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25 Game Reviews w/ Response

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Okay, so for a demo, this game would tell me that the hit detection is way off, there is a major lack of sounds, and the challenge rating overflows when the boss shows up. Suddenly, you're in a predicament that, after dying once, you start to die in rapid succession, never knowing where you are on the screen or anything. This suggests to me that the shoot-'em-up section of the game is pretty much impossible by design and the side-scrolling aspect is pretty much forgettable and even useless. In other words, whatever kind of project this will turn out to be, I am not looking forward to "College-Ruled Universe" because because the demo flat-out royally sucks.

Let's start with the fact that there is not explicit plot. Just maneuver a little character ahead--just hold down the Right Arrow because nothing else is necessary--and the game will begin. Here, you are taken to a four-way sideways shooter with some marginally interesting overheated-gun and limited bullet-shielding mechanics, as well as the obligatory super-attack that powers up the more you kill your enemies. If you overheat, you have to wait until the gauge is back to the top before you can use that function again. You have a limited number of hits before you die, and you have a number of lives.

Looks great on the surface so far, right? For Flash games, this is a promising arcade shooter. But you'll be glad you didn't plunk in anything else but time, but time is money so you wasted a quarter anyway. Why? This game has some major interaction flaws. The ship handles okay and the shooting is effective--doesn't take millions of bullets to hose down a single ship, that's for sure--but what will grate on your nerves is the lack of audio cues to indicate ships, their types, or successful downing except when they explode. They don't react to bullets until they take the prescribed amount and die. Also, there are no audio cues to indicate injuries on part of your craft, or successes in deflecting bullets. And the graphics are so intricate as to prove distracting, especially when the boss shows up. No warnings and certainly no indication on how to avoid some of its attacks (including the biting; that took me three ships before I said "Fuck this!"), and it's impossible to tell if what you're seeing is a foreground obstacle to avoid or something in the background. Everything here is just a big paper-cut psychedelia trip, or just a big clusterfuck. Semantics.

In short, the "College-Ruled Universe" demo does not give us any indication about the upcoming game, except for a few things: it's going to suck if more sounds and greater graphic clarity are added before release, because as it stands now, it's not a game you want to sacrifice time into playing. There are plenty of worthier games and especially demos that warrant our attention. This thing? I can't even tell what the pictures are supposed to be, except maybe a tribute to "Bitter Films" or maybe the crazy stuff they featured in the first season of Superjail. Whatever. It's too chaotic for the rational mind to make a game out of.

LordDF responds:

Ronin,

Even though your review was harsh, I still find it super-useful. It's not often I get an essay-length critique! I'm actually fledgling in making games, (I'm an illustrator by trade)so any feedback/criticism helps to make better sound/ UI/ gameplay-mechanics.

Most of what I get is people responding that they had fun or enjoyed the visual style, but your review will help me improve for those that didn't!

Cheers
-Leo

Press Any Key to Kill Yourself

"This Game Makes Sense" is a parody of parkour enthusiasts who imbibe hallucinogens. About as fun as watching your mother die of throat cancer.

The plot is simple: manuver your Red Bull-guzzling grayscale pixel pixie to the exit. There are toaster switches, spike spring-boards, and insane shit that happens in the background solely to distract you. And don't touch L'Arc-En-Ciel panels for the love of our Lord Jesus Christ; it's like it's Miner 2049er all over again. By the way, you're always running at top speed. Really. Top speed. All the time. Because you're kind of on a clock, right? And that you have unlimited deaths, including the feature to literally fuck your face dead, and also the fact that you start at the beginning all the time, and it's the same scream over and over again?

I can see NecroVMX swearing at this piece of shit in horror. Angry Video Game Nerd would probably clench his heart and die after three minutes, or have himself committed. That's how difficult the game is. It seems "polished" enough for a game made in four days but, really, unless they revise and reboot the game that makes sense at a later date (don't cross your fingers; in this case, it'll hurt after awhile), we really shouldn't expect this game to be salvaged. Actually, it cannot be salvaged, or played for that matter.

The arrow-key controls are hypersensitive to a fault. At least the authors warned us, although they should never have to. The learning curve gets pretty damning and gives you plenty of reasons to scream at the computer and yourself, then at the game where it is truly deserved. The controls are extremely sensitive, enough for you to wish you could play this two-handed instead of one-handed. The arrow keys make that experience cramped and counter-intuitive, so the control scheme, let alone its hypersensitivity, isn't helping anything. This is far contrast to "Freigeist", which is so abrasively easy that it counters the philosophical struggle it wished to demonstrate. Here, there is no philosophy, there is no motive, there is no plot, there is nothing that says, "Hey, there's a reason you're getting killed this fucking much other than a Top Scoreboard," nothing of the sort. Of course that's supposed to make sense, to a game company executive maybe. If you're a parkour aficionado, this game is aimed straight at you, and you should be incensed by it.

After about eight minutes of constant death and nothing to gain, seeing no real objective to accomplish and stereotypical pixelated old-school graphics with too many colors to be truly dubbed "authentic" to their epoch, I clicked out of the game and suddenly felt that much better. Any game that causes your arteries to harden and fail to soften after clicking out is not a very good game. Its cheap attempt at embodying the cheap psychedelic garbage released upon Atari consoles back in the 1970s only makes the experience even cheaper, and the game never fails at throwing cheap shots at the players. In terms of parkour-themed games, this one runs in a perfect circle and yet also constantly into a single wall. My only recommendation is that nobody plays this game, period. To the authors I recommend they re-title the game as "LEVEL SIX TWO" and move on while they still can.

thinking-man responds:

The game isn't based on anything, especially parkour enthusiasts.

Side-Scrolling Steath Games Can Suck

As part of the Newgrounds Game Jam, Freigeist takes the unsympathetic notion of losing touch with reality and brings it to its foregone conclusions. It tells a tale while attempting a rudimentary "switcheroo" game mechanic. While one can appreciate the direction it's taking, lack of polish and foresight sinks it down.

You play as an unnamed Jew who has been unjustly incarcerated and experimented upon by the German Nazi regime. Take it with a grain of salt, because there are a lot of anachronisms and hand-waving with the history here. Still, they have experimented upon the player character and his bid for freedom requires tripping (literally, figuratively, and literally in another fashion that I found miserable) through a series of 1960s-esque psychedelia sequences freely switched between using the Space Bar. This is a bid for freedom, so you have to "avoid" Nazis although there really is no point since sending you back a few paces isn't gonna hold you back any.

What kept this from being a true period piece was incorporating computerized ECGs. Not to knock the presentation, but the device's modern appearance brought me out of the fold from the start. Even a short search for reference material online before drawing it means the difference between authentic and merely okay artwork; the graphics are still solid if not excellent for the time restriction. Also, the knowledge or desire to experiment with hallucinogenic drugs was not until at least a decade later; there is no well-known, current historical evidence of the Nazis experimenting with entheogens, and by their ideology and purposes surrounding their original medical experiments, such experiments would be considered minute compared to the more practical ones that they did do. We can conclude that Freigeist has less to do with Nazis and more with what the Nazis represent in a modern context, especially for one desiring freedom. In other words, everything about the game is suspect, and it's all very intentional thanks to this guy's state of mind, so it works a bit.

What I struggled with is the core mechanic of flipping between two states of being: the real and the psychedelic. This works well in a top-down setting, as seen in "The Legend of Zelda: Triforce of the Gods/A Link to the Past", but in all seriousness, choosing to create an escape-themed stealth game in a side-scroller format is just wrong on so many levels. You have to switch between the two worlds since platforms are mutually exclusive and thus you warp in and out of standard reality to get around rudimentary jumping puzzles. Really...?

The awful part about Freigeist is that the game is too easy. Sure, getting caught by the Nazis is bad, but here, it just sends you back a few steps. This is hand-waved as part of the delusion, as the protagonist is failing to differentiate between fantasy and reality. In the end, we catch this pseudo-philosophical bullshit about freedom being only a state of mind and not a word or concept or even a state of political power held by every individual instead of a few chosen authorities. Pair that with delusions of a little girl running for the exit (unnecessary due to the linearity of the stage design) and you get the notion that this isn't really a tangible victory in any stretch. The fact that I beat this in a short period of time with little trouble except a few annoying pratfalls suggests to me that the format is completely off.

Now, the game is pretty, the music is okay, and the premise is worth exploring. But if you want to give a Game Jam like this a reboot, here's my suggestion: switch to top-down perspective and augment the stealth mechanic ala Metal Gear 2: Solid Snake. Seriously. The side-scrolling format needs to die and the authors need to revise their approach--not to get rid of the Nazi elements, or the inclusion of totalitarian regimes--but to incorporate the use of entheogen/psychedelic pharmeceutical experimentation in another context wherein it won't be as historically suspect.

Freigeist? An okay premise set in a deeply flawed game.

Wallross responds:

I appreciate your review, you put a lot of work into writing it out, and a lot of the stuff is justified.
As far as the historical context goes, we were definitely off. We weren't really trying to create an accurate period piece, but a little flash game people can identify with. Sure the Nazi's didn't do a lot of experimentation with hallucinogens, but the Nazi's do embody those sought of fears in people. And if the main character had have been an innocent Muslim wrongly imprisoned in Guantanamo Bay, drugged up on some CIA torture program, then every hard-liner american on this site would have gone and been really harsh.
The Gameplay stuff is really your opinion, some prefer it your way, others will prefer it in other ways.

I think you made good points in your review, but you were a little bit harsh when it came to score.

Stop While You're Ahead

Yeah, that was great, yeah.

No more.

jonohomo responds:

You loved it. You just cant accept the truth

Transferring Mind-Numbing Riddles to the Masses

If there is a kind of adventure game I naturally despise, it has to be the point-and-click. Ever since "Escape from Monkey Island" debuted with its irresistible charm and humor, every code-sucking schmuck has attempted to duplicate or even surpass it. In Adobe Flash, the tools and design materials provided for developers grant practically everyone with a basic understanding of coding to create their own point-and-click adventure games. A lot of them are not very good. In fact, only a few avoid being utterly deplorable. So, what does JonBro's latest adventure game, "Riddle Transfer", have above the relentless horde?

Well, for those who followed his previous "Riddle" series, "Riddle School", know that this is technically the sixth game released... yes, that's quite true. People who haven't played the fifth game might be a little confused in the beginning, wondering where these kids came from and why they befriended a gray, but therein lies the trap with writing a story that connects each game together: newcomers are leery of playing a series that started well before they decided to play a recent sequel. Other games, like Final Fantasy, Avernum, and the Legend of Zelda do not share this limitation, which is probably a key behind their success stories. Even so, JonBro sets the "Transfer" series in a new setting, derives the best game elements from previous episodes from the "School" series, and gives all players the chance to experience a new story that does not really require a background in the other games.

"Transfer" picks up where "School 5" left off: victorious over the sinister, despotic gray physicist Viz, Phil Eggtree and his friends are returning to earth. However, a sinister agency based in "Zone 5.1" manages to ensnare their transport and imprison each kid inside the facility. Phil must help his associates escape this dungeon and find a way to preserve the secrets behind their mission in deep space, lest any corrupt or unthinking interests apply that knowledge.

First thing off the bat: "Transfer" is bigger than any of the previous "Riddle School" games. It is filled with nerve-wracking puzzles, gallons of clean wit, and pokes fun at a number of cryptid lifeforms. It even includes a cameo from NG user Goat-Man's titular character. The soundtrack is a bottomless pit, all derived from the Audio Portal, and the feel of the game is far sleeker than most graphic adventure titles. The game should keep you around for at least one hour, perhaps more if you're not perusing a walk-through or cheating in some fashion. Production values and overall presentation are top-notch.

The problems should be obvious. Although it doesn't affect the game directly, needing some familiarity with previous "Riddle School" games might affect someone's desire to play it now. And if they play it after going through the other games first, they might be exhausted or their collected experience will affect their impressions about this game. Depending on their take on Graphic Point-and-Click Adventures, that might be an unsavory one.

The Puzzles come in at a close second. The real issue is their inconsistent difficulty ratings: some are too simple, while others are just mind-numbingly frustrating. It takes a great deal of investigating before you stumble upon a new key item and, like many graphic adventures, they operate by their own seeming logic, with few hints between. "Riddle Transfer" isn't just the hardest "Riddle" game out there. It's one of the hardest point-and-click games out there, period. Ordinarily, I would imagine the puzzles get harder in a linear fashion, but being an open-ended adventure, JonBro probably could not pace the game accordingly. That, above everything, is one of the reasons why I shy from point-and-click games: the solutions often serve to frustrate the player beyond hope. I want to be challenged, true... but I also want to WIN!

"Riddle Transfer" took half a year to produce. Let's hope the next one takes less time to address the faults of the first one. It's too promising a series not to.

JonBro responds:

I give my respect to you for the time you put in this review. Your complete honesty is very constructive!

It is certainly true that I started this off in a strange manner that probably didn't pay enough mind to people who haven't seen the other games. And even after having revised the intro several times, I guess I still made that large oversight. But as this is the first game in the series and the only one with a real reason for this kind of problem to exist, I'm afraid there's probably not much I can do for the future games in this regard. I shall try my best anyway.

I was worried about the puzzles in this game. While I never intended the design for this game to be incredibly difficult, I do acknowledge that some of the puzzles could have definitely been better hinted-at, and it was disheartening even for me when I realized my ideas for this could only properly be put together if the grass puzzle was one of the earlier ones. I tried to make up for this by not making the game completely linear, allowing you to perform easier puzzles as you went along, yet it still ended up being inconsistent. So I will also think harder about this in the sequel's design.

Thank you for your criticism. And of course, thanks for all the positive comments, too. This whole review was very enlightening.

Decent, Uncaptivating Art Game (Sense a Pattern?)

Being an Art Game, there isn't a great deal of game depth but "BlackLight" is a charming experience for the scant twenty minutes of play. It is also a production of a Newgrounds Game Jam, in this case the cap on frames-per-second was set to 12.

You start as an infant, then, a young boy, then a teenager and finally a young adult. While you go around the place, you can click on stuff and things happen. Look carefully. Once you figure it all out, though, things get pretty bland. If there were good things to point out, the art direction and use of a Newgrounds-borne soundtrack are perhaps the key elements of note. Some of the tracks induce yawns more than anything; they're soothing melodies for bedtime, or after sex when you're cuddling with your lover (assuming you guys even do that or have lovers in the first place!), but not the best thing to hear in a video game, especially a platform hopper that does require a sharp sense of timing at crucial moments.

Anyway, congratulations to the participants for a workable, bug-free Art Game. As for "BlackLight", it's nice... nice... not thrilling, but nice.

CloudEater responds:

I have mental problems! but thanks for the review or whatever this is.

I'm Ecstatic the Designer's Going to Burn with Me!

This game... this very game... is what is wrong with Newgrounds, with Video Games... EVERYTHING! It's all wrong! We're all going to hell in a hand-basket and this flash proves it. It has no redeeming qualities whatsoever and spreads inside the confines of your once-pristine memory as an infection... and infestation! Much like humanity. Everything sucks, and if you don't think so this game will remind you of why that is.

"Rapture Raptor" is another shoddy scheme to poke fun at the belief in the Rapture but it contains sound effects that screech and grind like rusty gears. Did you check your oil, little guy? This garbage wouldn't be stranded alongside the Portal if you did. Also, micro-games don't work if they're inane and stupid. Also, not being sure WHICH button to press to restart/replay one of those games is enough to make me leery of playing them AT ALL. If the designer can't get his interface right, what makes him think we will?

The Rapture happened. However, Jesus didn't find anybody among his faithful up to snuff and basically just passed over everyone, meaning everyone on Earth is going to Hell. He came to this decision when he played the beta to this piece of utter shit. So there is, like, no hope for humanity now that this game has been made. Be sure to bring some marshmallows for the trip.

TheBlueberryHill responds:

Thank you for your thoughtful response.

Excellent for a Couple Cheap Laughs

Since it is a text generator, I decided to give it a whirl. People are posting their unique creations, so I'll submit one of my own. This is my first attempt with the "Lonely Hearts" device by "seruphim":

"Hey all of you vivacious, females I'm a male looking for a shrewd night out with you! I love to desire and I play the martial arts (aikido). I hope you're a cunning person cause we would be Cosplaying alll night long. We would do it like the Black Mage and Agent Reno after a night of Virgin Pina Colatas. If you're not excessive and ready to hike then don't bother."

Okay, so I was hoping that the generator distributed the adjectives and such in a logical fashion, but it's a bit of guesswork on part of the user about where things go. To summarize, I didn't like how this one turned out. I had no clue it would talk about doing it like one celebrity and another celebrity. I just put a couple infamous characters from Final Fantasy VII and 8-Bit Theater and got an image in my head that refuses to go away. And I understand Reno does not imbibe VIRGIN pina colatas... or anything frilly for that matter. And the Black Mage has it for redheads but not THAT kind of redhead! Anyway, I never wrote out a singles' personal ad before, and now that this device helped me out, I got shivers down my greasy spine.

Like most generators, you don't get to preview what paragraph you're filling the blanks to, so the first few tries are going to end in misery. With that said, playing a little will help smooth everything out. And it's always fun to get surprised.

Why this thing hasn't gotten Front Page or better awards... or a better score in general... I will never know. But I do know that the "4 in 1: Story Generator" is an excellent GADGET (put it in the proper category, not Puzzles/Other) with a level of functionality on par with the plot generator that Tom Fulp designed for one of the competitions a few months back. And it gets just as many laughs with each use.

Little-Rena responds:

I did put it in the gadget category but some how it seemed to have gotten changed, I have fixed that now anyway, thanks.

The reason there is no preview is for the purpose of the supprise, there should maybe be a generate again button or more descriptive input names but usually they are in order of how they appear.

Overlooked Text-Based Role-Play Adventure

Ah, the Eastern tradition of role-playing games. Structured, simple rules, major emphasis on storytelling and concrete, linear progress. "First Fantasy" is a major tribute to the text-based adventure, which propels the player along for a ride as vivid as the writing, as opposed to relying on artwork. It is also a decent flash game with several interesting highlights.

The first thing that blows my mind about this game is its bottomless pit of a soundtrack, all in-game, that spans multiple musicians and genres. The event programming for each track is extensive and each piece fits the mood very well. None of them stick out though, so while the magnitude is impressive for the medium, it's a somewhat forgettable soundtrack overall.

Another feat involves the multiple endings. Your decisions during cinemas affect the ending, provided you can get that far. The game boasts ten of them, although, like everything in this game, they are all text-based. This game is without a great deal of the high immersion practices of contemporary role-play adventures. On the other hand, it draws upon game elements that have not been in practice for over a decade.

The text sells this game. It pokes fun at role-playing stereotypes, like sand elementals or just kids picking fights at the beach, or harmless woodland creatures. Instead of stating that the character has actually sliced a head open, the text that describes success or failure (in the simplest combat engine since D&D version 1.0) manages to tickle at your sensibilities with lighthearted humor and oddball commentary. Certain occasions could call for greater detail or a check of proper tense, a spelling error here or there, but the volume of text is extensive. It's also inspired... a good effort much akin to a game like the original Exile or Avernum, which relies upon descriptive text amidst its lack of visual splendor.

Wherever there are visuals, they are decent. Most of the background shots look like stock photography, including cheeky depictions of thick suburbs and metropolitan cityscapes. Undermines the whole swordplay schtick. KatRaccoon's youthful manga work brings weight to the description of this game as a Japanese Role-Playing Game, although text-based games are seen on either shore; her work adds to the game's status as one intended for kids as well as adults. Without any duplication of style, KatRaccoon pays tribute to manga artists like Akira Toriyama of Dragon Quest, Dragonball and Chrono Trigger, who often sets the tone of the real "cute" role-play adventures.

First Fantasy is not without faults. It is a game where you leave lots of patience and time to mere chance, especially if you abhor power-grinding level after level. Granted, it gets simpler as time goes on, but having to do that irks me. Several of the really difficult areas of the world almost require you to grind well before hand. Even after you ground your footing to the earth's mantle, there are super-boss encounters that just seem impossible. The sheer fact that the combat engine is stripped down without any options or tactics will aggravate the strategists among the role-playing crowd. Having the story present options without giving clear indication about consequence or purpose tends to be a drain as well. In short, this game could have used far greater interactivity than what was presented.

Still, ten endings to discover, several Newgrounds Medals, and plenty of lighthearted humor and adventure make "First Fantasy" an excellent way to spend about half an hour per day. This is coffee break Flash role-playing that neither sets standards nor spits at our intelligence. It's just a shame that the 1.1 version never got Daily awards or Front Page, even though "Steelcurse" debuted back in early March and was about as good. Not as extensive a soundtrack, but with excellent fantasy visuals and such. If this is a gauge to determine the next big collaboration between KatRaccoon and bcdefg123, our expectations should be reasonably high.

bcdefg123 responds:

Yikes, thanks for the great long review. Where do I even start...?

Yes, I'm quite surprised I could pack this much music into a 10 MB flash game and not have it sound horrible. I personally think that's one of the greatest draws of this game (being as big on game music as I am). The music was limited in scope, because I felt sweeping orchestrals would simply not fit at all with a text-driven game like this. In fact, I specifically told Koori-Kun, who composed the main battle theme, to tone his style down a bit for that track. If the progress on my next big project so far is any indication (and I like to think that it is), it shouldn't be a problem from now on.

Without the story, this game would probably be crap, and that goes for most RPGs. When I wrote the story, it started as something just completely silly and grew to have a serious plot tying it all together. Whether that works it completely up to you, but most like it. The text system during fights is based on Kingdom of Loathing, which does pretty much exactly the same thing, except there's more text. Writing text for, say, three basic elements of magic, for EACH individual enemy would add a lot more to the workload, so that's why I didn't do more with the battle system. I do agree with you that combat was simple, in terms of both the equations running behind the scenes and the ways to fight (only direct attacks and bombs), and perhaps even a bit annoying too when text kept repeating.

If you have any specific typos or grammar oddities, you can PM me. I'm still supporting this game with updates, and I'll fix those with the next update (which might be a while, but it will come one way or another).

If the visuals seem tacked on or even disconnected from the game, that's kinda because they are. I found KatRaccoon midway through development, and I got most of the character art AFTER I had finished everything else, so the full-art scenes were added last. As you noticed, the background art pieces are Creative Commons or public domain pictures. I started adding those halfway through. Obviously, I didn't have a background artist, nor can I draw in any real capacity myself. Again, it's something that is much better planned out for my current project.

Sometimes it does get to be particularly tough grinding. It's rather hard to create a good difficulty curve and keep it constant the entire game. I've added stuff to the later parts to assist in this, but I might actually want to consider something for the beginning now. And honestly, I didn't expect too many people to try and beat bosses like the Giant Floating Head, although the medal added to it without a doubt made it a must-beat for many people.

For the part about having no clear idea of consequences, that's a part where I personally have some thoughts on. I dislike having games tell you stuff that you wouldn't know if it was the same situation in real life (e.g. saying this to Haruka gives you +x relationship, this attack does x damage). A bit of that made it into the game, but it could have been even worse - at one point I was planning for a minimalistic HUD. Maybe your name, your weapons, and your buddies, but that would be it. XD I realized that would be bad, so of course that never happened. But I'm still interested in making games feel more realistic in that respect whenever I can without angering a lot of players.

When 1.1 was released, it was a bitter fight to the end for 5th place. I think three games were jockeying for that position, only a few hundredths of a point away from each other. This game unfortunately got in sixth for the day it was submitted. Medals being present when the game was uploaded (they were added about two months later) would have definitely been that extra push needed, but oh well. Trophies aren't everything.

Well, I'm about to break the character limit for the reply, so let me just say thanks again for the long and detailed review - I really appreciate it! - Brian

HOLY SHIT! AAAAAARGGGHBLBLBE!

Everything on that screen wanted to kill me!

This game reminded me of Miccool's "Micwizard" cartoon. The premise was a "3 minute packed stick figure animation whored with random special effects to a state where actual content is practically incomprehensible and barely recognizable."* Those millions of bullets screaming towards my little blue dot immediately reminded me of the absolute confusion and disorientation that such flash cartoons provide with reckless abandon. Also, without instructions either in the game or in the comments, I had no clue how to operate. It took me a little bit, but by that point, I saw no need to continue further: I was extremely outnumbered, and it was fruitless to resist since no objective other than scoring high was apparent.

In other words, this could have gone through a longer testing phase or just a reworking of the concept before flooding the portal with another objectionable arcade abstract shooting game. The graphic quality could have gotten a facelift, too.

* Taken from Miccool's actual comments regarding "Micwizard".

ClickCreativeGames responds:

Thanks for the honesty. THis really is a Test game and I plan to remove it soon. I made it test Mochmedia, I have much better flash games and really should only upload (ONLY) the good ones.

When one is drained of all humor, anything beautiful is met with one of two things: disdainful worry or worrisome disdain. Anything ugly is met with violence. Flash is complex and beautiful, not a toy. Keep that in mind... or things get ugly real quick.

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