- sama raimi spider man trilogy
- daredevil good villain
- the avengers 2012
- black panther 2018
- iron man 2008
- ant man
- doctor strange 2016
- captain america winter soldier
- camptain america civil war
- incredible hulk 2008 ruffalo honerary inclusion
- g of the galxy 2017 #2
Friday, April 5, 2019
marvel studios movies ranked
marvel studios movies ranked
Sunday, March 24, 2019
games roundup: bloodborne, hyperlight drifter, uhhhhh Paratopic, Binding of Isaac, more
Bloodborne
------------------
Have been waiting a long long time to play this. It's super violent, you get covered in blood the longer its been since you've saved, which is nice. Also it treats violence the way Bioshock does, with you questioning your role in the ecosystem by putting you up against evocative enemies: priests, mobs with torches, werewolf ppl, etc.
This game has "punishing and rewarding" combat which relies heavily on timing. Sadly it also relies on a drip-feed of healing potions which are sometimes sparse, sometimes plentiful, and because they drop randomly from enemies, it makes me feel like often my deaths are from a lack of grinding.
There's more to be said about the potions plenty/scarcity; sometimes you have to play survival horror, sometimes you can bloodily tank + massacre everyone. But there's no grease on the ropes here, to buy xtra potions you have to sit through 2 loading screens.
It's the loading screens which are the issue I guess.
Limbo & Inside
--------------------
"Inside" is miles ahead of "Limbo", for being a playable cutscene. Streaming this for my buds Angus and Corey was really fun bc they were so pulled in.
"Inside" manages to achieve a lot with landscapes, and also with NPCs, and also sometimes with puzzles and also sometimes with hazards. The evocative mystery elements are pretty good. Maybe there's something lacking; but both "Limbo" and "Inside" aren't really into being complete messages as much as impressionistic depictions.
----------------------
Hyperlight Drifter
Made more sense to me, felt that more poignant, when I heard the creator has a degenerative (?) heart condition which the story in this game is broadly a metaphor for. Otherwise it just seems like stock imagery, narrative wise, a black goo monster/sickness.
I played to the simple end, but uhh... it's an appealing game with great combat, and it should have all the appeal of the mystery of its ruins-filled world, but something's missing for me... genuine inspired elements like decayed frozen titan hanging off side of zelda mountain, these seems underused... deeper story about genetic modification kinda ends up being about generic monsters in tanks.
What's really cool, tho, is the ambiguity provided by the HUD elements. Due to the diegetic cnxns between the avatar and the data presented to the player, mostly routed thru a little floating homonculus, it seems as if yr player character may actually be in a virtual reality themselves. This is supported by the dataish way segments of the floor keep popping in and out; but I really like that homonculus...
Paratopic
-----------
A short walking-simulatorish game which has 1-3 cool bizarre moments and one very cool facial rendering technique. This is a good case to ask whether or not a short, surrealist, and boring game does enough. In my experience it was a pretty intriguing setup with a very small payoff.
Rain World
-------
This seems like one of the first Adult Swim game releases not based on an TV show. The cute illustrations on the package do not match the brutal and alien gameplay visuals. This is a lot like Knytt, if you've ever played Knytt, but it has many more surprises, incl. very cool weapons.
You run around and eat/be eaten, with a lot of depth resting in an organic balance between predators, prey animals, spears, plants, etc. which deeply rewards experimentation and improvisation.
I am not sure if I am crazy about the save/death system. You need to survive a certain number of saves (meaning: trips between save points) for certain doors to unlock. It seems to encourage an organic form of exploration: you need to survive to explore more. Dark Souls however had a tighter sense of rhthym, more arcade-y, this is a little loose and wobbly. That being said it's stylish and I need more time to analyze its effects, I have no idea how big this game is.
Condemned: Criminal Origins
---------
May have been innovative in ps2 days, this game is the quintessence of a "beat up homeless" simulator. It doesn't shy away, in the enemy design at least, from realism tho, so there's something to be said for the horror therein.
I stopped playing when I got to the bit where you meet up with your radio contact, who turns out to be a horrifically reskinned version of the player model, who is an anxious timid italian man (the player is an italian man, the radio contact is a middle aged black women with glasses).
Baba is you
---------
Certain level of unwritten rules in this game, like "text can't overlap with other text". The whole game is based on writing rules to solve sokoban puzzles, so occasionally the unwritten rules throw a wrench in the gears.
That being said this is such a perfect puzzle game, if so because it takes very little for granted, all objects have only pictoral value and are assigned meaning via on-screen puzzle pieces. The arrangement of the non-negotiable rules-pieces can make aesthetic flourishes, like a good layout in a magazine:
The Enigma Machine
-----------
Fun to chat with this thing, albeit its cyber horror leanings are too archetypal.
Binding of Isaac
----------
The music is actually quality, drops and serious beats, and the visual aesthetics are original... The whole theme is child abuse. Like horror/comedy.
Gameplay after years of playing still holds up. =randomly and slowly lvling a more and more fucked over kid, with v. serious and lovely endgame aspirations. A warm and generous skinner flash classic.
------------------
Have been waiting a long long time to play this. It's super violent, you get covered in blood the longer its been since you've saved, which is nice. Also it treats violence the way Bioshock does, with you questioning your role in the ecosystem by putting you up against evocative enemies: priests, mobs with torches, werewolf ppl, etc.
This game has "punishing and rewarding" combat which relies heavily on timing. Sadly it also relies on a drip-feed of healing potions which are sometimes sparse, sometimes plentiful, and because they drop randomly from enemies, it makes me feel like often my deaths are from a lack of grinding.
There's more to be said about the potions plenty/scarcity; sometimes you have to play survival horror, sometimes you can bloodily tank + massacre everyone. But there's no grease on the ropes here, to buy xtra potions you have to sit through 2 loading screens.
It's the loading screens which are the issue I guess.
Limbo & Inside
--------------------
"Inside" is miles ahead of "Limbo", for being a playable cutscene. Streaming this for my buds Angus and Corey was really fun bc they were so pulled in.
"Inside" manages to achieve a lot with landscapes, and also with NPCs, and also sometimes with puzzles and also sometimes with hazards. The evocative mystery elements are pretty good. Maybe there's something lacking; but both "Limbo" and "Inside" aren't really into being complete messages as much as impressionistic depictions.
----------------------
Hyperlight Drifter
Made more sense to me, felt that more poignant, when I heard the creator has a degenerative (?) heart condition which the story in this game is broadly a metaphor for. Otherwise it just seems like stock imagery, narrative wise, a black goo monster/sickness.
I played to the simple end, but uhh... it's an appealing game with great combat, and it should have all the appeal of the mystery of its ruins-filled world, but something's missing for me... genuine inspired elements like decayed frozen titan hanging off side of zelda mountain, these seems underused... deeper story about genetic modification kinda ends up being about generic monsters in tanks.
What's really cool, tho, is the ambiguity provided by the HUD elements. Due to the diegetic cnxns between the avatar and the data presented to the player, mostly routed thru a little floating homonculus, it seems as if yr player character may actually be in a virtual reality themselves. This is supported by the dataish way segments of the floor keep popping in and out; but I really like that homonculus...
Paratopic
-----------
A short walking-simulatorish game which has 1-3 cool bizarre moments and one very cool facial rendering technique. This is a good case to ask whether or not a short, surrealist, and boring game does enough. In my experience it was a pretty intriguing setup with a very small payoff.
Rain World
-------
You run around and eat/be eaten, with a lot of depth resting in an organic balance between predators, prey animals, spears, plants, etc. which deeply rewards experimentation and improvisation.
I am not sure if I am crazy about the save/death system. You need to survive a certain number of saves (meaning: trips between save points) for certain doors to unlock. It seems to encourage an organic form of exploration: you need to survive to explore more. Dark Souls however had a tighter sense of rhthym, more arcade-y, this is a little loose and wobbly. That being said it's stylish and I need more time to analyze its effects, I have no idea how big this game is.
Condemned: Criminal Origins
---------
May have been innovative in ps2 days, this game is the quintessence of a "beat up homeless" simulator. It doesn't shy away, in the enemy design at least, from realism tho, so there's something to be said for the horror therein.
I stopped playing when I got to the bit where you meet up with your radio contact, who turns out to be a horrifically reskinned version of the player model, who is an anxious timid italian man (the player is an italian man, the radio contact is a middle aged black women with glasses).
Baba is you
---------
Certain level of unwritten rules in this game, like "text can't overlap with other text". The whole game is based on writing rules to solve sokoban puzzles, so occasionally the unwritten rules throw a wrench in the gears.
That being said this is such a perfect puzzle game, if so because it takes very little for granted, all objects have only pictoral value and are assigned meaning via on-screen puzzle pieces. The arrangement of the non-negotiable rules-pieces can make aesthetic flourishes, like a good layout in a magazine:
![]() |
| The rules outside the walls cannot be changed, but they are pretty. |
The Enigma Machine
-----------
Fun to chat with this thing, albeit its cyber horror leanings are too archetypal.
Binding of Isaac
----------
The music is actually quality, drops and serious beats, and the visual aesthetics are original... The whole theme is child abuse. Like horror/comedy.
Gameplay after years of playing still holds up. =randomly and slowly lvling a more and more fucked over kid, with v. serious and lovely endgame aspirations. A warm and generous skinner flash classic.
Saturday, March 9, 2019
"In the Woods" Review'd
Once you get all the papers settled you'll have a good time with In the Woods. I have it on authority that Pearce Shea pretty much put this together in a fever state, which is saying a lot for Pearce's fevers....
Let's go ahead and say what happened: 3 players went to the woods, and they saw some shit. They got out after two-and-a-half hours. It was pretty good~! It drew people in, it really did.
"In the Woods" is a fairly large document that was pretty easy to run. Even the navigation, given the lack of a map, wasn't that bad. This is a puff piece.
There is a map, but it's supposed to be secret. There's a lot of unspecified elements of play, the text written specifically to include lacunae as is the wont of indie rpg games. The DM makes up a bunch anyway. Although its worth it to note that In the Woods intentionally includes game-design-lacunae as a means to engender a creepiness.
That being said, the non-lacunae are surprisingly solid. You bounce up and down on the floors of this thing and it holds! It's not that surprising. There's a solid construction:
- character creation
- rules
- introduction
- hex map
- hex map key
- bestiary
There's mysterious elements, not given much explanation. There's some factions in the hex map. There's a serviceable lightweight combat system.
Benefit of horror often is to keep you guessing at the elements. RPGs tell a similar story, bcuz players elaborate on an archaeology. You won't discover all of the elements; but you can, maybe construct an explanation; but I, the narrator, am waiting, there to stick a thumb in your eye...
to purchase: https://gumroad.com/l/fWSrw
to purchase: https://gumroad.com/l/fWSrw
Thursday, February 28, 2019
Michael Raston's "Angel's Burial Ground" Review'd
Overall Michael Raston's "The Angel's Burial Ground" suffers from a lack of glamour. There's something here, some things beautiful and interesting, but it's stuck behind (A) the lack of an illustrator and (B) some occasionally mediocre prose.
(A) The lack of an illustrator
1. The cover is ugly.
2. That which is entirely new and interesting within the text can only be visually suggested by the public domain art collages.
3. The angels, in particular, seem begging for illustration, they're colorful as fuck:
4. It's simply a less-appealing book without beautiful or interesting illustrations.
(B) this book has a smattering of humor and self-aware charm but, for the opening at least, it relies on straightforward description of fantasy elements, which, ultimately, in the scope of other ARTPUNK products, seems mediocre.
1. I think a good introduction is actually quite important to the rpg books that I like. think about Deep Carbon Observatory's introduction... minimalist. A widely loved part of AR&PL's opening:
The many zany intros of James Raggi. A good introduction is a good indication that the writer intends to do away with what's normally dry and boring.
1.The space described is claustrophobic and wonderful and detail-rich, unique and scary:
2. The lore of the scale-men particularly appealed to me.
This text seems reasonable, although not particularly convenient, to use as a reference text. I'd print out the map page and refer to it, etc.
But: I've mostly stopped using resources that don't fit entirely on one page.
about half of what drew me into TRPGS again was texts which were self-conscious departures from the fantasy norms for prose. Not just departures from fantasy norms, but departures from prose norms.-- Surprisingly presented texts...
(A) The lack of an illustrator
1. The cover is ugly.
2. That which is entirely new and interesting within the text can only be visually suggested by the public domain art collages.
3. The angels, in particular, seem begging for illustration, they're colorful as fuck:
![]() |
| for example. |
4. It's simply a less-appealing book without beautiful or interesting illustrations.
(B) this book has a smattering of humor and self-aware charm but, for the opening at least, it relies on straightforward description of fantasy elements, which, ultimately, in the scope of other ARTPUNK products, seems mediocre.
1. I think a good introduction is actually quite important to the rpg books that I like. think about Deep Carbon Observatory's introduction... minimalist. A widely loved part of AR&PL's opening:
The many zany intros of James Raggi. A good introduction is a good indication that the writer intends to do away with what's normally dry and boring.
STRAIGHT-UP GOOD THINGS:
1.The space described is claustrophobic and wonderful and detail-rich, unique and scary:
![]() |
| another example. |
2. The lore of the scale-men particularly appealed to me.
MIDDLING THING:
This text seems reasonable, although not particularly convenient, to use as a reference text. I'd print out the map page and refer to it, etc.
But: I've mostly stopped using resources that don't fit entirely on one page.
IN CONCLUSION:
about half of what drew me into TRPGS again was texts which were self-conscious departures from the fantasy norms for prose. Not just departures from fantasy norms, but departures from prose norms.-- Surprisingly presented texts...
Wednesday, February 27, 2019
the odd joys of CULTIST SIMULATOR
I can't figure out the Stag's Riddle but I've got the right ritual to turn my depression into demons. And I'm just raiding the hell out of various international sites. I start killing all the detectives sent after me. And yeah, I'm eating their bodies.
But eventually some kind of Constatine mfer gets sent after me and he knows how to kill my demons... not good....
also I figure out i need to have 36 grail points to beat the game. So I need to like get 10th level Grail tools, rituals, and like a lvl 10 grail influence. and by this time my hunger for bodies is generating a lot of notoriety and the Constantine guy has killed like 6 demons so I'm getting nervous.
For the entire duration of playing this game I've had an issue with my ergonomics so clikin and draggin little cards was kind of a strain. This game does not do the best to make clickin and draggin those little cards super easy. It's pretty simple and functional though.
Cultist simulator is also self-care simulator with the addendum that the eventual goal is to develop greater and greater viscious cycles. You have to take your mental and physical health seriously, with the caveat that to pursue your spiritual goals you will put these things at risk. And more significantly, the lives of others, which may or may not trip up your own little cycles of self-care and renewal.
I have found Cultist Simulator broadly as a potent metaphor for the creative process in a life, the cycles of care and funding buffeting a spiritual journey which is poisonous. The slow accumulation of the supernatural that the fictive elements in CULTIST SIM provides helps create this sense of a gathering magic which is parcel to my best experiences with creativity.
Moreover, the us-vs-them experience, being hunted by the results of your mischief, underlines my desire to see artistic exploration as an antagonistic exercise. You can make enemies in the art world or in the artistic discourse, there is always a time to fight, those duties are represented in the game.
Deeper tragedy, too. An artist can use participation in a tragedy is a way to get some juice.
And of course, the possibilities of manipulating your emotions via your (artistic/occultist) work.
But eventually some kind of Constatine mfer gets sent after me and he knows how to kill my demons... not good....
also I figure out i need to have 36 grail points to beat the game. So I need to like get 10th level Grail tools, rituals, and like a lvl 10 grail influence. and by this time my hunger for bodies is generating a lot of notoriety and the Constantine guy has killed like 6 demons so I'm getting nervous.
For the entire duration of playing this game I've had an issue with my ergonomics so clikin and draggin little cards was kind of a strain. This game does not do the best to make clickin and draggin those little cards super easy. It's pretty simple and functional though.
Cultist simulator is also self-care simulator with the addendum that the eventual goal is to develop greater and greater viscious cycles. You have to take your mental and physical health seriously, with the caveat that to pursue your spiritual goals you will put these things at risk. And more significantly, the lives of others, which may or may not trip up your own little cycles of self-care and renewal.
I have found Cultist Simulator broadly as a potent metaphor for the creative process in a life, the cycles of care and funding buffeting a spiritual journey which is poisonous. The slow accumulation of the supernatural that the fictive elements in CULTIST SIM provides helps create this sense of a gathering magic which is parcel to my best experiences with creativity.
Moreover, the us-vs-them experience, being hunted by the results of your mischief, underlines my desire to see artistic exploration as an antagonistic exercise. You can make enemies in the art world or in the artistic discourse, there is always a time to fight, those duties are represented in the game.
Deeper tragedy, too. An artist can use participation in a tragedy is a way to get some juice.
And of course, the possibilities of manipulating your emotions via your (artistic/occultist) work.
Wednesday, February 20, 2019
drug lord generator for Tzop Secret
drug lords template:
1 machine gun kelly
2 pharmacorp head
3 mac os name e.g. "snow lion"
4 irish grandma
5 the godfather
6 roll on dunkey's supervillain generator (http://rememberdismove.blogspot.com/2019/01/d50-villains.html)
the drug lord retaliates:
1 bombing attempt (ballisitics 40)
2 2d6 gangsters (30 skill) attack
3 pc resource destroyed (skill 50)
4 pc resource subverted (skill 50)
5 poisoning (skill 50)
6 come up with something more bizarre
their resources:
as a base:
>manpower
>supply
>territory
>judges and politicians
>50 base skill
extras: (they get 1/d4/d6/d8 of these)
1 WEB affiliation (may call on one favor from WEB)
2 +25 skill in one skill
3 1 luck point
4 science + piece of advanced tech
5 xtra capable bodyguard (combat skills 70)
6 come up with something more bizarre
1 machine gun kelly
2 pharmacorp head
3 mac os name e.g. "snow lion"
4 irish grandma
5 the godfather
6 roll on dunkey's supervillain generator (http://rememberdismove.blogspot.com/2019/01/d50-villains.html)
the drug lord retaliates:
1 bombing attempt (ballisitics 40)
2 2d6 gangsters (30 skill) attack
3 pc resource destroyed (skill 50)
4 pc resource subverted (skill 50)
5 poisoning (skill 50)
6 come up with something more bizarre
their resources:
as a base:
>manpower
>supply
>territory
>judges and politicians
>50 base skill
extras: (they get 1/d4/d6/d8 of these)
1 WEB affiliation (may call on one favor from WEB)
2 +25 skill in one skill
3 1 luck point
4 science + piece of advanced tech
5 xtra capable bodyguard (combat skills 70)
6 come up with something more bizarre
Thursday, February 14, 2019
larceny 1870 kentucky review
larceny 1870 kentucky straight bourbon whiskey $26.99 as I bought it
tastes kinda like soda. but also whiskey
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