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1411
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

1412
The Flood / Re: I'm bored AMA
« on: July 25, 2019, 05:38:57 PM »
should you apologize if you're not sorry

1413
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

1414
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

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>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.

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>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.

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>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.

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>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.

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>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.

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>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.

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>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.

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>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.

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>the Torizo fight is unexpected

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

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>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.

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>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.

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>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.

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>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.

1415
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

1416
Gaming / holy shit you can still play DS games online
« on: July 22, 2019, 09:19:06 PM »
YouTube

1417
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

1418
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.

1419
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

1420
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.

1421
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...

1422
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.

1423
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.

1424
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).

1425
The Flood / Re: Pics of me (plus my new voice) please rate both
« on: July 16, 2019, 11:29:00 AM »
you never look like a human being
It's because he isn't real
oh yeah i almost forgot

1426
The Flood / Re: Pics of me (plus my new voice) please rate both
« on: July 16, 2019, 09:20:53 AM »
you look as extraterrestrial as ever
you must just dislike femininity because big eyes are considered feminine and that's literally the one thing you've always brought up to attack me
i do not consider big eyes to be feminine
Well, they are

literally google "big eyes feminine" lol
this doesn't prove anything

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whenever you call me an alien (literally just because of my eyes)
nope

head shape, skin tone, blank expression, thin lips

you never look like a human being

1427
The Flood / Re: Who wants to carpool to Area 51?
« on: July 15, 2019, 08:01:00 PM »
what if we collectively decided to raid our concentration camps instead

1428
The Flood / Re: Pics of me (plus my new voice) please rate both
« on: July 15, 2019, 06:44:18 PM »
you look as extraterrestrial as ever
you must just dislike femininity because big eyes are considered feminine and that's literally the one thing you've always brought up to attack me
i do not consider big eyes to be feminine

1429
The Flood / Re: Pics of me (plus my new voice) please rate both
« on: July 15, 2019, 03:28:24 PM »
you look as extraterrestrial as ever

1430
Gaming / Re: Game collecting
« on: July 14, 2019, 03:44:28 PM »
Found Mario Party 2 just lying around the house. I thought we didn't have this one, but I guess we do. That means I have every numbered Mario Party game up to 8, and that makes 103 N64 games.

1431
Serious / Re: Good god what a fucking nightmare of an era
« on: July 13, 2019, 12:53:13 PM »
How does being banned on YouTube violate your rights

you have no rights on their platform lmao
Youtube and google should be considered a public utility.
I didn't know you were also retarded
you DIDN'T KNOW that genghis khan is retarded

1432
The Flood / Re: So I just finished Breaking Bad Season 4
« on: July 13, 2019, 07:09:37 AM »
I personally prefer Better Call Saul but it's a much slower burn than Breaking Bad.
jesus

1433
The Flood / Re: So I just finished Breaking Bad Season 4
« on: July 13, 2019, 06:12:24 AM »
So I just finished the show. The final season definitely gets another 8/10.

What can I really say about the finale? It's basically perfect—almost too perfect, considering how it all kinda plays out very smoothly and almost exactly how the audience would've wanted. Walt finally insured his family and killed everyone he needed to kill, and Jesse is free now (even though he has nothing, no one to return to anymore, the poor guy).

If the other 61 episodes were set in stone, this was the happiest possible ending that could realistically be written, and that's kinda what makes it feel a little jarring to me. One of the big themes of the show has always been that revenge, especially revenge killing, is messy, and it doesn't ever work out exactly the way you want it to, which is true to life, and a big part of what makes the show cool and appealing.

The finale, however, betrays this notion somewhat by giving us some satisfying poetry, when nothing is ever that satisfying or poetic in the real world. I'm not saying that's a bad thing, or that the finale outright sucked because of it—I'm just saying that it was a little transparent, and enough to take me out of an otherwise impressively immersive show.

On the whole, based on my ratings for the individual seasons (a 6/10, two 7/10s, and two 8/10s) I'd have to give the entire show a high 7/10 to a low 8/10. By far, the best thing about the show is how three-dimensional the characters are, and how well the actors were able to portray them. Each and every character lives and breathes like a real person, and the absence of any clear-cut "good guys" or "bad guys" adds to this realism. I'll love a character for one episode, and despise them in the next. Then I'll like them again, then hate them again, over and over until I don't know what to think anymore. That was definitely the most fun part.

I think my favorite episode has to be "Crawl Space." That's the one where Gus threatens to kill Walt's family, and Walt has a mental breakdown after he finds out about his missing drug money. Cranston's acting is fucking amazing, and the bird's eye shot of him going insane in his crawl space as the camera slowly zooms out is gonna be stuck with me forever.

If someone were to tell me that this show was their personal favorite, I wouldn't blame them. It's certainly one of mine. However, I still can't help but feel that the amount of praise this show has gotten is a little overblown. While it's an undeniably good show, I still think it takes way too long for it to become REALLY good for me to be able to understand why this is touted as the best show ever.

To me, it's just a good story told very well. It never really does anything exceptional, and that's why I can't budge my score higher.

In fact, knowing that this show is considered to be the best by so many kinda discourages me from ever wanting to watch any other show. If I consider Breaking Bad, the greatest show of all time, to be "good but not exceptional," that doesn't exactly bode well for any other show in existence, does it?

I might try Better Call Saul, and I'm definitely interested in this "Greenbrier" film that's being made about Jesse later, but I don't know. In general, my overall opinion of TV shows as a medium hasn't really changed. I'd still rather just stick to movies, with their three-act structures and their ability to be finished in 2 hours.

1434
Serious / Re: Good god what a fucking nightmare of an era
« on: July 12, 2019, 03:01:40 AM »
r/the_donald got shut down
did it actually?
just quarantined

1435
The Flood / Re: So I just finished Breaking Bad Season 4
« on: July 10, 2019, 05:09:17 PM »
Gotta say, that was such a shitty master plan. So many variables that could have gone awry but didn't because the plot demanded it.

Pedestrian level writing tbh.
i'm still trying to figure out how jessi put together that he actually did it in the end

like it's fair to be suspicious, but

1436
The Flood / Re: So I just finished Breaking Bad Season 2
« on: July 09, 2019, 07:58:06 PM »
walt became truly irredeemable and a total monster in that episode you dumb sack of shit
and just because i'm at a point where i can correct you:

the ACTUAL point where this happens is when
Spoiler
he poisons that little kid and lies about it as a chess move

1437
Serious / Re: Good god what a fucking nightmare of an era
« on: July 09, 2019, 07:26:35 PM »
It's not "the left" that's the issue. It's collectivist ideology and tribalism that is driving the balkanization of society. Most people on the left aren't much different from how they were a decade ago. It's just that the fringes are the ones who speak the loudest and in this era of social media dominance, their message is amplified to an extreme degree compared to the past.
there's no such thing as a leftist who is too extreme
Ana Kasparian
she's basically a far right conservative relative to where a baseline intelligent person should be

1438
The Flood / Re: I won't be joining you all when Sep7 3.0 is out
« on: July 09, 2019, 07:24:26 PM »
Yeah it's almost like holidays are inherently meaningless, and any holiday you make is valid!
that means all holidays are invalid, you vacuous husk

1439
The Flood / Re: I won't be joining you all when Sep7 3.0 is out
« on: July 09, 2019, 01:14:52 PM »
Me and you were never cool and I don't know where you came up with this fantasy of me being your friend as I would be embarrassed to be affiliated with anything associated with you.

I don't even know how you found me on discord since I'm not a part of any server with you. Also, saying "happy bungie day" to someone completely out of the blue like that is not a good way to start a conversation.
it's like he actually thinks it's a real holiday that everyone celebrates

1440
The Flood / Re: Mulan Live Action Trailer
« on: July 09, 2019, 10:31:15 AM »
LOL what was that about Disney remakes being dumb/pointless/unnecessary? This looks so damn good!
they showed us absolutely nothing in this trailer, because it's just a teaser

like your head, it was completely empty

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