Comic Series


 

Latest Posts

Relative Genius

I wear glasses to make myself look more intelligent but creating that illusion is the extent of my smartitude. Life has gotten a lot easier ever since I accepted that I am an idiot. On the bell-curve of intellect, I am near the base of the descent into foolishness.

I’ve met true geniuses. Great thinkers and innovators. But I’ve also met fake geniuses who are only referred to as such because they are relatively smarter than the average idiot (or sub-average idiot.)

Genius is a relative concept, like “healthy fast food” or “group project equality.” You’re brilliant only until someone more brilliant walks into the room. Then you realize that you don’t actually know how microwaves, magnets, and mitochondria function and that your illusive smarts are due to you being the only one who knows how to properly reset the router.

The Spectrum of Brilliance

Remember: Statistically, you are most likely normal. But as I implied before, there’s a bit of a bell-curve of human intellect. To one end lie the fools and at the other end fly the geniuses. Consider the following along that spectrum:

  • True Geniuses
    These people don’t just think outside the box. They don’t even see the box. They’ve transcended the box. They know the box is an abstract concept. They build their own boxes for the rest of us to run around inside.
  • Smart People (Discount Geniuses)
    They know a lot of things, but only because they sacrificed a social life in order to read articles online. They’re the kings of correct answers during bar trivia—right up until a true genius shows up and casually rewrites the laws of physics before breakfast. That’s when our smart friends realize they are enthusiastic amateurs with Wi-Fi and an over-reliance on Wikipedia.
  • Normal People
    This is most likely you. You can set up your own email account, assemble IKEA furniture correctly within a few attempts, and occasionally win arguments by quoting something you half-remember from YouTube. You engage in arguments online and know you’re not really going to change anyone’s mind, but you will still feel like you totally won.
  • Idiots
    The misunderstood heroes of The Spectrum of Brilliance. Without them, how would anyone feel smart? They say what they feel, regardless of what everyone else knows. They believe everything they shouldn’t and nothing they should. Their ignorance is their strength. Some of them think they can turn making webcomics into a viable career.

The IQ Food Chain

Each person looks down on someone else while being clueless about the fact that someone else is laughing at them.

  • The smart kid in class feels superior until they meet a prodigy.
  • The prodigy feels brilliant until they meet someone who not only reads about quantum mechanics but actually understands quantum mechanics.
  • And that person? They’re probably crying in a corner because someone else disproved their entire thesis by scribbling notes on a used napkin.
  • The idiot is unbothered by it all. They looked up something they believe on Google using quotes and think it’s true because somebody else on the internet agreed with them. Or they’re still trying to make their webcomic profitable.

Conclusion: We’re All Different Levels of Dumb

The next time you feel smart, just remember: someone, somewhere, thinks you’re an idiot. And they’re probably right.

But fear not. Elsewhere, someone tried to charge their phone by jamming the charger into a toaster because they heard heat is energy. Unless you are that person, you’re probably fine.

Dude, Fix It: Final Fantasy XVI

Very timely, I know. It only took me around 6-8 months to finally finish Final Fantasy XVI, and I purchased it well after its initial release.

I used to love JRPGs and easily clocked dozens to hundreds of hours in various titles, but lately they kind of burn me out. Plus adult life is busy. There’s work and chores and food and exercise. Sitting down to play one game for 60 hours wears away at my soul.

Regardless, I do recommend FFXVI if you have time for it. Story was good. It starts out kind of like a teenager trying to imitate Game of Thrones’ dark, edgy writing and then gets legitimately dark in the second act. Characters are good. Relatable. Flawed. Overall message about free will is kind of beaten like a horse in the end. Boss fights are pretty insane in a good way. Awesome spectacles. And the soundtrack is the kind where I have saved several tracks in YouTube Music and listen to them throughout the day. Fantastic all around.

Praise over. If you want a full summary or review, go to IGN.

This is Dude, Fix It. So let’s fix it.

1- Lots of powers, only a handful are useful. Instead of summons, you beat an enemy and unlock some of its abilities. They change your basic magic attack, which does the same damage to everything. There are no elemental weaknesses (at least from what I saw.) They each have a special ability that does one of the following:

Fire- Dash toward the enemy. Really useful.

Wind- Pull small enemies to you or pull yourself three feet towards a big enemy, and at an enemy’s halfway stun point can add a mega stun. Kind of useful, but against big enemies it honestly gets you a little closer instead of snapping you to them, limiting its usefulness.

Lighting- You make lightning balls. I never used it.

Earth- You have a block that reduces some damage. Barely used it since dodging is better.

Light- Shoots lasers? I don’t know. I didn’t use it.

Ice- You dodge and freeze enemies if you are close to them. Freezes bosses mid-attack. Freezes everything mid-attack. Absolutely overpowered.

Dark- You whip out a different sword that does next to no damage but if it’s fully charged it unleashes the strongest attack in the game.

You can select three movesets, each of which can only map two special attacks. So it presents this giant buffet of something like 30 abilities and only lets you use a handful. When you switch into a moveset, your basic moves are the same. It’s trying to be like Devil May Cry but is afraid to make anything intricate. The Dark set lets you use a different weapon, but it’s barely different from the normal sword except it does 1/4 of the damage. There are two things we can fix with this system:

1.a- More abilities as standard abilities. What if the freezing dodge became your normal dodge? Or there was a dedicated block button and it was stronger after you got the earth powers? Lightning strengthens your melee attacks and lets you chain strong attacks. Light adds a third tier of ultra-charging your magic attacks. The grapple is just always available and can be used for environments as well. Instead of six modes with barely any difference between them, just buff up the core gameplay loop.

1.b- More weapon variety. Just go full Devil May Cry. The idea of the Dark sword moveset was decent. Have three weapons to switch between, with multiple elements dedicated to each weapon. Fire and ice for the main sword. Earth, Wind, and Lightning for dual-swords. Dark and Light for a two-handed sword. Have distinct movesets for each. If you rack up combos with a weapon, it unlocks a mega attack. Picking up a random new weapon that sucks on the second to last boss of the game just leaves me wondering what could have been.

1.c- Enemy elemental types. The enemies don’t have weaknesses or strengths vs certain elements. The giant fire boss will take just as much damage from fire attacks as ice attacks. It had to be designed this way because the game was based around only giving you access to 1/3 of potential movesets at any given time. With my above fixes, you can add in elemental weaknesses and strengths. Sorry, it’s just really weird that I am up against a dude made of literal fire and wrecking his day with my fire attacks.

2- Shut up. Shut up shut up shut up. The characters repeat themselves ad nauseum near the end. Good guy said, “Free will, free will, not slaves, free will, reject fate,” and bad guy said, “Free will bad, free will bad, no free will, free will bad.” For hours. Hours upon hours upon hours of saying the same things. Shut up. Take the script. Cut it in half. I liked the story. The themes are solid. But I don’t need a 20 minute dialogue-heavy cutscene to share one idea. Just shut up and let me play.

3- Shut up and let me play. The fights are cinematic. Beautiful. Tense. But they keep slapping the controller out of your hands to watch yet another movie. Near the end you have a literal 10 minute sequence where you do a quick-time event every two minutes to make sure you’re paying attention. The whole time I was just thinking, “What a cool fight. Sure wish I was participating in it.” When the game begrudgingly lets you have control during a boss fight, they’re top-notch. The flow is incredible. Enemy attacks are relentless yet leave enough warning to let you time your dodges well. But it’s almost like it’s afraid of what it does best and needs to keep interrupting the action to make sure you’re not getting tired of the adrenaline rush.

4- Let me become the big fire dog at will. The game features sequences where you play as Ifrit during boss battles. They’re really fun and do a good job of leaving your moveset roughly the same and just increasing the scale. But every time they pop up there’s a tutorial because a new ability gets added. You get to enjoy it during the 10 minute boss fight and then you don’t get to use it again for another eight hours until the next boss fight. I know it’s part of the story that becoming Ifrit is hard, but add in some big tough enemies as standard foes and let the player fill up a summon bar that lets them turn into Ifrit for a few seconds. Even a mini-version is fine. As it stands, it’s just too rare of an opportunity to enjoy life as a giant fire dog.

Conclusion: I have some gripes about the game, but it’s still good. The main issue is it’s way too long with not enough depth to make the most of its length. All of my points of criticism are about spicing up the combat because it does get pretty repetitive once you find the strongest combos and start moving on muscle memory.

After the Storm, Calm

Woof, Way Back Machine is probably going to air my dirty laundry when it comes to the first few drafts of yesterday’s post. What eventually became a lovely short story about a viper and some vague remarks about my own emo-level torment (are emos still things? Or did they die out in the Scene Wars?) was initially quite dark. Makes sense since I was in a dark place.

I feel much better now. Instead of festering poison I just feel a bit of a void. I spent time with others I love. Opened up about what was hurting me. I hate opening up. If I were a can, I’d give you an uncomfortable glare while you pried open my lid with a can opener. No pull tab.

To quote me during my last physical, “Stay the Hell out of my can.”

But I feel calm now. I’ve lost a pillar, but the structure is holding. The structure needed renovation anyway. New pillars. Ones that weren’t going to inevitably collapse.

I am still sad. Makes sense. My Viper was a valuable friend. As I descended the mountain, they made the journey bearable. When given a choice between loneliness and misery with company, I usually choose loneliness. It’s more stable. Normal. It’s what I do best.

But I picked up the viper. I knew it would bite me eventually. No surprises when it did. What was surprising was how desperately I held onto it, even after the fangs struck. I wanted nothing more than to hold it close as it pumped poison into my soul.

It’s probably not healthy that I’ll gladly pick up the next viper I see. It’s not that I’ve learned nothing. I’ve learned plenty.

But at some point, I just need a little more venom in my life.

Not healthy, but neither are deep fried Twinkies. And I love deep fried Twinkies. The things that are worst for us are usually the most enjoyable. Delicious. Pleasurable. Stupid. Stupid. Stupid.

Let’s do it again.

The Viper

It’s a little past 2:00 a.m. Unbelievably exhausted yet unable to sleep. Just want to shout into a void for a bit.

There’s a story I’ve been reflecting on a lot lately. A man climbed a mountain and on his way down encountered a poisonous viper. “Would you please pick me up and take me to the foot of the mountain?” Asked the viper.

“No,” said the man, “Because I know you will bite me.”

“I promise I won’t bite you,” swore the viper, “I will have nothing but gratitude for your assistance.”

Eventually, the man gave in to the viper’s pleas. He picked it up and set it around his shoulders. During the journey down the mountain, they spoke at length, laughed, and intimately bonded. Along the way, the man found he was indescribably grateful for the viper’s company and wondered why he doubted it in the first place.

When they reached the foot of the mountain, the man paused, sad that the journey with his new friend was coming to a close. But did it have to? Perhaps the viper would want him to carry it further. Perhaps they could be together for the rest of their lives.

In a way, that wish was tragically met. As he opened his mouth to ask the viper if it wanted to travel further with him, the viper sunk its teeth into his neck. The poison pumped into his system, robbing him of all strength as he slumped to the earth.

The viper started to slither away. Bewildered, betrayed, and wounded, the man choked, “Why?”

The viper was confused by the question. “We’ve reached where I wanted to go,” it said, “This is where we part ways.”

“You promised,” the man gasped, feebly clutching at the bite marks in his neck.

Again, the viper was confused. What did its promises matter? It simply lived in accordance with its own nature. If anything, it was annoyed that the man had the gall to hold it to any higher standard. At the beginning the man said he knew the viper would bite him. Now that he was bitten, he was pretending to be surprised.

As the man’s life ebbed, the last words he heard were the viper saying, “You knew what I was when you picked me up.”

Unlike the man in the story, I will survive the poison from my viper. It burns now, but soon it will just be numb. A part of me will likely always be necrotized and blackened. Unfeeling, dead flesh. The rest of my body will move forward.

Alive. Unburdened. Alone.

Dude, Fix It: Starfield, Part 1

On September 6, 2023, Bethesda released Starfield on PC and probably some other things that aren’t PC that I don’t own and therefore don’t care about. I was excited for Skyrim in space and therefore bought it. What followed was a lot of loading screens, awkwardly-staring NPCs, and a vast universe where entire planets have maybe three natural resources each for some reason.

Now here’s a plot twist: I did enjoy Starfield. It’s boring, but that means it’s a perfect podcast game. Just slap something on in the background while you go through the motions of being a space pirate or scanning the local megafauna on a planet that has as much biological diversity as natural resource diversity (so, like, three types of animal.) But as I played through, I realized there are some glaring issues with the game that could be easily fixed without really compromising the experience.

***Massive spoilers below.***

1- Branching Paths to Nowhere

In the game you eventually discover that there are entities called Starborn that basically hop between universes using some kind of central consciousness. It’s designed to be a New Game Plus (NG+) feature so you can start fresh in a new universe and replay the different missions to try out different outcomes.

The problem is most major missions with noticeable epilogues have two outcomes, neither of which really changes how the galaxy develops. It’s some minor dialogue changes. You’ve given me a safety net to hit the reset button if I screw things up but don’t really let me screw up. There’s a whole mission set about a potential killer-alien outbreak and the options at the end are kill the killer-aliens with bacteria or two story tall alien goat-things. Make those options have drastic effects. Better yet, give me the option to say, “The killer-aliens have the right to exist,” and shut down both options and let the entire galaxy get swarmed to the point of total destruction. Or let me decide which faction gets access to the killer-aliens to use in conflicts and see the ensuing war-crimes. There’s just no purpose to replay most of the quests because there is no real difference in the outcome.

2- Starborn Again

You have the option to leave your universe behind and become Starborn at the end. Your rewards are a kind of underwhelming ship (that was earlier hyped up as being insanely powerful, but isn’t really,) a new space suit (which is kind of weaker than everything else,) and the ability to get stronger powers by getting them again (by playing the same stupid mini-game where you fly into shifting lights three times). All of your weapons, supplies, colonies, and relationships are erased.

Make the Starborn Ship better, or give me the ability to improve it. Put a high cost on the improvements. Make me craft them. Put rare items required to upgrade the ship at the end of certain quest lines. Let the improvements carry over to NG+. Give me something to continuously build and improve through every timeline until I have a completely overpowered ship.

Either let the player carry their inventory over to NG+ or place a container on the ship that can preserve its contents. Make it expensive to upgrade. It’s frustrating to work hard customizing a character build around a weapon and then hoping to get a similar weapon ASAP. I have a character that specializes in using the mining laser because it’s the only thing that’s given to you for free at the start of every play through. Even better, make it so you can fuse story-relevant legendary weapons into better versions with every run.

Make a type of colony that comes with you to new universes. Again, make its hub expensive and limited at first and require a lot to upgrade it.

The main gripe here is that it makes no sense to make the process of building ships, weapons, and colonies so arduous and then include a core gameplay component around erasing all progress except player level. I don’t want to go to my sandbox, spend ten hours building a castle, then kick it over as soon as it’s done.

The NG+ concept can work if it’s easier to build settlements, get new weapons, and upgrade them. But resources are so scarce and spread out that it becomes a major hassle. So either make it easier to reestablish myself after hitting the reset button or give me something permanent to work on with every subsequent run.

I love the NG+ feature in theory, but everything about the game is designed around spending a lot of time building things.

3- Parallel Dimension Populated by Sentient Crabs

NG+ also introduces slight changes to the main organization, Constellation, with some of the different universes. There’s a universe where they can be children. There’s a universe where one of them is after you for revenge. It’s part of why NG+ is a solid concept: I’m all for seeing some differences in playthroughs based on unique setups in different universes.

I want them to crank up the dimensional differences to eleven. Have a universe where all humans are replaced by crabs, or at least Constellation members. Have a universe where all planets are underdeveloped because humanity never advanced. Have one with an intact Earth with an optional mission to either make Earth progress and be destroyed or halt its progression and save it in the short-term.

In summary, I don’t want to just walk in to one building and see some minor differences in a handful of characters. That’s kind of fun, but it makes it so I’m speedrunning through universes because they don’t really matter. Put me in universes with unique setups, faction-balances, and developments that I want to explore/resolve before moving on.

Most of my points in today’s write up are centered around NG+. I’ll probably come back to talk about some other issues with Starfield, but when it comes to a giant, glaring issue with the core game, the NG+ is so massively underutilized. It has enough bits to be a core mechanic of Starfield, but the rest of the game isn’t really designed around it. Make it central. Make it worthwhile. One of my characters is based entirely around dimension hopping and it’s really fun, but it’s kind of frustrating because I don’t see a reason to build anything or customize ships or weapons because it’ll vanish within a few hours.

Hopefully the Fractured Space DLC fixes some of the issues I listed above. I’m probably going to get it because, again, I did enjoy Starfield. I love a good grind while I listen to a podcast. I just want my grind to lead towards something.