The different angles from which you can enjoy the show give it a certain depth that a lacking of this device simply wouldn't provide.

Plus, if you're an empath, this kind of storytelling allows you to rewatch the film from the other perspectives that the story provides. This way, you're guaranteed to take something new away from the film every time.

Now, I did say that the technique is more common in TV shows than in movies, and this is because movies usually don't have as much time to flesh out each character's personality, so they often limit themselves to a few. Otherwise, you'll have a whole bunch of flat, cardboard characters instead of a small number of strong, three dimensional ones. Does The Phantom Menace suffer from this issue? Yeah, kinda. You could definitely argue that. But I don't personally view that as a terribly crippling flaw, and I find myself liking almost all of the characters in spite of this relatively small issue (except Anakin, but that's more because of his annoying dialogue and Jake Lloyd's poor acting).

I would also maintain that I'm not necessarily looking for fleshed-out 3D characters in a Star Wars movie, because they've always just been the quintessential popcorn entertainment flick to me. In any case, I think if the film stuck with the same formula that the original Star Wars film did, it would only have made the film seem all the more boring and hackneyed to people. So I'm personally glad that they tried something unique, and even if it didn't pay off with flying colors, I still don't find myself disliking almost any of the film's characters. They're all fun and memorable to me, and that's part of what I go into a Star Wars movie for.

At this point, Mr. Plinkett goes on to list all the characters that he doesn't consider to be the "main" protagonist, because Mike Stoklasa apparently doesn't understand the point of having multiple protagonists:
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I can tell you it's not the Jedi. They were just on some kind of boring mission that they didn't really care about. Plus, they were fucking boring themselves.

[clip from The Phantom Menace]
Obi-Wan: What happens to one of you will affect the other. You must understand this.
What does it matter if you find the characters boring? I don't understand why that suddenly means they can't be a protagonist. To go back to the Harry Potter example, there's lots of people who believe Harry Potter is pretty boring when you compare him to the other colorful characters in his story, but nobody would deny that he's still the main character.

Personally disliking a character does not actually change their role in the story. That's fucking stupid.
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It wasn't Queen Amidala, because she was some foreign queen the movie was certainly not really about specifically, either.
Well, I can't dispute this one, because she's obviously not really a main character. Women in the audience might like or relate to her, I guess, but like he said, the movie is not really about her specifically. The thing is, I don't think the movie's even trying to say otherwise. She's there, and she has a role, but at no point is that role ambiguous or confusing. No one would even think or consider her to be a main character. I'm not even sure why she's being mentioned here.
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You might be thinking that it's Anakin, because he was like, a slave, and saved the day at the end by accidentally blowing up the starship, but the audience doesn't meet Anakin until forty-five minutes into the movie. And then the things that are happening around him are pretty much out of his control or understanding. If a protagonist has no concept of what's going on, or what's at stake, then there's no real tension or drama. Without that, there's no story. So the conclusion is that there isn't one.
Again, this point would ONLY hold water if Anakin really was the only protagonist. But he's not. The fact that we have multiple characters to attach ourselves to allows us, if necessary, to shift our perspectives to the characters who do have a concept of what's going on. And the kids in the audience who are too young to understand the plot anyway will still be entertained, because they still see a little boy in a starship who's doing some cool shit in outer space. Everyone's entertained, no harm, no foul. Not even for the integrity of the story.
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Before the movie opened, I was really excited to hear that Scottish actor, Ewan McDonald, was going to be playing Obi-Wan Kenobi. I thought that was a great choice, and that he'd be perfect as the lead of this movie.

But he wasn't, really. He just sat on the ship and complains a lot.

[clip from The Phantom Menace]
Obi-Wan: The Queen's wardrobe, maybe, but not enough for you to barter with. Not in the amount you're talking about.
I like Ewan McGregor, too, and I think he was perfect as Obi-Wan. Not only does he look exactly like a younger Alec Guinness, which is amazing, the speech patterns and mannerisms he worked into his performance tend to emanate a "wise beyond his years" vibe, which fits in perfectly with his character.

The fact that he complains a lot is part of what makes his character. It's a neat reversal of the "cautious master, brash apprentice" trope, where Qui-Gon is the confident risk taker, and Obi-Wan is the stuffy and overly cautious one. Anyone in the audience who thinks Qui-Gon's choices throughout the film were stupid and irresponsible will probably consider Obi-Wan to be very sympathetic, and therefore more likable.

This is, dare I say, good writing. Am I saying it's the best writing ever? No, but it works, and it works just fine in my opinion.
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So YOU may like the characters... You know, if you're stupid.
Fuck you.

I like how he stops there after that one example, too, as if he already talked about all the other characters. Again, I'm not saying The Phantom Menace has the best characters, or even great characters, but I think they're all likable enough to where I could handily defend all of them. Yes, even Jar Jar.
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But let's ask some real people about the Star Wars characters, and see what they say. I posed a simple challenge to them:

"Describe the following Star Wars character WITHOUT saying what they look like, what kind of costume they wore, or what their profession or role in the movie was. Describe this character to your friends like they ain't never seen Star Wars."

The more descriptive they get, the stronger the character, eh?
This is one of the most well-known parts of any Mr. Plinkett review, and I'm willing to bet it's the part where most people started subscribing to him, because it's a clever and fun concept that gives you a quick break from having to listen to Mike's stupid Plinkett voice, and because it's a challenge that they can participate in themselves.

The problem with the "real people" he interviews in the actual video, however, is that they are all his close personal friends that he continues to review films with to this day on Half in the Bag, including Jay Bauman, Rich Evans, and Jack Packard (back when he had hair). I don't recognize everyone in this section, but it's obvious that Mike made absolutely no effort to actually interview strangers to ensure that no bias would be factored into the experiment.

Nonetheless, let's take his little challenge:
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Han Solo

Rich Evans: He's a rogue. He's...
Jay Bauman: He's very arrogant. Charming.
Jack Packard: Roguish, if you will.
Woman: Han Solo is... totally dashing.
Jack Packard: Wannabe dashing. He fancies himself a playboy.
Man: So, like, he's a smarmy, cocksure... womanizer?
Rich Evans: Scoundrel.
Jack Packard: He's pigheaded.
Woman: Completely sexy, in like, a bad boy sort of way, where he's gonna ride the line.
Rich Evans: He's got a bit of a dark streak to him, with shooting Greedo in the bar.
Jack Packard: But also, deep down, is a thief with a heart of gold. That's his character, really.
They forgot "insufferable" and "annoying." I always hated Han Solo. Never liked him in any of the original movies.

But okay, let's keep count here.
Rich Evans described him with three terms: "Rogue," "scoundrel," and "has a dark streak."
Jay only described him with two: "Arrogant" and "charming."
Jack described him with four terms: "Roguish," "wannabe dashing," "pigheaded," and "thief with a heart of gold."
The woman described him with two terms: "Totally dashing" and "completely sexy in a bad boy sort of way."
And the other man described him with three: "Smarmy," "cocksure," and a "womanizer."

Controlling for synonyms, that gives us, like, seven or eight different terms combined. Obviously, Han Solo is a character that Mike Stoklasa considers to be well-written, and you only need to describe him with seven or eight words to demonstrate how strong of a character he is. Got it.
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Qui-Gon Jinn
Okay, my turn.

Qui-Gon Jinn is wise, mature, soft-spoken, and stoic. Very mild-mannered and dry, but that's only because he takes his job seriously. Has shades of grey sewn into his moral compass; he's not above things like gambling and lying to his adversaries, frequently using Jedi Mind Tricks to get his means. He would be a risk-taker, but the point is that he's so confident, that he doesn't view them as risks at all. He's also a very stern, no-nonsense kind of person, and frequently gets annoyed with Jar Jar's hijinks. To some, he may come across as a little cold, but in a fatherly sort of way where he ultimately knows what's best for his disciples.

Boom. Fucking easy.

Now, let's see how these idiots do:
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Rich Evans: He's... stoic.
Woman: I don't remember that character. (Offscreen: He's Liam Neeson, with the beard.) Ohhh... Yes.
Jay Bauman: Well, he has a beard.
Jack Packard: Qui-Gon, and uh, he was—[cuts off before we can hear his response]
Man: [laughs] Um... Stern?
Instead of making a point about the characters in Star Wars, Mike chooses to throw his friends under the bus by making them look like complete fucking idiots.

Well, Rich Evans isn't a complete idiot. He almost immediately used the perfect word to describe him: "Stoic," which I used to describe him as well. He's the quintessential stoic Jedi who's all wrapped up in the niceties of his profession. He's not particularly emotional, because emotions cloud your judgment, according to Jedi teachings which parallel a lot of real world religions. It's a great word. Good on you, Rich Evans. Not so good on you for struggling to come up with any other words, because there are plenty of them.

I don't blame the woman for not remembering Qui-Gon's character, but she says "I don't remember" in a way that implies that she's only seen The Phantom Menace once, which is clearly the case, otherwise she would've done a better job. Meanwhile, she described Han Solo as if she saw the original trilogy at least ten times, which is probably the case. That's not really fair, now is it?

Jay was being a fucking shithead in his interview. First of all, he said not to describe the character's physical appearance. Second, he's clearly bullshitting. "He has a beard." Get the fuck out of here with that shit.

Jack Packard's interview was clearly about to give us a few adjectives, and he sounded enthusiastic about his answer, but Mike decided to cut it off before he could say anything. Nice. What an honest way to make your point, Mike!

The laughing guy shrugs before using "stern," which is certainly one decent description. He could've come up with more if he really tried, but he's playing dumb, because he sees the point that Mike is trying to make, so he decides to play along with it, because he doesn't like the Star Wars prequels and wants to help his friend make a good video.

Fuck this part.
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C-3PO

Jack Packard: His character is kind of the bumbling sidekick.
Rich Evans: Afraid, scaredy-cat. He's timid.
Woman: C-3PO is anal-retentive.
Rich Evans: He's prissy.
Jay Bauman: Well, C-3PO is prissy. He's used a lot as comic relief.
Jack Packard: He's the comic relief.
Woman: He's high-strung.
Jack Packard: He's bumbling. Effeminate.
Jack kinda fails right off the bat by describing his role in the story, rather than his character, as outlined in the challenge's rules. "Sidekick" and "comic relief" are roles, not necessarily character traits in and of themselves (though "bumbling" sidekick has a character trait built into it, I suppose). "Effeminate" is a good word to describe him, however.

The other guys did okay. They still only used, like, two or three, maybe four different words to describe him, which isn't a lot, but Mike decided to play the Star Wars theme over these portions, and NO music at all during the prequel character portions, which manipulates me into thinking that he's making a good point.
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Queen Amidala
My turn, I guess:

This one's a weird example, because there's two different characters playing the role of Queen Amidala. There's the Queen herself, Padmé, played by Natalie Portman, who appears in and out of her role as the Queen, but then there's the oft-forgotten Sabé, played by Keira Knightley, who played Amidala's decoy. The fact that the Queen lacks a personality makes it easier for Sabé to stand in for her, because she doesn't have any mannerisms to imitate which she would otherwise have to learn.

So, I mean, yeah. She doesn't have a personality. That's not a problem, though, because it's woven into the plot.

Padmé herself, on the other hand, has... a little bit more personality to her. Not a lot, but when she's not having to be the Queen, she just seems like a nice, kinda sweet and caring, yet strong and conscientious person. Now, she doesn't necessarily SCREAM any of these qualities at you, but that's okay. She's very down-to-earth about it. She's like a normal teenage girl. I can see how you'd think she's boring, but she doesn't lack character in my opinion.
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Rich Evans: That is going to be fucking impossible because she doesn't have a character.
Jack Packard: She... is, um... She's Natalie Portman!
Woman: Uh, yeah, like, just, kind of...
Rich Evans: Um, well, I can't say she was the Queen. I was gonna say she was the Queen.
Woman: Normal, I guess? Just kind of normal.
Rich Evans: Makeup would be a description. I was gonna describe the makeup.
Jay Bauman: Descibe Queen Amidala's character... Um... Monotone?
Jack Packard: She's the...
Jay Bauman: She looks a lot like Keira Knightley.
Man: [laugh] I can't answer that, and you know it.
Woman: ...So...
Jack Packard: She is... [stops] This is funny, by the way. I get it.
I was kinda giving these people the benefit of the doubt earlier, but shit. Maybe they ARE just fucking idiots.

The woman won this round, concluding that she was just "kind of normal." Yeah, that's true. She's clearly the only one there thinking Padmé, and not the Queen, which is good. She passes that part, but fails the description part.

Jay Bauman, meanwhile, once again puts his dick into his mouth and pulls it straight out of his stupid ass. "She looks like Keira Knightley"? What the hell do you mean? She WAS Keira Knightley, you fucking dipshit. Why did Mike interview you when you haven't even seen the movie? How embarrassing. They don't even look that much alike.
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CONTINUED IN PART 2

1384
Gaming / Re: Dragon Warrior for NES is some shit
« on: August 03, 2019, 09:40:58 PM »
this post also used to contain shit that nobody cares about

1385
Gaming / Re: Dragon Warrior for NES is some shit
« on: August 03, 2019, 01:47:14 AM »
this post used to contain me talking about my progress while playing Dragon Warrior but nobody gives a shit

1386
Gaming / Re: Super Smash Brothers
« on: August 02, 2019, 08:42:47 PM »
I played online for the first time and well, I’m sticking to playing versus the AI
online tourneys are legit tbh

1387
Gaming / Re: Super Smash Brothers
« on: August 02, 2019, 08:42:02 PM »
The Slayer would be absolutely legit and is a much better character than a literal plant in a pot.
unironically no, he is not

1388
Gaming / Verb tries random video games and maybe reviews them too
« on: August 01, 2019, 09:43:41 PM »
In-depth review of Dragon Warrior (1986)

i guarantee you that this is the most anyone has ever had to say about this game in the past 10 years

1389
Gaming / Re: Super Smash Brothers
« on: July 31, 2019, 01:09:23 PM »
YouTube

you should know that the guy who posted the leak came out and said he was only guessing
(and boy was it a lucky guess)

there's no way to tell for sure if he's the same guy, but the fact that the twitter account has lots of sylux/adelaine art makes it seem unlikely that he's lying

1390
The Flood / Re: Help me decide what to put on a custom license plate
« on: July 31, 2019, 08:29:28 AM »
anime <3
Some guy has Bowsette and other generic looking anime girl stickers on his car at my job.

I wish I had a semi so I could flatten that car.
Why are you so judgmental? You throw back these Japanese children's games like they're candy, but oh no! someone likes Japanese animation?? I want to flatten his car!

Like seriously dude, 90% of the time, the stuff someone likes is no different than the stuff someone else likes. They're all just media that we enjoy. What, do you want everyone to think, act, and feel the way you do, about everything? That would get so boring, so fast.
the only reason it would be boring is because he wouldn't get to be "judgmental" anymore

1391
Gaming / Re: Super Smash Brothers
« on: July 30, 2019, 04:09:07 PM »
Yeah, the source material is violent, but I feel that you can still convey doomguy's attributes without gore or anything.
i don't disagree, but just because you can doesn't mean that you should

lately, smash games have been lauded for how faithful they've been able to represent their newer guest characters, with characters like Mega Man, Bayonetta, the Street Fighter shotos, and the Belmonts all playing exactly as they do in their home series, and i just don't think a goreless, unviolent Doomguy or Doom Slayer (which is what he'd have to be watered down to) would please anybody, except for the people who would accept literally anything

he can't even have the BFG, because you can't say or imply "fuck" in a nintendo game (and don't tell me it stands for anything else, because it doesn't)

you also have to consider how unpopular the FPS genre is in japan

i would unironically rather have master chief, because at least extreme violence is not an element of Halo's core appeal

1392
Gaming / Re: Super Smash Brothers
« on: July 30, 2019, 10:38:47 AM »
not the first time randomness has played a part in a character's design, but never really to this extent

i don't know what they were thinking, to be honest

i am actively hoping that this character is low tier now, and that's a horrible thing to hope for

1393
Gaming / Re: Game collecting
« on: July 29, 2019, 10:03:20 PM »
We seem to have cleaned out the general area of all N64 games, so we decided to go back to our NES collection we've had going for the past 20 years. We got a good haul over the past couple days, and we're up to over 270 tapes, which is about 40% of the whole library (not including unlicensed games, which we only have a handful of).

Best pick-up so far has been two golden Zelda II cartridges, one in the box, with the manual + a golden LoZ1 cart.

[Here's where I'd post a picture of them if I had a decent camera on me right now.]

We're not box collectors by any means, and typically prefer loose cartridges anyway for display purposes, but if there's one series I'd like to own the complete package of for every game, it's Zelda.

1394
Gaming / Re: Super Smash Brothers
« on: July 29, 2019, 08:16:23 PM »
so, someone dug up an old 4chan post from december 2018
Quote
My most wanted DLC is still my Sylux and [Adelaine] dream team, but...
>Doomguy, 2016 design but with Eternal's exposed biceps and arm blade
>Monster Hunter with M/F alts each wearing a different armor
>Dragon Quest 3, 4, 8, or 11 hero, alt colors based on the rest of the series.
>Banjo+Kazooie

the fact that this guy was able to predict not only the dragon quest hero, but ALL the different hero alts as well from all the specific different games they're from, gives this leak a lot of credibility

i for one am not okay with doomguy being in smash, but if he has to be in the game, then so fucking be it i guess

pretty lame though

1395
Gaming / Re: Super Smash Brothers
« on: July 29, 2019, 10:05:11 AM »
4.0.0 maintenance is happening within the next week, and Sakurai's giving a 22-minute demonstration of the Dragon Quest Hero before he comes out, so he should be getting released soon.

1396
The Flood / Re: I'm bored AMA
« on: July 26, 2019, 02:09:49 AM »
should you apologize if you're not sorry
No. Why would you?
because then you're an asshole or something
...And? As far as I know just being an asshole isn't illegal.
 
Also fake apology doesn't  automatically cancel the fact that you are an asshole.
do you conduct yourself based solely on what is legal

sometimes people apologize to make peace, rather than to express any genuine remorse—like a way of saying, "i'm not sorry, but i want to ease the friction between us anyway," without actually saying that, because that's not how people talk—is this incorrect

1397
The Flood / Re: I'm bored AMA
« on: July 26, 2019, 12:58:36 AM »
should you apologize if you're not sorry
No. Why would you?
because then you're an asshole or something

1398
The Flood / Re: I'm bored AMA
« on: July 25, 2019, 05:38:57 PM »
should you apologize if you're not sorry

1399
The Flood / Re: Watch The Dragon Prince
« on: July 25, 2019, 05:29:06 AM »
i may have been interested, but i'm guaranteed not watching it now

1400
Gaming / Re: Verb, I dare you to watch this whole thing.
« on: July 25, 2019, 05:23:48 AM »
okay, i'll take the obvious bait i guess

90% sure he's not being serious, but i'm just bored enough to respond to it anyway

Quote
>what is the point of the intro?

So, this is a pretty big question, and I'm prepared to give a big answer.

Just off the top of my head, I can think of three clear and distinct purposes that Super Metroid's intro segment fulfills, but if someone like this guy needs to be told what they are, then they probably need to be told what the appeal of Metroid is in the first place (apart from it being just generally fun to play).

Metroid is nothing if not atmospheric, and may well have been one of the earliest video games to give players the feeling of true immersion—not just being "in the zone," like you're playing a good game of Asteroids or Tetris or something—but the sensation of stepping directly into the game's world and feeling as though you, personally, are part of the adventure. It's a concept that's been perfected in film and literature for centuries, but when applied to video games, Metroid pretty much wrote the book on it.

It's a game where the player gets dropped into the bowels of a dark and hostile alien planet with no sense of direction or where to go. There are no tutorials or friendly characters to speak to. You're all alone, completely isolated. For most players, this tends to create the sense of anxiety, confusion, or even fear—emotions that we typically associate with the horror genre, but in a non-horror game that combines elements of Super Mario Bros. with The Legend of Zelda, which not only helped set the game apart, but remain accessible to just about everybody.

Super Metroid ups the ante in several ways, but with respect to the intro segment, it largely expands on what the original NES game was capable of by taking full advantage of their new 16-bit technology. The result is an extraordinarily chilling introduction that might just be the best video game intro of all time. I mentioned three things that the intro does right, so I'll start counting them off here.

1. It sets the tone for the rest of the game, and does so remarkably well.

I don't need to explain why tone-setting is an important thing to nail down, right? There's a number of things that Super Metroid does early on, both big and small, to put players in a certain kind of mood in order to give them an idea of what to expect from the rest of the game.

Right off the bat, there's the title screen. We're first treated to a series of closeup shots of machinery panning within a dark room. A deep blue color palette is used to emphasize the dearth of light in the room, as well as to make it appear colder. Small piles of unintelligible pixel matter (which we figure out later) can be spotted strewn about the floor. These shots are cut back and forth between a series of interstitial title cards, which curiously refer to the game as "Metroid 3," utilizing small red text over a plain black background to heighten the sense of apprehension. On top of this, there's a quiet musical overture that synthesizes a monotonous piano tone, played slowly at first, and higher up on the scale to simulate the sound of careful, frightened footsteps. Interspersed is the creepy (and iconic) little cry of a captive baby Metroid, the same one that Samus spared the life of in Metroid II: Return of Samus. A centerfold shot of this Metroid completes the scene. The piano tones that played slowly before now increase in tempo as we zoom out, and just as the disturbing scene becomes all too clear, we're hit with a massive pump of synth-based catharsis as the title screen finally appears, as a Terminator-esque rendition of the original Metroid theme plays:


Here, we can see that the piles of pixels I mentioned before are actually dead bodies, specifically of the scientists to which Samus had donated the Metroid, and all we can tell is that they were massacred by someone or something. Regardless, this is some pretty intense and dark imagery to put in a Nintendo game, don't you think? Especially for the time. I'm not even sure how they got away with it, but I'm glad that they did. All the elements at play here stand to let the player know that this isn't your father's Nintendo game (unless your father was cool), and that you're in for some serious shit. It's just the coolest title screen ever. I don't know how else to say it.

Before the game begins, we're treated to a brief monologue by Samus herself. Because it's mainly an exposition dump, there's not a lot to analyze here, but I will say that I've always loved how this scene was presented. The green text slowly printing over her partially-obscured face is just really cool to me, aesthetically, and the Super Metroid theme is so fucking awesome.

This brings us to the actual "intro segment" in question where we finally have control of Samus. As she herself explained, the reason she's back in Ceres Station is because she picked up a distress call shortly after donating the baby Metroid to the scientists.

As SephirothSword57 points out, there are no tutorials, obstacles, or enemies to be found in this segment. There isn't even any music, if you don't count the ambient mechanical droning in the background, and we're presented once again with a hazy and unnerving deep blue color scheme. The reason for this goes back to the original "point" of Metroid—it's not about what the game makes you do, but what it makes you feel: Apprehension. It's meant to send shivers down your spine. It's meant to be acutely discomforting.

There comes a point where you reach the title screen room with the dead scientists, but now you notice that the baby Metroid is missing, with the glass tube it was being kept in shattered, and it's supposed to be this "oh shit" kind of moment, because you've already seen this before. This buildup of tension reaches a fever pitch once the Metroid is found in the next room, being guarded by scary-ass Ridley, who only reveals himself after a few seconds in the background with the glint of his eye becoming visible before he himself emerges.

The scripted battle that ensues is meant to make you feel helpless, as most scripted battles tend to, and as soon as Ridley gets tired of playing with his food, he flies out and activates the self-destruct sequence that no Metroid game is complete without.

Everything about this intro is designed to put the player on edge, and that's just one of the main purposes that it serves.

2. It's a heuristic tutorial of basic controls

Heuristics is the art of being able to figure shit out for yourself without needing any tutors. Earlier, SephirothSword57 remarked on the lack of tutorials in this intro, and though I agreed with the underlying implications of his statement ("the game doesn't hold my hand"), I can't say that the level doesn't have a manner of teaching you anything. It provides the player with a simple environment that makes it easy and natural to experiment with the controls.

In other words, the game was designed in such a way that doesn't insult your intelligence. It allows you to press buttons and figure out what they all do on your own rather than spoon-feeding to you what each and every button does like any modern game would do.

3. Story—provides the inciting incident and an antagonist to hate, giving you reason to keep playing

Pretty straightforward, not much to elaborate on. The "inciting incident" is a film term for what novelists might call a "hook," or an event that keeps the audience interested. If you're not interested after your first encounter with Ridley in Super Metroid, there might actually be something wrong with you.

Quote
>why do you have to hold a button down to run when there's no reason not to run?

Having the option to manually vary your movement speed comes quite in handy, because there's actually plenty of times when you don't necessarily want to be running at full speed. If you're exploring new territory, for example, you're bound to bump into some dangerous shit if you're just constantly sprinting everywhere, because it makes it considerably more difficult to see what's in front of you. Every game in the classic Sonic trilogy has this issue, which is why a lot of people consider them to be utterly unplayable.

Not to mention, the regular running speed isn't even that slow to begin with, so I can't even accept this as a personal subjective nitpick. It's just wrong.

Quote
>why don't they teach me how to use items when they teach you how to use missiles?

This goes back to the heuristics thing. They don't teach you because they assume you're not stupid. That's literally the entire reason.

One of Super Metroid's few flaws, from my point of view, is that it does give you a tutorial on how to use the missiles—not once, but every single time you pick up a missile expansion. It's a beauty mark on the face of an otherwise perfect game.

Quote
>why isn't there a dedicated missile button?

I guess it wouldn't be a bad idea if there was, but it doesn't bother me at all that there isn't. Once you've collected the Super Missiles, Power Bombs, and the Grapple Beam, it can become a bit of a hassle having to cycle through all that stuff just to go back to your regular beam, but I don't think it's that bad. It really does come down to the SNES controller being short on buttons to accommodate all year gear without having everything be tied to the pause menu.

It also adds a layer of skill if you're trying to use missiles in combat, because you have to be able to maintain your composure as you hit select the right number of times to get the right missile in the heat of the moment, and I personally find that dynamic fun and interesting. I can still totally understand this complaint, though.

Quote
>why do you need five missiles to open red doors? one should be enough!

This is such a dumb nitpick, but the reason is because it adds a tiny layer of resource management. As you explore, it's wise to have at least five missiles at all times, which is not difficult. Maybe it's a way to discourage you from relying on them too heavily in combat, or something. I don't know. It makes no real difference because missiles are so easy to find anyway.

Quote
>enticing players with hard-to-reach items is bad game design

I can barely even respond to this point, because he doesn't really substantiate it at all. He just says that it's bad game design. Like, all right. There's nothing I can really do with that one.

The only thing he says is that it's like "teasing" the player, and that apparently, it makes more sense for items like this to be hidden in inaccessible rooms, rather than having the items be out in the open. He doesn't say why, or explain how this isn't an arbitrary distinction. I just don't really know how to respond.

I personally find it fun when games have me taking mental notes of items that I can't reach yet, because it's a way of giving me hints as to what I'll be able to do later with certain power-ups. It creates anticipation and excitement, and when I finally have that power-up, it's rewarding to be able to come back to that place I took note of and finally get that item that's been hiding up there for half the game. It's gratifying.

Quote
>why is there a map when the game is about exploration?

I'm hard-pressed to think of a reason why there wouldn't be. I guess he's trying to say that the map "spoils" the layout of the world for you, thereby making it less exciting to explore? I think? But that's stupid, because the map only shows you where you haven't been yet. If anything, that should be encouraging, because it's like, "Look at all this shit you haven't seen yet!" I don't know how you could construe that as a bad thing, even if you were trolling.

Quote
>the music is just a bunch of sound with no melody

I would've just posted a link to the Wikipedia article on ambient music here, but the Simple English version hasn't been written yet.

Quote
>the Torizo fight is unexpected

Yeah, and it's awesome because that's the point.

Quote
>the way energy tanks are presented is bad game design

Another one I don't really know how to respond to, because he doesn't really explain why it's bad, and it's probably his nitpickiest point yet. Even if I had a proper response, I don't feel strongly enough about it to entertain this one.

Quote
>wall-jumping should be easier, and the game should tell you how to do it

I don't disagree with the first half of this point, but I also don't think it's that complicated. The only thing that's a little weird is that you're required to do a spinning jump specifically, and I suppose you could argue that the jump window could be a little bit more lenient. But still, I don't really consider this to be a huge deal.

Either way, everyone knows that the game does indeed teach you how to do this, just non-verbally. Figuring out how to do it yourself without being told exactly what to do should feel satisfying.

Also, in the spot where he got stuck, I'm pretty sure that wall-jumping is not the ONLY way out. There's probably some breakable blocks that he can fall through somewhere, and he was just too dumb to find them. Probably. I just don't recall ever getting stuck in that area.

Quote
>finding kraid's lair is too hard

Shut up. At this point in the game, you should be more than accustomed to shooting every wall that you see in case there's something hidden behind it. It takes virtually no effort on your part to do this, so there's virtually no reason why you shouldn't be doing it.

Quote
>boss fights are boring and easy

I'll give you easy, but games needing to be difficult in the first place is a meme.

And those were all of his points.

Overall thoughts: That was kinda funny.

1401
The Flood / Re: Shin Eva June 2020 new Promo-Reel
« on: July 23, 2019, 06:28:00 PM »
For reference, the series started back in October of 1995, 1.0 aired in September 2007, 3.0 in November of 2012 and this will release eight years later and 13 years after 1.0 came out.
soo is "2.0" not a thing?

im not familar with evangelion but i know theres like a billion different side stories, or whatever they are
2.0 is a thing, he's just pointing out the first and latest in the series

i used to think there was a lot of extra shit, too, but actually, apart from the original series + theatrical ending, there's really only three (soon to be four) extra films in eva's expanded universe, with the first one just being a remaster of the show's first six episodes

1402
Gaming / holy shit you can still play DS games online
« on: July 22, 2019, 09:19:06 PM »
YouTube

1403
The Flood / Re: Pics of me (plus my new voice) please rate both
« on: July 21, 2019, 02:33:37 PM »
I'd rather be... a real human being
finally comes clean

1404
Sorry to steal your thunder, Jono, but I've been making good progress for limiting myself to 45 minutes a day, and these games give me a lot to chew on.

I found an alternate way into Magmoor Caverns that I missed before, so I actually got to explore it more. Still no Spider Ball or Grapple Beam, but I found plenty of Missile Expansions and my fourth Energy Tank (the one that requires you to double bomb jump three straight times, and fucking up the first one puts you in a death pit).

To supplement my previous comments about bomb-able objects, I appreciate that the game implements the Zelda thing, where stabbing a destructible wall makes a different sound than normal. That's what I like to see.

Charge shot item gravitation really is a godsend of a mechanic. Those platforming segments in Magmoor wouldn't have been fun AT ALL without it, no thanks to those crazy turrets.

As much as I like Norfair's music, I kinda wish they had come up with an original theme for this place, or at least put some kind of unique spin on what we've already heard, because they basically ripped it straight from the SNES version.

At least Phendrana Drifts has unique music, and boy is it ever nice to listen to after being trapped in an oppressive lava land. I didn't explore this area much, but I thought it was funny how you could scan the floating platforms in this area, and you'd be given a detailed explanation as to why they're able to do that. No other game would do that.

Of what little I was able to explore of this area, I found the Boost Ball, but I'm struggling to make use of it at the moment. I also find it a little unwieldy to control, as I haven't quite mastered it yet. I only remember seeing one other half-pipe all the way back in the Chozo Ruins. Either way, I saw Ridley flying overhead right after I picked it up, so I guess I'll try following him next time I play.

The Baby Sheegoths are my favorite enemies so far. I like any enemy that activates my Dark Souls instincts, and honestly, I've kinda been waiting for a strong enemy that isn't just completely stationary for a while now, because there's been a lot of those, and none of them have been very threatening. Knowing that this particular enemy is just a baby has me scared for what the adults must be like.

1405
The Flood / Re: Shin Eva June 2020 new Promo-Reel
« on: July 19, 2019, 04:21:36 PM »
guess i can watch the rebuilds now

1406
Gaming / Re: Pokémon Sword & Shield - GOTTA CATCH... some of 'em
« on: July 18, 2019, 02:23:38 PM »
did people actually hate these games? i played the stadium ones as a kid and thought they were great.
I don't think they were really hated so much as they were taken for granted. People just wanted a lot more out of them at the time, since they were basically just battle simulators with cute little mini-games, as opposed to full-blown RPGs.

Then Colosseum and XD: Gale of Darkness happened, of course, which were a lot closer to what people had wanted back then, but with a monotonous SMT-inspired dungeon crawling style of gameplay that turned off a lot of people (including myself).

Battle Revolution was universally disappointing at the time because of its lack of features. It was another simple battle sim with no adventure mode, and felt pretty bereft of content overall, unlike Stadium—it didn't even have mini-games. Not to mention, the novelty of Stadium at the time was getting to see your Pokémon in full 3D, but by the time Generation IV was out, that novelty had sort of worn off.

None of us could've expected how little effort Game Freak was willing to put into their animations in 2019, though.

1407
Took out Flaahgra, who was a pretty great boss overall. I loved his eldritch design, and he was animated beautifully. I was actually expecting the frame rate to stutter a bit during this fight, just because of how big and animated he is, but to my surprise, it was completely smooth sailing throughout. I thought that was very impressive. The strategy to beat it was very Zelda-esque, which I liked a lot, and rolling around his arena with the morph ball to dodge his projectile attacks feels super fun and satisfying.

I also appreciate the mechanic where charging up a shot causes enemy drops to gravitate towards you, which really helped during that fight.

However, I cannot say that I'm a huge fan of these runic symbol puzzles. The puzzles themselves are fine, but it's a bit of a chore having to redo the whole thing just because I didn't happen to have the bombs yet. If the first two symbols I found didn't have to be rescanned just because I left the room, that would've been nice, especially when one of them is out of the way and annoying to scan.

I also have an extended nitpick that delves somewhat into the game's logic, mostly because it gives me an opportunity to compare this game to Super Metroid, which of course is my favorite game.

Super Metroid used to have this mechanic where breakable blocks would have imprints of the weapon you're supposed to break them with, which would only get revealed when you tried to break them with another weapon. This doesn't carry over to Metroid Prime—which is okay, because they're clearly trying to go for a little bit more realism and subtlety this time around, but the fact that this game doesn't have anything like that makes it a little bit harder for me to suspend my disbelief when I try to break a little sand block with a Charge Shot or Missile and it doesn't break.

Like, yeah, I get it. But this is the first time a Metroid game has ever had me asking questions like, "Why can't I just use this instead?" which is something I never really found myself asking in Super Metroid. It's not the biggest deal in the world, but it does affect my ability to be immersed in a noticeable way.

To turn this into a compliment sandwich, though, I did enjoy the fight where you encounter your first Plated Beetle. I love the way he slides back and forth, because it encourages you to try that maneuver yourself, and lo and behold—you can do little tactical side hops, as well, if you think to try it. It's my favorite when the game teaches you button mechanics without actually teaching you anything. Classic Metroid.

Currently, everywhere I try to go at this point has all these Spider Ball tracks everywhere, so I guess that's the next thing I need to find. Even though I got the Varia Suit back, I can't even do anything in Magmoor yet, unless there's something I missed. I'm sure I'll figure out where it is soon enough, but I don't see too many other places to go in the Chozo Ruins...

1408
Gaming / Re: Pokémon Sword & Shield - GOTTA CATCH... some of 'em
« on: July 17, 2019, 01:50:08 PM »
i don't understand why cutting down on the number of pokemon is a bad thing. getting rid of the bloat sounds like a good idea to me.

however i'm super casual when it comes to pokemon and rarely go beyond beating the main story and post game content.
It's something I'm finding easier to accept all the time, but I can still see why people are so livid.

It's mostly Game Freak's fault. The decision was one thing, but once they started talking about how it was "necessary" in order to improve other aspects of the game, like the battle animations, people justifiably started to scrutinize those aspects to a heightened degree more than they used to.

If Dexit was a necessary evil to get "high quality animations," then fine—let's see some high quality animations, then.

YouTube

If Game Freak had just shut their fucking mouths, the anger towards Dexit probably would've blown over by now. People have given them a pass on lazy animations for literal decades, and the only reason people care NOW all of a sudden is because Game Freak practically gave us an actual reason to on a plate.

One nice thing, at least, is the growing number of people who are looking back to old games like Stadium, Colosseum, and Battle Revolution with a newfound appreciation. The level of craft these games had in terms of giving each and every Pokémon a vibrant personality through their battle animations is truly something to behold, and it's upsetting that we'll probably never see anything like it again if Game Freak (creators of the highest grossing media franchise empire in history) considers it too much work.



Essentially, it's not Dexit that people are upset about so much as their bullshit justifications for it are.

1409
The Flood / Re: Who wants to carpool to Area 51?
« on: July 16, 2019, 09:56:10 PM »
This meme is stupid. And if any of you are serious on going, good fucking luck getting an expensive fine, possibly a prison sentence. Best Case Scenario.

Worst Case Scenario, Death.
Okay, Thank You.

1410
I was just getting back into this other game I've been trying to finish for the PSP when the damn thing broke on me. It's a fixable issue, but it's also not something I want to put up with at the moment, so I've decided to play something else in the meantime: Metroid Prime. I haven't played this game since I initially stopped playing over ten years ago because of my ardent anti-FPS phase.

I only made it as far as defeating the Parasite Queen and escaping the frigate, but I can already see how very, very wrong I was to stop that initial run. The visuals, the music, the atmosphere—everything I loved about Super Metroid is very much intact, and I can't get enough of it.

Scanning shit for data is such a cool way to implement the game's story and lore in the most unobtrusive way. A fair share of genuinely unsettling shit can be discovered this way, particularly in those creepy phazon infusion rooms. One alien is sealed shut and out of sight, but you can still hear it roar as it furiously tries to pound its way out from the other side.

There's also dead bodies of space pirates, where you get these intense and graphic descriptions of how each one of them got killed, which is extremely un-Nintendo in the best way possible. It's not graphic for the sake of being graphic, and it's never gratuitous; it's mainly for reconnaissance and giving you an idea of what to look out for as you continue exploring the frigate, and the creep-factor is merely ancillary. Either way, it's awesome.

It's also a clever excuse to have weaker enemies for the first part of the game. The enemies are weaker NOT just because it's the beginning, but because they're literally half-dead (or just wounded) after being ravaged by parasites, so it actually makes sense, and provides players with the perfect opportunity to teach themselves the ins and outs of basic combat.

I also adore the immersive visor effects. Such an amazing little touch that you pretty much never see anywhere else, as far as I'm aware. Already, this game is everything that I wanted Halo CE's campaign to be, and it blows it out of the water in the first ten minutes.

I only have a few minor nitpicky issues:

- The controls (on GameCube) are weird, and will definitely take getting used to. I'm willing to forgive them on the basis that the game is almost 20 years old, and were designed prior to the standardization of FPS controls. It could just be a byproduct of every other FPS game playing the exact same way and never trying anything unique, but having to hold R just to look up and down (even when scanning) is just a little bit clunky and makes me jealous of the Trilogy's motion controls.

- The game is very dark to a point where it makes daytime play almost impossible without adjusting the brightness settings, which I personally feel I should never have to do. It's okay, though, because Metroid games are always best played at night anyway.

In the time it took me to type this up, I went ahead and explored (a little bit) of the Chozo Ruins enough to get my missiles back. I'm glad that Chozo lore is actually interesting to read about, because I'm trying to go out of my way to scan every little thing that I can (I forgot to scan the Energy Tank that I found before picking it up, though).

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