Saturday, 1 October 2016

Anime review #5 - Akuma no Ridoru (Riddle story of Devil)

Akuma no Ridoru by Yun Kōga (aka "Riddle story of Devil")

You can't spell "assassin" without "ass" (*groan*)

Akuma no ridoru is a misnomer as there is no riddle nor devil to be found in this story. What you do get to see instead is a shitty format that should never had made it past the concept stage.

First of all, let's see how Wikipedia defines a riddle: "A riddle is a statement or question or phrase having a double or veiled meaning, put forth as a puzzle to be solved."

Well, this better than the original image I put here.. but not by a lot.
He deserves this so hard in the first game...

I sure as hell can't remember too many of the "riddles" in this anime, as they are never important to the plot even in the slightest. The first one goes like "The world is full of x." X can be literally anything, as even the main character's teacher (or whatever, he is not important either and could as well be just a voice on the phone - actually that would be an improvement!) admits. So, does this constitute a proper riddle? NO, because the "riddle" provided lacks an unambiguous solution. Remember your Professor Layton games? THOSE are riddles (or puzzles, as they are called there).

So, now that we got that pathetically pointless aspect out of the way (you would expect the object mentioned in the title to actually MATTER in the story, no?), let's do the rundown.

1. Story

The storyline of Akuma no ridoru is an example of high concept. At a girls-only boarding school (high school level, I guess), thirteen girls are transferred into a class called "Crassaru Brackaru". Each girl has the mission to find the designated victim amongst their number, and kill her, in order to be granted any one imaginable wish possible (or impossible, really). Our heroine, Tokaku, decides to instead protect the helpless and slightly retarded (she speaks of herself in the third person, which I've ever only witnessed the absolutely worst and most hateful anime characters do) victim, Haru.

Hilarity ensues.

Well actually, it's more like Hillary ensues (and I don't mean travelling to the poles), as we get a lying, hateful product with zero originality that doesn't even have one trump (PUN) card in its deck. Apparently these "assassination classroom" shows are all over the place, and I am somewhat doubting that most of them are worth even one shit given. That certainly was the case for that shitty Danganronpa game, which deserves a curb-stomping review of its own.

So the monster-of-the-week schoolgirl assassin (all of them said or shown to be successful killers, and not bumbling losers (remember that fact!) gets a flashback detailing her pointless backstory, tries to kill Haru, fails miserably and disappears. Episode after episode this is all that happens. So, you might say, this could still be watchable? At least it's bound to have a lot of violence and gore in it? It's about teen assassin girls, right? It's supposed to be good, right?

Nobody dies. In this whole shitty show, not a single person dies. And to not make the viewer realise the sham of having no deaths in an assassination-themed show, it appears as though people die from time to time, only in the epilogue in the final episode they magically come back to life. And that even is true for Haru. Yeah, not only do we not get to see any cool deaths happen, we are outright CHEATED. It's a hateful betrayal of the original potential of the series (really, the first few episodes it seemed to be just fine!).

Since absolutely nothing happens other than the abovementioned (I'm not kidding!), let's move to the

2. Characters

Yeah, and I did my research. Madoka came out before this.
Hm, in which popular anime have I seen these colour schemes before... it was about witches and cats or something...

Haru Ichinose

Haru doesn't really make the cut for the role of the loveable retard, being too weak, passive and naive (and not in a good sense), having the fuck-annoying trait of talking of herself in the third person and doing absolutely nothing to make herself a more interesting person. She is indirectly responsible for the death of her entire family, which somehow didn't make her emo. She tries to make her classmates like her, despite knowing they are all only there to kill her. Later, her bumbling survival of 700 billion assassination attempts is justified by her having innate magical powers (the dreaded unnecessary-inclusion-of-supernatural-elements-syndrome strikes again!) that make her a so-called "primer" who has the ability to manipulate people, even unconsciously (in other words, she has a really high Charisma score - which is not a magical ability). Hence, of course Tokaku-SAAAAN was FORCED to protect Haru, and all her classmates had to fumble their respective attempts of disposing of the girl like incompetent fools. This is likened to a queen bee controlling her worker bees - note that that comparison is of course complete bullshit as a queen bee doesn't control shit in the hive. Bees don't work that way! A queen bee's job is to lay eggs. That's it. Didn't do their research.

Tokaku Azuma

Tokaku is a trained killer from some clan that is opposed to Haru's clan or whatever. I didn't pay attention to that aspect at all, which is a shame since clans really don't only belong in shitty shonen shit like Naruto. Oh wait, they totally do! So FUCK THEM.

Tokaku's character would have been a-ok. She is shown to be a hard worker and cold professional, not actually evil but willing to do the necessary, likeable enough to be the main character. Tokaku certainly had potential. She is in a situation of dependence on her teacher, which unfortunately never is further developed. When she falls for Haru, the viewer might expect a sexy lesbian romance story to develop... but is painfully disappointed, as absolutely nothing of that sort happens after a promising beginning! Of course, if this had been a heterosexual relationship, the epilogue would have Haru carrying her child in her arms nevertheless, because having children without even sharing a single on-screen kiss beforehand is a standard trope for shitty manga/anime!

Other characters

Well, there was the one who had two daddies. Point? None. There was the tall masculine one (reminded me of Jun Inoue from Saki) with her midget child-like love interest ("Koromo, not Kodomo!"), which of course was not played out. One psychopathic girl was a shameless ripoff of Genocider Syo (Genocide Jack/Jill) from Danganronpa, right down to the very specific detail of licking her preferred murder weapons, pairs of scissors. One had a Dr. Jekyll/Mr. Hyde thing going on, one was immortal and wanted to die (LOL), etc. Nothing out of the ordinary here, people! Oh, yes, one thing! They're all girls, so that... doesn't change anything either.

3. In the end

In the end, after the writer has run out of assassins/filler material, Tokaku tries to KILL Haru, who is only her only friend in the entire world! Only the girl is magically saved by having (get this!) a TITANIUM RIB (LOLOL) from some other attempt on her life (remember, Haru is supposed to be primer who can control people. Yet, everybody and their dogs always want to wipe her out! Something doesn't quite add up here, people!) Hence Tokaku has proven to still have free will strong enough to beat Haru's primer ability. The point was...? There was no point! Tokaku's job always had been extremely easy, due to the fact the less strong-willed girls couldn't kill Haru anyway. Stabbing Haru was the easiest thing in the world since Haru was passive, naive and unwilling to fight back. So Tokaku did the only thing she could do - certainly not a feat worth of a twelve-episode anime!

Now if Tokaku had actually succeeded in killing Haru, we would at least had a little drama. Haru was Tokaku's only true friend she ever had, and by killing Haru she would have been granted any wish imaginable, any but the thing she actually most desired, namely being with Haru! Leave it to a hack writer to miss even this oh-so-obvious opportunity to make this shlock at least a little more tolerable!


A little fanservice can go a long way. Just sayin.
You wish...
Also, since Tokaku fails to kill Haru, she doesn't get a wish. But in an early episode it had been said by Nio (the student being the contact to the organzisers of Class Black) that there would be eleven assassins, one defender and one target this year. So if Tokaku had just kept her wits together (or do what any REAL assassin does - namely make sure the target is actually dead ("security shot"), she would've been granted the wish. Feels bad, man.

Haru's wish - to leave her clan - does absolutely nothing. She's still a primer and would automatically attract a new group of people by this show's logic. How do you leave a clan in the first place? Also, weren't all her relatives dead anyway?! Keeping Haru alive seems to me like a really bad creative decision...


4. Themes

So, does this have any deeper meaning? Let's see.

Riddle story of devil promotes friendship. But so does almost every other anime ever made. Hmmm.

Family ties are important, since you are stuck in clan-like structures that determine your entire existence. But on the other hand, family ties are completely irrelevant because your family is inevitably wiped out by assassins which scars you for life. So that is not a well-developed theme either, eh...?!

Killing is bad - so in this show killers only try to kill the target... is that related to the intended message of the show? I don't know anymore, man. I reckon the theme of this show is to not waste your life watching shitty anime (yeah, like that is gonna happen... *sigh*)

5. Opinion

One more thing I need to mention was the final moment of the intro, where naked Tokaku (after a shot where she grins a bloody grin, blood dripping from her knife - as if she had just eliminated the last rival assassin), hugging naked Haru, stares directly at the viewer, as if to ward off additional danger to her prize. That was a nice, well designed moment.

Oh, and the turning point was the assassination attempt in the natatorium (word of the day), where the convoluted and utterly unbelievable trap catching Tokaku instantly punted this show into the fantasy genre even before magical charisma powers turned Haru into a witch retroactively. That was when I gave up on this show.

It definitely wasn't the worst thing I ever seen, but I really can't recommend this show as it delivers nothing new, wholly fails to impress in any regard, almost reaches Bokura no-level on the predictability scale, has no riddles or devils anywhere to make it interesting, brings back dead people to stay PG and DARES not to even toss us the lesbian romance we all hope and crave for as it's the only way to feel emotion... ahem... yeah. Moving on...

(maybe next time. spoiler? maybe)

PS: and why did it take eight fucking months for me to write a new anime review?! eeeeeehhhmmmm. MOVING ON

Monday, 1 August 2016

Interactive fiction review #11 - Gardening for beginners

Gardening for beginners by Juhana Leinonen

Gardening for Beginners by Juhana Leinonen is a short speed-IF game describing the misadventures of a budding gardener.

What is supposed to be a peaceful and upbeat day of work quickly turns into a nightmare as the player is beset by the horrors of nature.

I can recommend this game as a choice to suggest to text adventure newbies, as it is uncomplicated, easy to play and funny to boot.

Personally I would add an option to name your fish to add some more personal involvement to the game. In fact the enclosed framework of the game world even would allow for a game granting the player to do whatever he wanted to do (e.g. drink the poison, or eat the fish).

Anyway, quite a fun little title to play.

5/10

Saturday, 4 June 2016

Entropia hunt logs #2 - Gallard, 5000, Hunt III

Gallard - 5000 - Hunt III

This log spells the end of the Gallard iron mission chain, and not a second too early. Now I can move on to some other monster, or maybe leave Arkadia altogether and explore what else the universe holds in stock, if that opportunity comes up.

Documenting this log frustratingly got screwed up with me interrupting my sole focus on swunting Gallards to enter the Gold Rush event. The Universal Ammo count definitely is off by some 40-70 peds, the Weapon Cells and BLP numbers seem rather wonky too, though I have no clue what happened there. Those last two are incorrect either in this, or the previous Gallard Hunt II log.

As a consequence, I definitely will create a cover-all log form before starting my next run. This must not happen again, as it's a massive loss of time if one element of data ruins an entire log. This log is basically worthless in terms of calculating my total loss on this hunt.

All the other loot values definitely are correct (plus minus a few PEC with the handgun drops).

Side note: Sweat gatherer level gain has slowed down considerably, but still is increasing motivatingly enough for me. I sold 20k sweat for around 1.75/k at some point.

Globals: 0

Thursday, 5 May 2016

Retro Achievements Update #2

What I've been doing over the last few months...

New retroachievements.org score:

11039 points - Rank 437 (of 14110 registered players)

About 70 places closer to the top, quite nice for the fact I haven't really accomplished too much since the last update.

Games I spent time on were:

-) Yugioh World Championship 2005 - 7 Trials to Glory (GBA)

A title overshadowed by the 2006 version I used to play a lot, years and years ago. This 2005 incarnation is severely crippled in its deck building mechanisms (to this day I don't know how to sort my cards!), I literally needed to ask for help to even be able to build my first deck! The actual gameplay is nice and fast though (speedup also helps), even though the very limited AI and old-school-ness of the card pool makes this a very easy game compared to more recent incarnations. The mechanics of game progress are a jumbled mess in this game, to be able to play various tournaments and do challenges you need to "sleep" in order to pass time - with the aforementioned becoming available randomly. Quite annoying and needlessly complicated, needless to say that the formula has been much improved again with the 2006 sequel. Still, it's a Yugioh game and therefore enjoyable enough by default. Not sure whether I will try to GM it as I would need to start a new game in order to be able to do so (and need to possibly do a lot of retries for some of the achievements).

-) Super Tennis (SNES)

I've been working hard on becoming the first person (!) to GM this game's very time-consuming and rather boring set (well it IS a sports game, what would you expect...)

Super Tennis is a more than decent SNES tennis game held back rather sharply by its ridiculously low difficulty and some limitations in ball control and swing selection. I won't elaborate any further on this title as my mini-review should match (PUN) the blandness of playing this monotonous and unrewarding title. Btw, topspin return = RIDICULOUSLY OP! Didn't they test this game before they released it!? *facepalm*

As the achievement set (which has the STUPIDEST achievement names possible!) requires me to win the game again and again with all the different players, I've been doing just that. About 8 players x 3-4 hours per playthrough are left. Super Tennis has an absolutely atrocious password system; thus I am pretty much limited to grinding this game on weekends (I currently am working in an office, which is the best job I've ever held actually!) in order to be able to avoid the pain of entering 40-something letters, numbers and question marks (seriously...) per password *facepalm*.

-) Super Bomberman (SNES)

One of the best multiplayer experiences I've ever had was 4-player multiplayer Bomberman (not even an official version, but some Windows freeware clone) with mates and family members. 15 years later, I got very little fun out of this first Bomberman title on the SNES. The campaign mode is rather boring (remote bomb = OP), with the last boss being an extremely negative experience to boot. You need the "fist" powerup (not the "boot" unfortuntely, or I could have made a pun :-() to be able to defeat said... and you lose (some of) your powerups on death. Ergo, if you die to him, you are better off fast-forward suiciding so you can play the previous level again and farm the fist and remote bomb. A very painful and frustrating experience that certainly coloured my opinion on this title quite heavily.

I am reluctantly attempting to grind down the battle mode challences, but as these are very hard and need a lot of luck, I'm pretty much stuck at the third level and don't know whether I'll brute force these after all as the process certainly isn't any fun at all.

-) Donkey Kong Land (GB)

A more than decent title (very good for a Gameboy title, but lacking in comparison to the eternal classics on the SNES). Controls have some wonky moments (e.g. bouncing on enemies is very jumpy, also rolling feels rather off compared to the SNES games - a platformer of course lives and dies with how precise and fluid its controls are, and in the case of this game, they are a valid reason I can't see myself replaying this title too frequently). Levels are, oddly enough, usually much longer than SNES ones and therefore fittingly have multiple save points. I'm currently at the beginning of World 4 (of 4), so I can't give a final verdict on the difficulty compared to the "Country" games. Overall, it's a quite good game. As usual I can't judge music or sound since I play with those off, listening to music or watching videos on the side instead.

-) Chrono Trigger (SNES)

I've been trying to play this RPG several times over the last 10 years, but never got too far, being hampered by the tiresome combats and my general weariness to complete games (I have actually stopped playing games ON THE FINAL BOSS, no joke! only to start them again from the beginning and quitting them at some point again... and so on!)

Now, since I have a reason to play games all the way through (points!)... nothing has changed. Mood is, as is common knowledge, only a thing for cattle and loveplay - but in my case mood is everything when it comes to long-winded non-action titles like this one, and said mood doesn't hit me too often. Right now, I'm in the second section of the game (the past) and have very little motivation to boot this up - but tomorrow this might randomly be completely different! Chaotic neutral!

-) Frogger (SNES)

Doesn't need many words, it's just a very late (1998!) port of the classic arcade game. I got to stage 4, then it gets too hard for me. LOL

-) Zelda: Link's Awakening (GBC)

Now this is a game I actually played back in the day when it came out! Same as Pokemon Blue (I think), I beat this game on the original machine but never on emulation. I might not be able to complete this 100% as you need to do a deathless run (to see the epilogue or something), but I'll try to beat as much as I can otherwise.

I only count the top-down titles as "real" Zelda games, so this one, along with the eternal classic Link to the Past, is - for me - as good as it gets (haven't played the GBA titles though yet). Ocarina of GRIME for all I care!

Of course (people actually called me arrogant partly because of using phrases like "of course" a lot!), next to all this retro shit, I've been playing Entropia Universe 24/7. There is never a reason NOT to sweat, so I've been working on the last batch of 5000 gallards in order to be able to finally check off my first iron mission. Also dabbled a little in the Arkadian Gold Rush (Category I) event, but quickly got bored of shooting the same damn monster for hours. Injecting some uncommons or even a boss into the mix would have worked wonders here... Additionally there was the problem of getting the right weapons for this kind of monster - I've never been hunting big stuff, so I couldn't do much more than randomly get a gun from the auction I deemed able to do the job.

Stuff I'm planning for the "near" future (think 6 months *sigh*):

-) Game of Thrones season 1 review (ugh!)
-) Why I dropped Yu-No (visual novel)
-) Puella Magi Madoka Magica anime review (this will be another big one!)
-) Working on my first serious fanfic "Sennen Empire" (a Yugioh fanfic, basically a project for me to get back into writing fiction after a more than 5-year break!)

StuffIcouldreviewifIhadtakennotesbutIdidntsoIwouldhavetowatchthisstuffagainwhichprobablyisnt worththehassleeeee *pant pant*:

-) Sayonara Zetsubou Sensei anime
-) Another anime
-) Danganronpa: Trigger Happy Havoc (visual novel) (...though it would be a lot of fun to tear apart this clusterfuck!)

Sunday, 17 April 2016

Entropia hunt logs #1 - Gallard, 5000, Hunt II

Gallard - 5000 - Hunt II (first one with full tracking)

Another 5000 Gallards down, still 5000 more to go to complete my first Iron Mission chain! I swunted a lot more this time around. Very happy with the skill gains. Net loss on the hunt much less than I had thought beforehand. Compared to Hunt I loot was somewhat worse (unfortunately I didn't track expenses in that one so I can't really compare the overall result). I occasionally healed other people with the mindforce chip, so it's not 100% accurate.

On a side note, scanning has gotten very frustrating now, barely any skill drops any more. I hit Level 7 Humanoid Investigator with big pains.

Globals: 0


Sunday, 3 April 2016

Interactive fiction review #10 - Last Resort

Last Resort by Jim Aikin

Imbalanced relation of size and difficulty

Last Resort by Jim Aikin is a large, ambitious mystery/fantasy game.

The player controls a teenage girl (unfortunately we don't learn much about her other than she's rather superficial and shallow) who, as we soon learn, is heading towards a rather grim destiny in the course of the day. To escape your predicament you have to perfectly solve a large number of puzzles which I would easily label INSANELY DIFFICULT. Herein lies the main problem of this game.

The player's puzzle-solving ambitions are hampered both by invisible timers and dead ends, which is an absolute no-go in a game of Last Resort's magnitude! The inclusion of puzzles which can only be solved in a short window of time completely contradicts with the game's non-linear approach to gameplay. Twice I progressed through a larger part of the game, only to be stumped with finding me in an unwinnable situation. (I gave up afterwards, as would most people.)

It is really a shame this game is held back by this ball and chain, because the writing and general approach are quite good. The game's events are somewhat unrealistic, but to a degree that can easily be forgiven. An example: Would you really let the girl you are going to sacrifice later in the day wander around freely? On the other hand a more interesting main character would likely put the player over the edge of trying to complete the frustrating puzzles. (In such situations, the game Portal always comes to my mind.)

To summarize, brave players might find quite some fun in this monstrous game. It's a trip best aided by the complex hint system. (I have asked the permission of the author to post the password - the usage of one should never be necessary in the first place! - here.) Password: Gertrude Stein

No score

Thursday, 3 March 2016

Entropia Universe stuff #1 - 5000 Gallard drop list

5000 Gallard drop list

Blogger is being retarded when it comes to spreadsheets (or really anything other than plain text!), so this is the best I can get out of it.

This time unfortunately I didn't keep track of my expenses (600 PED of ammo... maybe?), but next time I'll be more careful. Piron PBP-0 (L) count and tt values are an approximation.

Oh yeah, and also extracted 27876 units of sweat out of these little space turkeys (before I got bored of swunting). Plus a trophy head (unfortunately there's no figurine for them). Fun time... but 10000 more await me!

Globals: 1 (about 15 PED)

Sum of returns: 376.90 PED

Item PED Quantity
Gallard hide 40.66 2033
Shrapnel 86.69 866992
Animal muscle oil 31.20 1040
Animal oil residue 27.01 2701
Animal hide 13.99 1399
Soft hide 0.40 4
Socket I component 3.30 33
Tier I component 1.10 11
Body fat 0.48 6
Nova fragment 0.04 4332
Blazar fragment 0.00 746
Corria timber 20.40 102
Hair gel 11.70 90
Wool 0.20 1
Thin wool 0.25 1
BLP pack 15.10 151098
Weapon cells 96.38 963831
Piron PBP-0 (L) 28.00 28 




approx