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Covid-19 Update for January 29: 543 new cases, 765 recoveries, 14 deaths + Outline of Relaunch Plan + Announced Relaxation for In-Person Dining Restrictions/Indoor Fitness
Data is taken from the Covid-19 portal and today's media availability with Premier Jason Kenney, Minister of Health Tyler Shandro, and Dr Deena Hinshaw. Dr Hinshaw's next availability it will be Monday. There are currently enhanced measures in effect for the province of Alberta. This link provides a quick summary of which ones are in effect for different regions of Alberta. Alberta is currently on "Early Steps", with the goal of reaching Step 1 on February 8th. Top line numbers:
For values where "Current" and "Total" are the same, I have left results under Total
Value
Current
Change
Total
Total cases
—
+543
123,364
Active cases
7,805
-236
—
Cases with "Unknown source"
1,129 (34.8%) in last 7 days
-49 (-0.3%)
—
Tests
—
+11,608 (~4.68% positive)
3,154,153
People tested
—
+3,029
1,749,944 (~400,353/million)
Hospitalizations
594
+3/-7 based on yesterday's post/portal data
5,326 (+33)
ICU
110
-2/-3 based on yesterday's post/portal data
858 (+7)
Deaths
—
+14
1,620
Recoveries
—
+765
113,939
Age Range of Deaths
Age Bracket
New Deaths
Total Deaths
20-29
0
7
30-39
1
8
40-49
0
18
50-59
0
51
60-69
1
164
70-79
3
321
80+
9
1,050
Unknown
0
1
Vaccinations
Value
Change
Total
Vaccinations
+1,803
104,327 (~23,868/million)
Albertans with 2 vaccinations
+1,680
14,352 (~3,283/million)
Reported UK and South Africa Variants
The value is updated by Alberta Health weekly
Last update: January 29
Variant
Change since last update (January 25)
Cases
United Kingdom (B.1.1.7)
+11
31
South Africa (B.1.351)
+1
6
Spatial distribution of people tested, cases, and deaths:
All other values are compared with respect to yesterday
Zone
Active Cases
People Tested
Total
New Cases
Total
New Deaths
Total
Calgary
3,138 (-64)
+1,203
708,112
+223
47,320
+1
505
Central
692 (-18)
+290
155,673
+67
8,777
+3
87
Edmonton
2,662 (-102)
+834
581,259
+155
51,266
+9
848
North
957 (-53)
+350
164,314
+58
10,049
+1
109
South
340 (+4)
+179
108,042
+39
5,822
+0
71
Unknown
16 (-3)
+173
32,544
+1
130
+0
0
Effective Reproductive Number (R, or Rt)
The value is updated by Alberta Health on Mondays
Last update: January 25
What % the confidence interval represents isn't stated
Zone
R Value (Confidence interval)
Province-wide
0.81 (0.79-0.84)
Edmonton
0.81 (0.77-0.85)
Calgary
0.83 (0.79-0.87)
Rest of Province
0.77 (0.73-0.82)
Spatial distribution of cases for select cities and regions (cities proper for Calgary and Edmonton):
City/Municipality
Total
Active
Recovered
Deaths
Edmonton
41,833 (+122)
2,134 (-87)
38,987 (+204)
712 (+5)
Calgary
39,762 (+185)
2,592 (-41)
36,718 (+225)
452 (+1)
Red Deer
1,844 (+17)
174 (+2)
1,651 (+14)
19 (+1)
Lethbridge
1,704 (+29)
133 (+15)
1,559 (+14)
12 (+0)
Fort McMurray
1,681 (+2)
92 (-10)
1,586 (+12)
3 (+0)
Brooks
1,361 (+0)
3 (-1)
1,344 (+1)
14 (+0)
Grande Prairie
1,150 (+7)
147 (-5)
984 (+12)
19 (+0)
High River + county
769 (+0)
24 (-3)
738 (+3)
7 (+0)
Mackenzie county
553 (+7)
40 (+4)
498 (+3)
15 (+0)
Medicine Hat
527 (+2)
21 (+0)
493 (+2)
13 (+0)
Cardston county
466 (+4)
83 (-7)
377 (+11)
6 (+0)
I.D. No 9 (Banff)
423 (+11)
29 (+11)
394 (+0)
0
Wheatland county
232 (+2)
14 (+1)
218 (+1)
0
Warner county
158 (+0)
6 (+0)
150 (+0)
2 (+0)
Wood Buffalo municipality
133 (+2)
9 (+2)
124 (+0)
0
Rest of Alberta
30,768 (+153)
2,304 (-117)
28,118 (+263)
346 (+7)
Other municipalities with 10+ active cases is given at this link Schools with outbreaks are listed online. Quick numbers (changes since yesterday):
114 school are on alert (2-4 active cases) (+4)
15 schools are on outbreak with 5-9 active cases (+2)
4 school is on outbreak with over 10 active cases (+0)
Spatial distribution of hospital usage (change as of yesterday's post):
Hospitalization zone are where the patient is receiving care, not zone of residence
Zone
Hospitalized
ICU
Calgary
199 (+8)
48 (+2)
Edmonton
246 (-9)
38 (-4)
Central
45 (-1)
7 (+0)
South
34 (+3)
8 (-1)
North
70 (+2)
9 (+1)
Statements by Premier Kenney Opening Remarks
Alberta must continue to proceed cautiously
System is managing as a province, but some hospital facilities is still significant
Peak reached in early January (>90% Covid capable bed occupancy)
Problem in every region of the province as many rural regions are cared for in Calgary/Edmonton
All healthcare workers have limits and we must protect capacity
Notes (i) Peter Lougheed and Butterdome field units, (ii) AHS having no budget limits at the moment, and (iii) limited staff available
Restrictions
Recognizes that stress that comes with economic and employment instability
Why a "lockdown" has never been imposed with curfews, closed schools, and business closure
Broad public support and compliance is important
To strike this balance, wants to show a path forward...that bending curve lets public health measures lift
Must be carefully, slowly, and data driven
Restriction Metrics
Restrictions will be lifted in a stepped approach based on hospitalizations (ICU and general acute) values. It is a lagging indicator of healthcare capacity
When a benchmark is reached, discussion will be considered for further advancement of relaxation. Hospitalizations will be primary factor, but growth of cases will also be considered
Hospitalizations will be reviewed 3 weeks later. If hospitalizations have continued to fall, further progression will be considered
Case numbers represent recent trends and will be used to determine if relaxations need to be paused or if additional restrictions are needed
If cases surge to exponential growth and if a variant begins to increase spread, restrictions will be imposed again
Details of Relaxation Plan
Some restrictions will apply in all steps and at least 3 weeks are place in between each step
Early Steps: Schools open, outdoor gatherings up to 10 people, personal and wellness by appointment only, funerals up to 20 people
Step 1 - Begins February 8th: Some easing in school function (indoooutdoor sports, performance activities), some indoor fitness, some dine-in options for restaurants/cafes/pubs bound by clear limitations (e.g. - distancing requirements, group size, masking, etc).
Step 2 - Requires: Average hospitalization <450: Some easing for retail, banquet halls, community halls, hotels, conference centres. Some further easing on children sports/performance, indoor fitness
Step 3 - Requires: Average hospitalization <300: Consider places of worship and limited reopening of museums, libraries, casinos, and indoor seated events. Consider indoor indoor social gatherings with limitations. All that are considered will have restrictions still
Step 4 - Requires: Average hospitalization <150: Restrictions will exist, but will be closer to last summer. Wide range of indoor and indoor activities would be considered. Wedding/funeral receptions, trade shows, are on the table at this point
Requires buy in from Albertans
As measures are eased, community spread can occur
Moving from 1 stage to another will not be automatic - it will be open for discussion
Leading indicators will be used to warn of "red flags" for pausing relaxation
Closing Remarks
Minister of Jobs Doug Schweitzer will make announcements for support in coming days
Hopes that this will be a boost to Albertans and Albertan businesses
We are not at the end and it will be a while until we see a real effect from vaccines. Variants add to the challenge
This is not "back to normal" and if we think so, we'll start rolling back steps of the above plan again
Q&A
There are people who willingly ignore restrictions. What should be done here?: Enforcement is last resort. Regrettable to see that people are doing this and it is disrespectful to healthcare staff; they are saying they are more important than healthcare and can hurt the entire province. Understands the frustration, but things won't improve if people continue to break rules. Calls politicians who support ignoring restrictions "irresponsible" and thinks stronger enforcement is required
(Upon prompting, Dr Hinshaw added that most Albertans are following restrictions and cannot let the minority dictate the actions of the majority - more compliance results in higher potential for restrictions down the road)
How much decision making is politics in UCP strongholds?: Decisions in Covid cabinet are data driven. One factor is population compliance; polling say it's about 20% of Albertans think restrictions are too stringent, 40% say it's about right, 40% not strong enough (believes there is no strong consensus). Believes vast majority of Albertans are compliant
Who will get delayed with limited vaccine doses?: Defers to Minister Shandro. Notes he is worried about EU restricting exports of vaccine and asks federal government put pressure on Pfizer
(Minister Shandro: Still reviewing. Will follow recommendations of health officials and defers to Dr Hinshaw)
(Dr Hinshaw: Risk of severe outcomes driven. Still need to review)
Statements by Dr Hinshaw Cases
~12% of schools have active cases (607 cases combined)
Active cases in 291 schools
12 cases of variants identified: 31 UK total, 6 from South Africa
All but 3 linked to travel and from same household (1 was the community spread case)
No evidence of further community spread
Relaxations
Knows many Albertans are keen to return to activities they have missed
Most important step will be following restrictions in spirit
If in-person interactions can be replaced, cases will further reduce and prevent spread of variants
Q&A
What data is being used for deciding Step 1?: Uses BC as an example for successful limited service in these activities and did study of where spread can occur. Group fitness events are high spread (especially high intensity). Opening for fitness will be to bar high intensity fitness. Opening only low risk parts (e.g. - only a single household at a table). More information next week.
(Premier Kenney added that global data was used)
How much did Covid variant affect this plan?: Key part of plan is followed by 3 weeks of observation. A part of the 3 week timeline is to monitor for rising cases. This will allow for monitoring
How confident are you in containing variant?: Concerning in case identification. Significant testing of incoming travellers has allowed for early containment of most cases
(Premier Kenney added: Concerned for widespread risk of variant. Also considers some positives in vaccines being rolled out and increased contact tracing)
Statements by Minster Shandro
Proud of progress of vaccination
Notes Moderna's cut; it feels like Alberta isn't a priority
Alberta Health was informed that it will reduce from 24,600 to 18,800 doses (5,800 fewer. ~23.5%)
Informed all February Moderna deliveries being accessed, so unknown how much Alberta will receive in that time
Accessing impact on first and second doses
Knows the frustration from Albertans and thinks new from federal governments continues getting worse
Wants a national strategy for vaccine supply
Q&A
Does reopening 1 week from now contradict previous comments from Dr Hinshaw/Minister Shandro?: 2 important messages about "stepping up and stepping down". Trying to show Albertans how it could happen and separate from message of potential for further restrictions if cases spread further
(Upon request from Minister Shandro, Premier Kenney added: The approach is very gradual and are already available in neighbouring provinces of BC and Saskatchewan. Will monitor closely as to best balance multiple pressure on the province. Notes mental health has worsened because of economic stresses for business owners)
(Dr Hinshaw was asked to add by Premier Kenney: Notes that significant restrictions will exist in the sectors that reopen. But to get more than that will take more work from Albertans to reduce cases and hospitalization)
Additional information will be logged below:
The final question was for Premier Kenney in French. While I cannot translate, the reporter stated it was about the compliance of Albertans on vaccines.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment. For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however. Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign. Getting all achievements is somewhat difficulty, as you must beat all 25 levels in the main campaign with at least an A rank.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world. Getting all achievements requires beating all regular levels and bonus levels, plus finding a secret in the credits section.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. You can also try to outdo your previous score(s). The few achievements are relatively easy to obtain. There is no platinum trophy for this game.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Primal Light follows an alien caveman through a mostly linear series of 10 levels and 10 bosses. There are some hidden paths that lead to health and health potion upgrades, charms, and lives, with usually a challenge between you and the collectible. Charms grant passive effects, like boosting strength after taking a hit from an enemy, and allow for some player choice – there are 12 of them but only two can be wielded at a time. Health potions function similarly to Estus Flask in Dark Souls, in that they regenerate upon death, and finding the right time to use one is a game in itself. As you progress through the game, you get a few mandatory upgrades to your moveset that allow for slightly more complex platforming. The game dons a 16-bit aesthetic but controls feel modern and smooth. You can attack in four directions, and your character has some midair control. Bosses are a particular highlight, both in the visual department and from a gameplay standpoint. There is a lives system, so losing all of them at the end of a level or boss will put you back in the beginning. This is only for the two harder difficulty options – the easiest difficulty option has lives disabled. That said, I played on Normal Mode and only got one Game Over for about three to five of the levels. There is some future DLC planned for the game that will add more levels.
Extra Content: I only got 7/12 charms on my first playthrough, so there are likely a few secrets to go back for. Outside of that, if you played it on one of the lower difficulties you can try your hand at Hardcore Mode. The achievements ask you to do challenging things to get 100%, like collecting all upgrades, beating the game without dying once, and beating Hardcore Mode without using any Continues.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The achievements are very difficult. There is no platinum trophy for this game.
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever. Have you played any of these games? What are some other overlooked single player indie games?
Review of Martin Scorsese’s 1995 Casino [A mob movie that has many actors that will go on to be in the Sopranos].
mods please lmk if this violates the rules. i’m posting here because I write about the mob/casino and many relevant themes that are important elements of the Sopranos, in my opinion. I think they’re of the same medium and genre so wanted to post here. Hope that’s alright. Cheers! (11 min read) ———————————————————————— EDIT 2: TL;DR - Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor. ———————- Every good filmmaker makes the same movie over and over again—Martin Scorsese is no different Scorsese's Casino is a phenomenal story of the condoned chaos and "legalized robbery" that happens on a daily basis to gamblers who bett away thousands of dollars and return each day for more “FinDom,” but without any of the sexual sadism. The whole scam only persists because the house always wins: the odds are stacked 3 million to one on the slot machines, but the same shmucks return wide-eyed each day hoping for a different outcome, devoid of any rational re-evaluation required to maintain their grasp on reality, and the liquidity of their bank accounts. Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor. Robert De Niro plays Sam "Ace" Rothstein, recruited by his childhood friend Nick "Nicky" Santorno to help run the Tangiers casino, which is funded by an investment made with the Teamsters’ pension fund. Ace’s job is to keep the bottom line flowing so that the Mafia's skimming operation can continue seamlessly. De Niro's character felt like half-way between Travis from Taxi Driver (of course, nowhere as mentally disturbed) and half of the addictive excess, greed, and eccentric business-mind of Jordan Belfort in The Wolf of Wall Street. Ace’s attention to detail gives him a rain-man-esque sensibility; his ability to see every scam, trick, hand signal, and maneuver happening on the casino floor make him the perfect manager of the casino, and take his managerial style to authoritarian heights in his pursuit of order and control over what is an inherently unstable and dynamic scheme; betting, hedging outcomes, and walking the line to keep the money flowing and the gamblers coming back. I’m not claiming Ace is autistic, I'm no clinician, but his managerial sensibilities over the daily operations of the casino, from the dealers to the pit bosses, to the shift managers, are to the point of disturbing precision, he has eyes everywhere, and knows how to remove belligerent customers with class and professionalism, but ultimately is short sighted in “reading” the human beings he is in relationship with. Ace is frustratingly naive and gullible in his partnership with Nicky and the threat he poses to him, and in his marriage with Ginger. Ace has no personal aspirations to extract millions of dollars for himself out of the casino corruption venture. Ace simply wants the casino to operate as efficiently as possible, and he has no qualms about being a pawn of the bosses. While Sam, “the Golden Jew”—as he is called—is the real CEO of the whole enterprise, directing things at Tangiers for the benefit of the bosses “back home.” Ace’s compliance is juxtaposed with Nicky’s outrage upon feeling used: he gripes about how he is in “the trenches” while the bosses sit back and do nothing. Note that none of the activity Nicky engages in outside of the casino—doing the work of “taking Las Vegas over”—is authorized by the bosses. Ultimately Nicky’s inability to exert control over his crew and the street lead to his demise. In the end, capitalism, and all that happens in the confines of the casino, is nothing but “organized violence.” Sound familiar? The mob has a capitalist structure in its organization and hierarchy: muscle men collect and send money back to the bosses who do not labor tirelessly “in the trenches.” The labor of the collectors is exploited to create the profits of their bosses. The entire business-model of the Mafia is predicated on usury and debtors defaulting on loans for which the repayment is only guaranteed by the threat of violence. But this dynamic is not without its internal contradictions and tensions, as seen in Casino. In a comedic turn, the skimmers get skimmed! The bosses begin to notice the thinning of the envelopes and lighter and lighter suitcases being brought from the casino to Kansas City, “back home”. The situation continues to spin out of control, but a mid-tier mafioso articulates the careful balance required for the skimming operation to carry on: to keep the skimming operation functioning, the skimmers need to be kept loyal and happy. It’s a price the bosses have to pay to maintain the operation, “leakage” in their terms. Ace’s efficient management and precision in maintaining order within Tangiers is crucial for the money to keep flowing. But Ace’s control over the casino slips more and more as the movie progresses. We see this as the direct result of Nicky’s ascendance as mob kingpin in Vegas, the chaos he creates cannot be contained and disrupts the profits and delicate dynamics that keep the scam running. Of course I can’t help myself here! We should view Scorsese’s discography, and the many portrayals of capitalist excess not as celebratory fetishization, but a critique of the greed and violence he so masterfully captures on film. See the Wolf of Wall Street for its tale of money as the most dangerous drug of them all, and the alienation—social and political—showcased in Taxi Driver. Scorsese uses the mob as a foil to the casino to attack the supposed monopoly the casino holds on legitimate, legal economic activity that rests on institutionalized theft. When juxtaposed with the logic of organized crime, we begin to see that the two—Ace and Nick—are not so different after all. The only dividing line between the casino and organized crime is the law. Vegas is a lawless town yes, “the Wild West” as Nicky puts it, but there are laws in Vegas. The corruption of the political establishment and ruling elites is demonstrated when they pressure Ace to re-hire an incompetent employee who he fired for his complicity in a cheating scam or his stupidity in letting the slot machines get rigged; nepotism breeds mediocrity. In the end, Ace’s fall is the result of the rent-seeking behavior that the Vegas ruling class wields to influence the gaming board to not even permit Ace a fair hearing for his gaming license, which would’ve given him the lawful authority to officially run Tangiers. The elites use the political apparatus of the State to resist the new gang in town, the warring faction of mob-affiliated casino capitalists. While the mob’s only weapon to employ is that of violence. The mafia is still subservient to the powers that be within the political and economic establishment of Vegas, and they’re told “this is not your town.” I’d like to make the most salient claim of this entire review now. Casino is a western film. The frontier of the Wild West is Vegas in this case, where the disorder of the mob wreaks havoc on, an until then, an “untapped market.” The investment scheme that the Teamsters pension fund is exploited for as seed capital, is an attempt to remain in the confines of the law while extracting as much value as possible through illegal and corrupt means for the capitalist class of the mob (and the ultimately dispensable union president). Tangiers exists in the liminal space of condoned economic activity as a legal and otherwise standard casino. While the violence required to maintain the operation, corrupts the legal legitimacy it never fully enjoyed from the beginning. This mirrors the bounty economy of the West and the out-sourcing of the law and the execution of the law, to bounty hunters. There is no real authority out in the frontier, the killer outlaw on the run is not so different from the bounty hunter who enjoys his livelihood by hunting down the killers. Yet, he himself is not the State. The wide-lens frame of Ace and Nicky meeting in the desert felt like a direct homage to the iconic image of the Western standoff. The conflict between Ace and Nick, the enforcer and the mastermind, is an approximation of the conflicts we might see in John Wayne’s films. The casino venture itself could be seen as an analogy of the frontier-venturism of railroad pioneers going to lay track to develop the West into a more industrial region. I would have believed that this was a documentary about how the mob took over control of the Vegas casinos in the 1970-80s … if it were not for the viewer being expected to believe that Robert De Niro could play a Jew; it's hard to believe a man with that accent and the roles he’s played his entire career could be a “CRAZY JEW FUCK!!” I kid! But alas, De Niro is a class act and the last of the many greats of a bygone era. At times, it felt like Joe Pesci lacked talent as an actor, but his portrayal of the scummy, backstabbing bastard in Nicky was genuinely remarkable, but I might consider his performance the weak point of the movie. It’s weird to see a man that short, be that much of physical menace. There are a number of Sopranos actors in Casino. I’m sure Vincent Chase watched the movie and said to himself, “bet, i’ll cast half of these guys.”The set design and costumes were gorgeous. The styles and fashion of the time were spectacular. Scorsese’s signature gratuitous violence featured prominently, but tastefully. The camera work, tracking shots through the casino and spatial movement was incredible and I thought the cinematography was outstanding, the Western-esque wide lens in the desert was worthy of being a framed still. The Nicky//Ace dynamic is excellent and the two play off of each other well. The conflict between the two of them escalates gradually, and then Nicky’s betrayal of Ace by cheating with Ginger marks the final break between the two of them. Nicky’s mob faculties represent a brutal, violent theft that is illegal and requires the enforcement of violence by organized crime. Despite the illegal embezzlement and corruption at play with the “skimming” operation at work at the casino, the general business model of the casino stands in contrast to the obscene violence of the loan sharks. Ace operates an intelligent operation of theft through the casino, and his hands-on management approach is instrumental to the success of the casino. Nicky’s chaos pervades the casino, and the life and activities of “the street” begin to bleed into Ace’s ability to maintain order in the casino. “Connected” types begin frequenting the casino, and Ace unknowingly forces one particularly rude gambler to leave the casino, who happens to have mob ties with Nicky. The “organized violence” of the casino cannot stay intact perfectly, because the very thing holding it together is the presence of the mob. Nicky is in Vegas as the enforcer and tasked with protecting Ace but his independent, entrepreneurial (shall we call them?) aspirations lead him to attempt to overtake what he realizes is a frontier for organized crime to brutalize and exploit the characters of “the street” (pimps, players, addicts, dealers, and prostitutes) and the owners of small private businesses. Nicky is reckless, “when i plant my flag out here you won’t need your [casino/gaming] license” Nicky thinks he, and Ace, can bypass the regulations and bureaucratic legal measures by sheer force of violence alone. But ultimately Nicky is shortsighted and doesn’t have a real attachment to the success of the casino. After all, he isn’t getting profits from it (or much anyway) and isn’t permitted to play a real, active role in its daily functions because of his belligerent, untamed personality. Nicky has no buy-in that would motivate him to follow the rules or to work within the legal parts of the economy, it’s not the game he knows how to play, and win. All that he is loyal to, or deferent too, is the bosses back home; for whom he maintains absolute, uncompromising loyalty to, but still holds intense spite for. And now to the more compelling element of the narrative. Sam “Ace” Rothstein is positioned as remarkably intelligent, he makes informed decisions that aid in his skill as a gambler, he can read people to determine whether he’s being conned, he has an attention to detail—aided by the casino’s surveillance apparatus which monitors cheating—that is almost unbelievable. Ace knows when he’s being cheated, he knows how to rig the game so that the house always wins, enacting psychological warfare to break down the confidence of would be proficient gamblers, who could threaten Tangiers’ bottom line. But in the end, the greatest gamble Ace makes is his marriage to Ginger. Ginger is the seductive, charismatic, and flirtatious madame who makes her money with tricks and her sexual power. Ginger works as a prostitute, seducing men, and extracting everything she can, almost as a sort of sexual-financial vampirism. Ginger is the bad bet Ace can’t stop making even when she destroys his life, her own, and puts their daughter Amy in harm’s way. Ginger is the gamble Ace made wrong, but he keeps going back to her every time, trying to rationalize how she might change and be different the next time. Ace is not a victim to Ginger’s antics. Ginger makes it clear who she is: an addict, alcoholic, manic shopaholic who will use all of her powers to extract everything she can from everyone around her. She uses everyone to her advantage and manipulates men with her sexual power in exchange for their money and protection. Ginger had a price for her hand in marriage: $1 million in cash and $1 million worth of jewelry that are left to her and her alone as a sort of emergency fund. Ace’s numerous attempts to buy Ginger’s love—and the clear fact that no matter how expensive the fur coat and how grand the mansion, none of it would ever be enough to satisfy her—mirrored Jordan Belfort’s relationship with Naomi in The Wolf of Wall Street. Both relationships carried the same manic volatility and conflict over child custody was found in both films, with the roles reversed in the respective films. Ginger may be irredeemable and a pathological liar, but Ace can’t claim that she wasn’t clear with him; when he asked her to marry him, Ginger said she didn’t love Ace. Ace replied that love could be “developed” but required a foundation of trust to develop. That trust was never there to begin with. The love was doomed from the start to destroy the two of them; two addicts, two gamblers, lying on a daily basis to one another and themselves about reality to justify their respective existences, the marriage, and Ace’s livelihood. And as Ginger pointed out, “I should have never married him. He’s a gemini, a triple gemini … a snake” Maybe astrology has some truth to it after all. Now I’m not licensed (but hey neither was Ace, and he ran a casino empire!), but Ginger has the inklings of a borderline personality: her manic depression, narcissism, drug and alcohol abuse, and constant begging for forgiveness all seem indications of a larger psychological disorder at play. In the end, Ginger runs away with all the money Ace left her and finds her people in Los Angeles, the pimps, whores, and addicts she fits in with, in turn exploit and kill her for 3 grand in mint coins by giving her a ‘hot’ dose. Overall, Casino is an incredible cinematic experience. I highly recommend watching this and seeing it as part of Scorsese's anthology of commentary on our economic system and its human victims. I’d argue that Casino, Wolf of Wall Street, and The Irishman all fit together nicely into a trilogy of the Scorsesean history of finance and corruption from the 70s to the 90s. ————- EDIT 2: TL;DR — Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
EDIT: Realized I forgot to add a TLDR so here goes nothing lol: Buy a mansion and have AI run your MC businesses, CEO businesses, and Bunker. Start a crew of AI and start building yourself up as a kingpin. Then, buy a customizable private island and start a cartel. Open up massive labs and add entertainment for tourists, if you so desire. Compete against AI-run cartels for control of major cities in the GTA universe (Even ones that aren't accessible in GTA online). Become allies with other cartels or enemies. Topple other cartels and take control of their assets. (Islands, territory, production, etc.) Go head to head with the government like Pablo Escobar did or stay more lowkey like the Cali Cartel. Now I want to preface this by saying I have no insider information whatsoever. This is literally just what I’d like to see going forward in this game. So moving forward after the Cayo Perico heist (which is the best money maker in the game by far) I’m not really sure where there is to go for Rockstar. I highly doubt they want to make something that pays even better than this because of shark card sales. So from here, I think they could head in a slightly different direction than heists with every other update. -The Mansion Update: The apartments in-game are borderline useless for everything but the garage. You can do the original heists but that’s about it, unfortunately. I’d love to see mansions added into the game with the highest-end one being something like 20 million and the lowest end being say 5 million. From the mansion, you can get a central area to control all your businesses. Maybe you can get a massive garage with this. (A 40-60 car garage like the CEO office) Beyond this, you can start a crew and have them work under you as dealers for your various businesses (MC, Bunker, Nightclub, Vehicle warehouse, and Crates). You have to pay the dealers say 10-20 grand a day but they manage your business and sell them for you and pay you the money. You can also give them secondary tasks like going to collect money from your businesses, etc. Now the big update -The Cartel Update: Owning the mansion will be a precursor to all this content. With this update, you would be able to buy your own private island. My thought is it would be extremely expensive. Starting at around 30 million and going up to say 80-100 million. With this update, you can take the crew that you had with your mansions and expand it to become your own cartel. All of your businesses would run through this. Bunker, MC, CEO, and any others you may have. You’ll have bigger and better labs and warehouses on this island than you do in LS but you’ll still own the ones in LS. You can hire hitmen and enforcers or even hire old characters from prior DLC’s as these roles. (Vincent, for example) You’ll be able to employ drug dealers such as the Madrazo’s and new ones too. They employ dealers and move your product. They get a percentage based on how good they are. Eventually, they’ll be able to move all the products you can produce across all businesses. For example, the Madrazo’s could be good at moving your drugs but then not be very good at moving your weapons and vice versa with a new character. You’ll be able to choose which dealer moves which product. You can get your products and shipments seized and again that will depend on the quality of dealers you employ. The Island itself will be originally blank except for a small airport. It will cost money to build labs and bunkers for your island but they will be worth it. They will be much bigger and able to store way more product and completely AI-controlled and maintained. You’ll start out with a smaller house on one side of the island that you can designate as your residency space. You can build guard towers and security checkpoints which will help boost the morale of your employees as well as keep your island safer from enemy cartels and the government. You can build entertainment spaces like a casino and nightclub or even a nightclub if you want to have tourists come to your island. This will be a security risk, of course, but will bring in money for you. You’ll be able to build garages below your home on the island and store whatever cars there that you want. You would be able to build yourself a race track if you wanted to. If you run out of room on your island you’ll be able to upgrade your island to a bigger one with a slightly different layout. It certainly would not be cheap but you’d have more space. Once you run out of space on the biggest island that’s as big as your cartel will be able to get until you topple other cartels and take control of their operations. Now the big part of this DLC would be the AI-controlled cartels and government. We have one cartel in the game now to some extent (El Rubio) and you’ll be able to interact with these cartels. You’ll be able to choose what to say to them and how you handle business. If you choose to be offensive towards them and take over their territory they won’t like that which will start beef between you and them. You can have wars and, if you play your cards right, topple the cartel and take its resources and territory. You can also ally with other cartels and use each other’s routes and just generally help each other out. If you topple another cartel (AI-controlled) you take control of their resources such as their island, territory, and supply lines. You can annoy other cartels if you wish by selling in their territory, robbing them (Cayo Perico heist), and killing their soldiers. This will make them less trusting of you if you do it obviously but if you’re careful they’ll be less trusting of everyone. Including any allies they have and this can be used to weaken them and hopefully topple them. The goal would be to become the biggest drug lord in the world which would probably mean toppling other big cartels. Play your cards right and these cartel leaders will have their guards lower around you and your cartel and you can make a move against them and kill them and topple the cartel swiftly. Of course, none of your allies would trust you anymore but you would have toppled a cartel and given yourself more control. The territory would be split up with you selling in LS and other cartels arguing over Vice City, Liberty City, Las Venturas, San Fierro, London, Capital City, etc. These areas would not be able to be traveled to but you would be able to see which cartel controls which cities and the cities population and a few other stats. Any cities added in future games that came to GTA online as free-roam areas would be added to that list, of course. You can be a high profile drug lord like El Chapo and Pablo Escobar or you could be more low profile like the Cali Cartel. These are the two extremes but you can always fall somewhere in the middle. You can raise your public opinion meter by giving out money, building apartment buildings, parks, etc. With this update, there would be elections introduced. Only for President and maybe one or two other government roles but they can be elected and they’ll have different stances on issues that directly affect you. One can be hard on the cartels or another can be more lenient and open to working with them. If you want to go the low profile route you can try and rig the election in favor of the candidates you want to win. Of course, this won’t always work but you can always try. If you go the high profile route you can just assassinate (or attempt to, depending on how good your hitmen are) the candidate you want to lose. You’ll also have a meter of popularity and at each point the citizens of the country will either love you or they’ll hate you. The higher your popularity the easier it is to conduct business, higher prices for your products and if the government ever decides to launch a manhunt against you the citizens won’t help the government catch you. This will be seen as you’ll be able to move around LS and any other new cities freely and all you have to do is just stay away from police stations as much as possible. If you commit a crime or are seen near the police station you’ll instantly get a 5 star wanted level that you can’t cancel using Lester. If you use a CEO ability or any of your cartel abilities to try and bribe the police it’ll only take it from a 5 star to a 4 star. If your relationship with the public is bad it will be much harder to move around the city. There’ll be police checkpoints near any businesses, homes, or offices you have. You will be able to get around them but it won’t be easy. On your island, you’ll be completely safe and won’t have to worry about getting wanted. Of course, there will be a limit to how much stuff you can do before the government steps in, in a much bigger way. If your cartel kills too many politicians, cops, or other government officials the manhunt will become much larger and more intense. By this point, the relationship you have with the people will be essentially down the drain so everything with the low relationship will apply in this situation. If your relationship is this bad you will essentially be staying on your island and away from the mainland because it won’t be safe for you. But periodically, the government will send the military to your island to try and take you out. You and the crew you employ as island security will have to hold off the military and at least attempt to kill them all. It won’t be easy but it will be possible. If you’re allied with any AI cartels they will send reinforcements to help you. This will happen for two weeks straight every two days unless you raise the meter with the citizens. After these two weeks of hell, the manhunt will reset back to just the low punishments and your island will be safe again. If you get killed by the military you will lose a lot and respawn in Bolingbroke with some of your crew coming to break you out. This will be a tough fight but it will be scripted like a heist mission and if you die then it will restart. After you’re outside the prison you’ll need to lose the cops, no help from Lester or CEO/Cartel abilities either since you won’t have a way to contact them just yet. After you lose them you will need to escape to a warehouse of yours that isn’t known by the police. (Facility or new underground safehouses) until you decide to make a break for it and try to get back to your private Island. Once back, most of your workers will be in jail or dead so you’ll have to hire new ones. Your lead enforcers and hitmen won’t be killed but will be in jail so you can decide during your escape whether you want to attempt to break them out too. If you choose no, you’ll have to hire a crew of players to break them out. You’ll pay something like 1 million per player and the players will have to break them out. To sum up the price of getting caught it will probably cost you somewhere in the region of 30 million dollars of lost product and workers on the low end and around 75 million on the high end. Your cartel will bring in lots of money for you. Somewhere around 5-10 million per week on the low end and 30 million at the high end. You will NOT compete with other players, only against AI cartels. Elections will be for you and you alone, not other players. As you can see this will be an endgame thing primarily based on the amount of money the buy-in would be. For the first update, it will be mainly vehicles that the people without a ton of money can buy but if you have a high-end apartment you’ll be able to become a kingpin for an AI-controlled cartel. It’ll be something to get your foot in the door and build some infrastructure for yourself. The pay won’t be amazing as you won’t be able to build that big of a crew but it will be something. Probably 50-100 thousand every GTA day. Eventually, the players will (ideally) save up money to buy the mansions which will mean you can employ more people and go higher up in the food chain with the AI cartel you chose. Eventually, once you get enough money to buy the private island you can split off from the AI cartel and start your own. You’ll be able to bring the infrastructure you built up under the AI cartel to your new cartel. The AI cartel will not like this for obvious reasons and this will set off a lot of beef and wars between your cartel and the AI cartel.
[WM] Wishing You Well. (Quest Write Ups for Midmouth's Myco-Mess, Of Dice and Deceit, Moving Moorings, The Sending, The Burning Sands, Blasphemous Rumours, Monster Mash, Trouble in Wedding Town, and The Ruined City)
Wishing You Well. (Quest Write Ups for Midmouth's Myco-Mess, Of Dice and Deceit, Moving Moorings, The Sending, The Burning Sands, Blasphemous Rumours, Monster Mash, Trouble in Wedding Town, and The Ruined City) It has been awhile since I have wrote, I know. At first, I wrote to the Curator, as she is the one that we report to. Yet, her disdain for my writing has caused me to put off this task. Why bother if I would only face her derision? I thought this way until wise guildmates urged me to change my views. The Curator may not appreciate my words, but I do not mind writing them. And… there are others besides the Curator who would like to hear my thoughts, and adventures. So, to the Ashcoat family, I wish you well, and enclosed below are my adventures so far. Midmouth's Myco-Mess DM: Jacob S. Players: Thomas S. (Nikola), M.E. H. (Galileo Ashcoat), Ethan J. (Naeron), Peyton L. (Genevieve), Derek M. (Ice Sculpture), Nessa T. (Dill Picks) Dear Zemai, I am aware of the fact that you enjoy festivals, and I believe you would enjoy the tale of the first quest I went on for the Mavros Guild. It was a rather simple task, go to a town and handle a small problem during a festival. The town was called Midmouth, and they were celebrating a ritual for some goddess, although to be clear, I could not tell you which one. The lack of religious studies from being sent off at a young age may have caused an issue in this regard, I admit. After meeting with the organizers of the festival, they instructed us to take time and enjoy ourselves before delving into the sewers at night. We followed their instructions to the best of our abilities, meeting a fortune teller. We stood around, learning about our fates and destiny, although I suppose some of my guildmates suspected it was. Well, the word is not appropriate to write in a formal letter to an Ashcoat. I, however, liked my fortune. The Lovers, it has a ring to it. Even if it may be silly, it gave me a flash of hope. With another guildmate, I then went to a game of target practice. I suppose you would be interested in this series of events, Zemai. You said that I would make an excellent brother, had I ever been at the estate. And not to brag, but I do make a good big brother, in a way. I won a doll for a guildmate. Then, I used magic to change it into a better form. And then I snuck it into his bag. As a gift. After a long day, we went into sewers to meet these disgusting diseased rats, handling them quickly. We found the source of the issues. They were Myconids, yet somehow were sapient, speaking to us in Common. I believed that instead of resorting to bloodshed, we could come to an arrangement, a deal of sorts. We snuck these Myconids to the Guild Hall’s basement, and that was the end of this quest, to be continued another day. Of Dice and Deceit DM: Kennon C. Players: Ethan M. (Noizu), Alea H. (Hazel), Hunter M. (Oliver), M.E. H. (Galileo Ashcoat) I suppose of all people, you, Darwin, deserve an explanation of what went on in Kostroma. After all, I feared I may have caused your predicament. After careful reflection, I know this is not the case. Regardless, I owe you my apologies and my story. Knowing you as well as I do, I know you will find this story humorous. My time in the Alchemist’s Guild has graciously given me the experience of being in Kostroma. However, not in this city. Krogstadt, as I recall correctly. An icy town just on a bay, gondolas all around. Of course, I changed my form, before the quest begun, into a plain man to avoid suspicion when possible. Our task required us to meet a rather… suspicious character owning a run-down casino. He explained that he intercepted a request for security at another casino, and that we were to do two jobs. Of course, we agreed to this. Double the payment sounded like an amazing idea, although… We would find out that things were not that simple. He requested that we gather dirt while working to take down his competition. And as I recall correctly, he did not seem to care whether said dirt were true, but only that we give him something to work with. We then went to our second job, enforcing the rules of the casino and the owner. Over our time working, however, we decided that the owner was someone we did not want to screw over. He seemed to genuinely care about his employees, his business, his livelihood. Like a more notable version of the Curator. A close family. And yet, because we decided to play both sides, we ended up hurting him. During our time in the city, we were followed by an interesting pair distantly related to him, although we never found their intentions. And in the end, we fed false information back to our hirer, still getting payment from both. With some, it did not sit right. For me? Well. I took it. A deal is a deal, and a businessman would understand. There were questions left unanswered, as we delved into matters not our own. But for once, I was satisfied with the knowledge I received, against the Ashcoat ideals. Moving Moorings DM: Jacob S. Players: Thomas S. (Nikola), Austin G. (Orville), M.E. H. (Galileo Ashcoat), Declen P. (Oz), Brandon Q. (Ziggy), CJ J. (Naoise) I suppose that eventually, someone complained enough to make this job necessary, forcing us to move the Myconids from their home in the Guild basement to a mountain a good distance away into a mountain’s cave. With the creatures acutely allergic to the sun, we travelled at night, maintaining a cover of darkness until nearly early morning, where we had to use a variety of methods to prevent harm to our clients. After an uneventful walk, we found a cave, with quite the elaborate ruins, an intricate door blocking off the inner workings of the cave. One of the guildmates on this quest used an impressive amount of strength given his small body to break down the door. I suppose the ghouls in the cave did not like that, and they sprang forward to attack. In a strange circumstance, the shadows that are ever-present about me summoned a purple flame of great destruction, immolating their undead corpses to ash. Exploring further, we quite foolishly walked into a grand room, the doors behind us shutting, preventing any retreat. These hideous creatures, Bodaks attacking as my guildmates panicked. These monsters almost killed us all, with an aura of decay and pain. At one point, I fell unconscious, perhaps nearly dying completely, yet somehow, my guildmates were able to pull through, healing the downed party members after this battle. Stuck in the shoulder of one of the Bodaks was this cruel, malicious dagger, perhaps a source of great evil in the world. As you would expect, we took it back, trying to sell it without much success. The Sending DM: Jacob S. Players: Ethan M. (Noizu), Nessa T. (Dill Picks), M.E. H. (Galileo Ashcoat), Kennon C. (Zed), CJ J. (Naoise), Brandon Q. (Ziggy) Apparently, I seem to get on an above average amount of quests relating to festivals or ceremonies. This time, we visited a small town near the ocean that was preparing for a ceremony called “The Sending”. However, this ceremony was delayed due to the attacks of some strange monster, only appearing at night. The Clerics in our party feared it may be divine retribution of some sort, although we quickly dismissed that notion. The beast at night was a type of basilisk, proving incredibly dangerous as it turned its victims to stone with a bite. Unfortunately, we would forget this information until in the midst of battle, of course at night. One of the Guildmates found a small child who survived the attack, bringing him back to his parent. Quite heartwarming in a way, I will admit. After that day of search, rescue, and reconnaissance, we slept in a conjured tower, awaiting another attack. And the one on watch at the mid of the night awoke us to the sight of this serpent, rampaging yet again as it claimed more lives. Quickly, we sprung into action. Yet this foe proved challenging, turning Dill into stone. You’d like Dill, Zemai. And I believe Zed almost drowned… I… almost died again. Yes, that is true. No matter though, someone soon slayed the snake, and another Cleric brought Dill back from petrification. The Burning Sands DM: Jacob S. Players: Ethan J. (Naeron), Will B. (Flake), Nathan G. (Teepimeek), M.E. H. (Galileo Ashcoat), Josh D. (Beryl), Thomas S. (Nikola) Our prowess of our guild soon stretched to Ashkiri, and our services were once again requested, this time to find a missing caravan deep in the desert. This quest brough back up unpleasant memories of what the Curator would say to me before she shipped me off to the Alchemist’s Guild. “The Desert is Deadly, anyone lost has perished.” That matter-of-fact tone rang true on this quest, as we would later discover in Qad Takun. After some rather frivolous shopping, we made our way into the dunes, getting lost on the second day in a great sandstorm, something I did not miss from Arkheion. With us stumbling randomly in the dark dust, we soon encountered an ominous orb, vaguely conjuring a feeling of recognition in my mind as an evil creature rose to protect it. Perhaps most frighteningly, it could stop magic, the ever-present shadows about me put into a stasis as the monster stared deep into my very soul. Yet, luckily for us, there were archers who would pierce its hide with arrows until it finally fell. The horror did not end there, however, Nikola, another guildmate, had his arm wither away upon contact of this orb. We managed to destroy this insidious device with another strange weapon, yet that thought lingered in our minds… What was that orb doing here? Blasphemous Rumours DM: Thomas S. Players: Lauren S. (Gani), Casimir B. (Dr. Faust), Nic R. (Gleich), Sarah M. (Ender), M.E. H. (Galileo Ashcoat). With the fall winds soon approaching, I found myself on another quest, travelling to Deerreach along with guildmates I was not too familiar with. Our missions always had a way to fix that, however, as even the quickest travel times gave us the opportunity to learn about each other. Deerreach was a rather interesting city, and I am shocked I never visited it in my travels as a part of the Alchemist’s Guild. The most notable aspect was the mage’s college, yet it was not like any ordinary school I have seen. Corruption lay in every corner, and we were to be complicit to not cause a panic. What was the problem? Students coming back with strange alterations to themselves or disappearing outright. We were to be silent about this aspect, and despite my innermost objections, we were. Instead, we thought ourselves as detectives, seeking out the source of the eldritch influence on this city. Some split to ask professors, others went to one of the temples nearby, while I and another guildmate went to the medical center to meet a victim. Upon meeting her, I realized I was out of my league. Yet, the knowledge proved tantalizing, as the Curator trained me in her limited time with me. “Knowledge above all else.” A creature of absolute insanity approached me, gifting me temporary knowledge of the entire city’s layout. It was projected by the victim, and apparently, she learned to do this from a tutor. What sort of tutor dealt with aberrations such as these? I had to find out, not only for the job, but for my own sake, to learn about these shadows… Our party reconvened, sharing crucial information, and with that, I knew where to go. We split once more, finding the source of these tutoring sessions after a rather… odd encounter with the clergy. I will not go into detail… The tutors were a pair of Chuuls, working for a long slumbering goddess I prepared to meet. Luckily, my guildmate stopped me, despite my annoyance at the time. He and I convinced these Chuuls to stop working for a possible uncaring goddess, and to make their teachings official somehow. Somehow, this worked, giving a peaceful solution to what may have required bloodshed. No. We did not inform the Headmaster of everything. He did not deserve to know. Monster Mash DM: Thomas S. Players: Jacob S. (6B), Nessa T. (Dill), Nathan G. (Teepimeek), Declen P. (Oz), M.E. H. (Galileo Ashcoat), Derek M. (Ice Sculpture) Apparently, nothing normal can occur in the town of Deerreach, now monsters roamed about that required slaying. So, we sharpened our knives, prepared our spells, and prayed to the gods above this would be a normal fieldtrip. It was not. Once again, we meet with perhaps the shadiest person to exist (yes even beating out the shadow sorcerer me), vaguely hinting at the fact these prowling creatures could have been created by a former professor. As usual, people were either dead or missing. As usual, we were to not cause a panic. As usual, we could not warn anyone. Of course! Things cannot be this simple! Just kill some beasts, find the ‘Mad’ professor who did this. We instead met a strange herpetologist who kept these things as pets. Of course, he created them! He wanted us to instead weaken these creatures and promised loot. Like the mercenaries we were, we agreed to help him. I agreed because having someone like that against you is a fool’s play. Yet the first monster liquified a girl in front of our very eyes, dragging her into the well to consume later. No amount of rage we took out on this thing would ease our fury. The herpetologist soon captured the weakened beast with a spell, instructing us that there would be more later to beat. The next beast just ate sheep, thankfully. The fight was not difficult, and the former professor added a second, then third creature to his collection. The horrors were not over though, this hellish nightmare continued as we discovered the madman’s ultimate project, a snake… made of snakes. There is a reason I am drinking while writing this letter. Let me just take a moment to thank the Shadows for allowing me to shift the forms of foes and friends alike, as I changed one into a giant bipedal feathered reptile, and another to a giant crocodile. With that, they quickly nearly dispatched this failed experiment. The professor captured this one as well while I fought swarms of more snakes. Thank the Shadows for fireball… Do not show this letter to the Curator, lest she tries to recruit someone as insane as her. I still trust the insane ex-professor more than the Headmaster. Trouble in Wedding Town DM: Jacob S. Players: CJ J. (Naoise), M.E. H. (Galileo Ashcoat), Ethan J. (Kass), Hunter M. (Oliver), Alea H. (Hazel), Dylan H. (Dustorin) At least this quest was to be happy, a marriage in Ashkiri. We were to be bodyguards as this was a politically controversial arrangement, and that is all that we were told. Yet the secretary seemed to know more than she let on, and the general atmosphere pointed to unease and unrest. In other news, water is wet. No one hires the guild for a simple quest. The journey was long, as to be expected to a trip to Ashkiri. More specifically, Saar. I knew of this place, in fact, I believe it was not too far from Arkheion. Relatively speaking, of course. Once we arrived, we had time before the wedding begun. Some of our guildmates took initiative, scouting out reasons for our employment. I, however, relaxed, naïvely believing that this would be a normal day, with a normal wedding. When the moment of paranoia reached my mind, I took to the skies, learning of the city’s layout. At the wedding, we all stood in different positions, the archer perched above, the druid and I in the seats, and others scattered about. Unfortunately, we would only know something is wrong until darkness moved across the area, a rather unfortunate look for me. The Cleric somehow already with the bride and groom… as we all rushed the scene. The bride was poisoned, and we thought her dead. The darkness cleared and it was quite possibly the worst position all of us could be in: framed. No amount of convincing seemed to work, and the guards approached us with harmful intent. The Shadows reached out, gripping two of my guildmates with its talons and turning them into giant eagles. And as this happened, I instructed them to fly. We managed to escape with everyone, including the bride’s presumable corpse. However, one cannot kill love this easily. She lived. We then explained the situation as she confessed her family was inflicted with a curse. One long, awkward walk later, we found our carriage driver. So. If Saar falls into disarray or crumbles into dust soon, we may have had a hand in it. The Ruined City DM: Jacob S. Players: Kat R. (Cynic), Ethan J. (Kass), CJ J. (Naoise), Thomas S. (Nikola), Declen P. (Oz), M.E. H. (Galileo Ashcoat) Archelogy: a surprisingly dangerous field. At least this time we somewhat knew what we were getting into. Travelling to Kostroma, some of my guildmates were caught off guard by the cold, requiring new dress. Others took advantage of the long trip, Nikola, er, Doctor Ivanovich, crafting a surplus of magic items. I, instead, took the time to relax, study, and learn more about the Shadows that plague me so. I was not very successful… yet. Soon, we were led to ruins by a pair of archaeologists. We told them to stay behind us as we encountered undead warforged. How is that possible, you might ask? We are not quite sure either, but they were unfortunately… sisters to a guildmate. We scoured for items that might belong to this guildmate now, coming back with several magic items. Moving forward, we were attacked by dragon-like creatures, the archer making short work of both. The creatures seemed to gather around a cathedral, and yet again, we encountered one of those forsaken red orbs, with another, more frightening monster guarding it. This battle would test our abilities to their fullest. I stood back and boosted my guildmates. To two of them, I blessed with speed, the Shadows enhancing their movements. Yet that was not even enough, our resources slowly flickering away like the flame on a short wick of the candle. As a last resort, once again, the Shadows came through. They siphoned energy from some parts of my magic reserves, gifting energy to others before it clicked what they wanted. And suddenly, the speed stopped, the guildmates falling into lethargy. I thought we were dead, my concentration breaking in a moment like this would prove fatal. Until somehow, two kings rise from the darkness. Lizard kings, but kings, nevertheless. And they finally defeated this monster. Thank you, Shadows.
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