Tuesday, December 7, 2021
How they Compare: The Dark Knights (DC Comics Dark Multiverse)
Tuesday, November 30, 2021
Reflecting on Reflections
So last year I made a blog series called 2020 Reflections going over all my favorite series reflecting my tastes on fiction. Exactly 1 year series later, I wanted to give some points I had thought in regards to it.
1: Don't do it
If you were considering doing this type of project yourself, I'd suggest reconsidering. I made the blogs in advance of when they were needed, and I STILL felt a signifigant time pressure doing them, though that may just be my personality. Beyond that despite the fact that I consider myself pretty good at explaining what I like about things, I found myself really struggling to not just repeat myself. Why do I like this series? It has themes I like, it has characters I relate, etc. Maybe I'm just not very multidimensional in my tastes (something I think is true regardless), but I routinely found myself at a loss of what to actually say about my tastes.
2: I was worried about my favorite series popularity for NOTHING
So before I made this blog series I thought my tastes were unpopular. There's a certain type of personality, the stereotypical hipster, that enjoys things specifically because they're not popular. That's like the opposite of me, if I have an irrational bias in the other peoples opinions axis it's definitely that I want people to agree with me/want to fit in far more than I want to be contrarian. So I go over my favorite series one by one and they universally fit into 3 categories:
1: A massive, either national or globally, succesful franchise that is well loved by lots of people. I think of something like Sailor Moon or DC Comics here. Both of those that have people that don't like them, and highbrow types that don't "respect" them, but which are obviously widely succesful.
2: A relatively obscure series that doesn't have a lot of attention but everyone who has seen it likes it. I think of something like Magicka or Shamanic Princess. Both of those don't have that huge fanbases but hardly anyone ever dislikes them.
3: Rarely something I like will be controversial. A lot of people don't like it, but it will also have a lot of people who do like it and its hardly seen as bizarre or weird to like. I think of something like Yuki Yuna is a Hero which has a lot of people who don't like it, but also a ton of people who do.
None of my favorite series were downright unpopular, the only downright unpopular thing I really loved was the DCEU, or rather the early DCEU, and even that I would say has gotten more popular and now is moreso "Controversial" rather than "Unpopular"
I think my one unpopular like combined with the fact that I often don't love the biggest series that everyone loves made me feel unpopular. But when I think of those series, I don't usually hate them or anything, I usually just feel kinda lukewarm about them. I also found that when I was saying my favorite moment from my favorite series...they were often just the most popular and common part from it. Favorite part from Metroid was climax of Super Metroid. Favorite Part of Madoka was the climax. Favorite Part of DC Comics was All-Star Superman Superman saving the jumper. Wow....so unpopular.
My tastes are a lot vanilla then I was thinking, and ngl that's a reassuring thought.
That said I do have some particular types:
I find looking at someone's favorites really interesting in particular because I think you can get a generalized sense of what someone likes, and maybe even a sense of what they ARE like (although I'd wanna be cautious with that.)
For me I definitely have a clear type of thing that appeals to me. In fact I think my tastes are relatively clear, it's not that multidimensional. While not everything I like falls in these categories, there's overall 4 genres I usually like I would define as
1: Magical Girl Fiction: A story with a female protagonist who gains magic-like abilities whose magic is somehow associated with her femininity.
2: Superhero Fiction: A story featuring an idealized or archetypal person with superhuman abilities who generally dons an identity and uses their powers to better society
3: Occult Fiction: A type of fantasy with a dark/gothic tone and usually focuses either on real world purported occult phemonema or have a special emphasis on the realms of the afterlife and its inhabitants (angels, demons, ghosts etc.)
4: Mythological Fantasty: A type of fantasy set in a world where a certain real world Myth Tradition is true and tries to recreate the worldview associated with it.
My favorite series is Sailor Moon and ngl that's just the intersection of all four of those.
There's also a very clear set of themes that I particularly like although listing them all here would be tedious since it's a much longer list of between like 10-20. I might make that a different blog if wanted.
4: I have a set of artistic priorities that are inversely proportional to "immediacy"
I say this not prescriptively, that I think it should be this or that, just descriptively what I feel. When consuming the art, some things are consumed immediatly, and some things take longer to understand. The more immediate the aspect the less it usually connects to me. To rank-order them and illustrate my point
The most immediate part of consuming media is the aesthetic sense, the visual and the auditory, the visual perhaps slightly quicker than even the auditory. These obviously do have an effect on me, but it is almost entirely subcouncious. It is the aspect I think about least, and which have the least effect on me over time. I don't usually care much for how information is presented to me, and that's how I view art. I don't think of it as escapism, I view it as the presentation of a thought or idea or feeling in a more intuitive more emotionally gripping form. There are some aesthetics I like more than others, but it is the least component. This is also why I don't really care much about fight scenes most of the time. Usually the fight scene is meant to cause a rush of adrenaline, to create stunning visuals, to have an aesthetic beauty like a graceful dance. But that doesn't usually align with my artistic priority. I have said, meant self-deprecatingly, that I "read" every work like a book. I think in words and everything I see and hear is converted to words where the excess detail is removed. On one hand this means I'm very good at remembering things like dialogue but it means I may miss something obvious in the immediate.
Less immediate than the aesthetics are the characters. I don't become invested in characters the way most people seem too. The fact that they are fictional, and usually drawings on paper or digital images, is something that never fades from the front of my mind. Even when I love a character, I love them in what they represent, love their effect on the story, love the themes they carry. I don't love them like a close friend the way some people describe. There's a certain sort that will insist that the character is everything, that plot is nigh-meaningless in quality. These are the same sorts who will tell you that should definitely watch their slice of life series because it has such great characters and such great writing and thus you will like it. I know for my own part that is not true. I know this because the Sailor Moon Manga is my favorite series with my favorite cast and I've seen it adapted into anime, with filler eps that are mostly slice of life focusing on the Senshi's mundane lives...and I thought it was boring. Even my favorite cast in the world was not interesting to me in their mundane lives. The mundane world can be made interesting for a time, but it requires exceptional skill and I definitely wouldn't be interested in a series of nothing but. Characters are still less immediate than aesthetic, and are more interesting I would say as abstractions, representations of ideas.
Plot is less immediate than characters and least immediate are themes. This is where my interest truly lies. I am interested in a story for what meaning can be learned from it. The story, the events, these are instances meant to convey deeper pattern, deeper concepts. I am interested beyond characters in what characters do, and further still what this signfies. Stories have a power in them...there are great ideas and emotions beyond councious comprehension, or perhaps even if they can be comprehended that are cold to the heart, that are the theory-speech of academics rather than the ripples in one's soul. With each layer of immediacy the story, if well-done, manifests the deep and profound into plot, into character, into the most immediate of presentation. Each layer of immediacy I recognize the importance off in this noble endeavor translating and communicating from the ethereal realm of human awareness into articulation, but I think if you think of art this way as I do, then it would be most natural to cast for as deep into the ocean of a series that you can.
5: Some other interesting statistics
Just some things I looked at with my favorite series:
Of the 32 series:
-20 are Japanese (Cutie Honey, Saint Seiya, Metroid, Yu Yu Hakusho, Sailor Moon, Magic Knight Rayearth, Cardcaptor Sakura, Shamanic Princess, Yu-Gi-Oh!, Tokyo Mew Mew, Princess Tutu, Ouran High School Host Club, xxxHolic, Pretty Cure, Okami, Axis Powers Hetalia, Bayonetta, Panty and Stocking with Garterbelt, Puella Magi Madoka Magicka, and Yuki Yuna is a Hero)
-10 are American (DC Comics, The Powerpuff Girls, Freedom Force, Xiaolin Chronicles, Danny Phantom, God of War, The Stanley Parable, Wander over Yonder, Over the Garden Wall, Undertale)
-1 is Italian (Commedia)
-1 is Swedish (Magicka)
Given the degree to which I like Commedia and Magicka it's very likely I would like more works from places beyond Japan and America but I don't know anyone from those parts who could suggest a work from there I would like.
Of the 32 series:
-16 have female protagonists (Cutey Honey, Metroid, Sailor Moon, Magic Knight Rayearth, Cardcaptor Sakura, Shamanic Princess, The Powerpuff Girls, Tokyo Mew Mew, Princess Tutu, Ouran High School Host Club, Pretty Cure, Okami, Bayonetta, Panty and Stocking with Garterbelt, Puella Magi Madoka Magicka, Yuki Yuna is a Hero)
-14 have male protagonists (Commedia, DC Comics, Saint Seiya, Yu Yu Hakusho, Yu-Gi-Oh!, Freedom Force (I think Man-Bot is the protagonist of FF, if you think Alchemiss is, you can move this to female), Xiaolin Showdown, Danny Phantom, God of War, Axis Powers Hetalia, The Stanley Parable, Wander over Yonder, Over the Garden Wall)
-2 have gender ambigious protagonists (Magicka, Undertale)
As the protagonists for most series is probably less than half (I would estimate 1/3), this seems notably high. I think this comes from three factors; my general love for magical girls (11 of the 16 Female Protags are Magical Girls), my slightly greater ability to relate to female protagonists, and imo the greater range of emotional expressions women are allowed. Female characters are allowed to range from stoic to emotional and sexless to sexual while male protagonists are generally not particularly sex-ed so as to not distress the straight male audience and are generally most stoic as stoicism for men is viewed as more normal.
Of the 32 Series:
-17 are Anime/Manga (Cutie Honey, Saint Seiya, Yu Yu Hakusho, Sailor Moon, Magic Knight Rayearth, Cardcaptor Sakura, Shamanic Princess, Yu-Gi-Oh!, Tokyo Mew Mew, Princess Tutu, Ouran High School Host Club, xxxHolic, Pretty Cure, Axis Powers Hetalia, Panty and Stocking with Garterbelt, Puella Magi Madoka Magicka, and Yuki Yuna is a Hero)
-8 are Video Games (Metroid, Freedom Force, God of War, Okami, Bayonetta, Magicka, The Stanley Parable, Undertale)
-5 are Western Cartoons (The Powerpuff Girls, Xiaolin Showdown, Danny Phantom, Wander over Yonder, Over the Garden Wall)
-2 are Assorted Literary (Commedia, DC Comics)
Finally just a bunch of connections in a meta context I noticed of the 32, not thematic connections but like meta stuff connecting them. I notice that this kind of meta stuff causes "clusters" that if people tend to like one they also tend to like the other, an idea I find really fascinating that you can sorta tell a person by their clusters they're in...here's the clusters I'm in:
-Obviously the 11 Magical Girl Series on this list all form some kind of cluster of their own, with many of the series internally connecting. This broadly breaks down into the 5 "traditional" magical girl series; Sailor Moon, Magic Knight Rayearth, Cardcaptor Sakura, Tokyo Mew Mew, and Pretty Cure, and the 4 "dark" magical girl series; Shamanic Princess, Princess Tutu, Puella Magi Madoka Magica, and Yuki Yuna is a Hero with the Cutey Honey and Panty and Stocking with Garterbelt being a bit harder to classify. Many of these share fandoms as part of the larger "Magical Girl Fandom"
-Cutey Honey was an influence on Sailor Moon who then recurvisely was an influence on Cutie Honey causing the creation of a more Sailor Moon-like Cutie Honey called Cutie Honey Flash. Ryota Yamaguchi who was a writer for both Sailor Moon Stars and Cutie Honey Flash also worked on DokiDoki Pretty Cure and Saint Seiya: Sainta Sho.
-Sailor Moon was an influence on Tokyo Mew Mew, Pretty Cure and Puella Magi Madoka Magicka. Junichi Sato who worked on the Sailor Moon anime co-created Princess Tutu and directed Hugtto Pretty Cure.
-Puella Magi Madoka Magicka was an influence on Yuki Yuna is a Hero
-Princess Tutu and Puella Magi Madoka Magicka have connected fanbases with the former possibly being a predecssor of the latter.
-Magic Knight Rayearth and Cardcaptor Sakura both obviously have a connection as they were both made by CLAMP along with the series xxxHolic
-Commedia was a direct inspiration for Over the Garden Wall and can broadly said to be the one responsible for the trope of telling the epic about the common person, the universal human experience rather then the transcedent demigod. This is relevant in sometimes DC, Cutie Honey, Yu Yu Hakusho, Sailor Moon, Magic Knight Rayearth, Cardcaptor Sakura, Yu-Gi-Oh!, The Powerpuff Girls, Tokyo Mew Mew, Princess Tutu, Ouran High School Host Club, xxxHolic, Pretty Cure, Danny Phantom, Axis Powers Hetalia, Puella Magi Madoka Magicka, The Stanley Parable, Yuki Yuna is a Hero, Over the Garden Wall and Undertale
-DC Comics created the modern superhero idea and as such is directly inspiration for The Powerpuff Girls, Freedom Force, and Danny Phantom although for the latter two Marvel acts more as an intermediate step. It's also likely an inspiration for Sentai, which influenced Cutie Honey (through Warrior of Love Rainbowman), Sailor Moon, Magic Knight Rayearth, Tokyo Mew Mew, Pretty Cure, Puella Magi Madoka Magicka and Yuki Yuna is a Hero.
-As 90s Occult Shonen, the fandoms of Yu Yu Hakusho and Yu-Gi-Oh! overlap
-Due to their cosmic imagery, coming out around the same time, and similar plot structures there is an overlap in the fandoms of Saint Seiya and Sailor Moon
-Due to the marriage of their creators, there is an overlap in fans between Yu Yu Hakusho and Sailor Moon. Sukehiro Tomita also worked on both of their animes.
-Hideki Kamiya created both Okami and Bayonetta
-Craig McCracken created both The Powerpuff Girls and Wander over Yonder
-Emiri Kato played Kyubey in Puella Magi Madoka Magicka and Hyper Blossom in PPGZ as well as assorited roles in Tsubasa and XXXholic animes.
-Nami Miyahara who played Rolling Bubbles in PPGZ also played Akari Tsukumo in Yu-Gi-Oh! Zexal
-DC Comics's Wonder Woman inspired some elements of Sailor Moon, in particular Sailor Moon's tiara throw was inspired by the Lynda Carter Wonder Woman
-Both being 2010s metafictional games The Stanley Parable and Undertale fandoms intersect
-Undertale makes reference to Tokyo Mew Mew
-Ouran High School Host Club and xxxHolic have a bit of a fandom overlap, due I think to both being series about main characters that have to be in service to elegant teasing people they don't understand in exchange for paying their side of a deal
-God of War and Bayonetta have some fandom overlap due to being in the same genre of game
-Wander Over Yonder and Undertale have a signifigant fandom overlap due to both have a similar theme of befriending people instead of using violence and a few shared worldbuilding elements
-Cutey Honey and Bayonetta have some fandom overlap due to being sex-positive depictions of femininity with a heroine that is both sexual and has agency
-Tara Strong voice acted as Bubbles in the Powerpuff Girls and Omi in Xiaolin Showdown, and has had various more minor roles in Danny Phantom, Wander over Yonder and several DC productions (including the relatively major role of Raven from Teen Titans)
-Metroid and Cutie Honey have some fandom overlap for being relatively early science-fiction works to have a female protagonist
-Takuya Igarashi worked on the animes of both Sailor Moon and Ouran High School Host Club as well as an episode of Futari wa Pretty Cure. Yoji Enokido also worked on both Sailor Moon and Ouran High School Host Club.
-Shiori Teshirogi wrote both Saint Seiya: The Lost Canvas as well as a DC Comics Manga.
Wednesday, November 24, 2021
Ranking every Magicka Chapter
Magicka 1 is my favorite game, and I just wanted to make a fun quick blog ranking its 12 chapters, from worst to best.
12: Chapter 11
Chapter 11 is really the only chapter in the game I don't like. The chapter is hard, but it's hard as the opposite way of the Grimnir fight, where it's the type of hard that just makes it impossible for casual players to get through. Magicka 2 would overcorrect this by a lot, making it so a team of 4 players are almost impossible to TKO if they care even the slightest bit, but this chapter isn't hard in the fun way, it's hard in the insta-kill way. There's monsters that insta-kill you very quickly like Yeti and Beholder, as well as just annoying enemies like the teleporting dwarves, mixed with lava mechanics that are just annoying. You have to get past these long sections of lava that can be instantly turned to fire causing you to drown if a salamander breath hit. All this would be fine for a short difficult section, but this is the entire level and it's one of the longest levels in the game. The other problem is the tricks to get around them are things that serious players would do that just make the challenge trivial, there's no happy difficulty, it's just insta-death or casual win. Fafnir's also not a very good boss. It's also difficult in the "this will absolutely wipe casual players but if you're actually trying it's not very hard." type difficulty. You just put on fire shield and move around and you're basically invulnerable even if it takes awhile. The humor in this is fine, but nothing special for Magicka, and there's not much lore added or anything. The Gram quest is cool but the fact that it requires you to keep a sword in the section where you have to get past a long section of lava that you can lose your sword to anytime is perhaps the most sadistic thing I've seen in any of this series. You get invisibility and summon elemental, two really cool magicka, this level but it's almost the end of the game so you barely get any time to use them.
11: Chapter 7
Chapter 7 is the chapter you go back in time. It's also the only level with zero fights in it. As such there's no real reason to re-play it. You can use it to get the achivement for getting through a level without casting basic spells really easily, and it's the chapter you get Teleport, my favorite Magicka, but there's basically no gameplay this level. It's like waiting in an elevator between two levels.
10: Chapter 8
This is another really long level, a lot of it taking place in darkness unless you light it up, over precarious cliffs. While this risks running over a similar trouble as the lava in 11, in practice it's not really an issue since there's barely any knockback, and you can pretty easily light up the darkness, or just teleport through it. This level also has the bridge battle, a battle on a small bridge with goblin army forces approaching from both sides which is a fun challenge predicated on a lack of space to manuever, with spacing being a wizard's best friend. I have kind of a personal vendetta against this level however for its boss. The Goblin Aristocrats are pretty easy to beat, maybe a slight challenge for casual players, but overall one of the easiest bosses in the game, as they can only use basic elements and cast nullify. But in challenge rooms Goblin Aristocrats "nullify" I've found to be one of the most annoying enemies to fight, since they can act as devilishly difficult support for stronger enemies by nullifying your magic.
9: Chapter 1
The first chapter of the game is quite funny with memorable parts like the sword in the stone, the woman with the exclamation mark chasing her and everything in Castle Aldreheim, and gives a pretty good tutorial for the game, which is basically skippable, followed by two easy fights against goblins and spiders, and a boss fight against a troll, a stronger common enemy in the game. Ygg the forest troll is a good tutorial boss, being slow moving and easily avoidable, and with an elemental weakness, but lots of regenerating hp teaching the new player to avoid close fights, and practice using proper elements on corresponding enemies. While a good introduction, not much reason to go back to it as it more serves to ramp the player up to the greater challenges of the game.
8: Chapter 2
Chapter 2 is a pretty good chapter to ramp up from Chapter 1. It suffers a little bit from lack of monster variety since while goblins and trolls are different in tactics, both are weak to fire. Goblins do come in impressive variety, and the game really hits its stride with its humor with things like Goblin Hood or the Goblin Aristocrat making a somber chant only for it to be revealing to be gibberish, as well as fun secrets hidden on the map. I'm not a big fan of the boss of the level Jormungandr as hitting his head is kind of an annoying mechanic. There are tricks to get around it with wetting his head and then using lightning to chain to it, but the fact you can only hit his head is unintuitive when most of the game is delightfully intuitive, and you'd think you can damage him normally. Jormundanr is also the least squishy thing in the game, having too much HP but doing barely any damage making the fight feel really grindy. Most of the level is pretty fun, though the game is still kinda going easy, without much real challenge. Any serious player will blaze through Chapter 2 basically without thinking.
7: Chapter 4
Chapter 4 sees you mostly traveling through the city of Havindr. Similar to Chapter 2, I like most of the chapter more than the boss fight. The Machine part is obviously a joke, but the Warlock is kind of annoyingly-anti squishy and while not really hard, he takes a while to fight. That said the Warlock is a lot more of a threat then Jormungandr and so the fight is a lot tenser and more of a challenge. The enemies are more varied and signifignatly stronger in 4 compared to 2 with varieties of orcs and disciples (dark mages), the secrets are as exciting with fun things like just burning the dynamite to get through the door instead of having to wait for the long fuse to go off.
6: Chapter 9
The Swamp Level. This chapter has the annoying swamp water mechanic which periodically makes it tricky to use lightning for rez or similar effects, but the enemies are great this level. Zombies and the undead really change your thinking having to use life as primary damage dealer, especially when mixed in with alive enemies that heal from life like treants. This level is full of difficult but fair fun enemies like treants and undead knights that are high damage dealers but slow, and so emphasis is put on mobility, something that again would be easier with lightning for haste and teleport. There's the fun jokes of healing the villagers and you also get the Vlad fight, one of the best fights in the game. Not only is it fun from a story perspective (including one of the most shocking twists in video game history. I won't spoil what he actually is but turns out Vlad isn't human!) but Vlad is a fun boss, running around shooting out powerful elemental blasts and trying to life drain.
5: Chapter 3
Chapter 3 involves fighting beastmen, and druids, enemies you don't see most points of the game and are a fun diversion with differnet tactics. Beastmen are more mobile and elemental, and Druids have their nature magic, as opposed to the usual slow heavy hitters the wizards have to face. The airship sequence is tricky for casuals, but a very fair challenge for its place in the story, and a fun dynamic, even if the developers wished it turns out well. Jotunn isn't as good a boss fight as Vlad, but I do like that there's a secondary objective in this fight where you can beat and optimally beat him before any house explodes. If you do you get the M60! Also while they're not as flashy or as practical, this level in general just seems to have the coolest weapons in the game just everywhere.
4: Chapter 6
Chapter 6 is a struggle up a mountain at the edge of the world with a lot of pit mechanics pre-teleportation that aren't really the fun, frustrating if they work, but usually just being a mildly annoyance to avoid. The daemons are also not that fun enemies since it's a bunch of waiting around for them to materialize although at least they've different elements and attacks. By itself it would be lower...but this chapter also has the first Grimnir fight. The Grimnir fight is by a good margin the best fight in the game. Grimnir is the most developed character in the game followed by Vlad, he has a really cool introduction, is built up since the prologue, and this fight really justifies it. First Grimnir traps you in a mental duel where you have to fight a procession of enemies past and future while a giant ethereal Grimnir watches, showing you a display of his power. Than after you beat that, the fight proper begins. The difficulty of the Grimnir fight is JUST right. Grimnir is a difficult but winnable fight for a single casual player, and a group of serious players. Grimnir wiped the Magicka developers several times, yet he's not a frustrating unwinnable fight for even a casual team. This comes from the fact that he is perhaps the squishiest boss in the game, not much HP, but really strong spells with large area of effect, and can cast numerous at once. Even a casual team can win with teamwork and focus if one nullifies and the others attack or they use overlapping elemental shields and dry themselves out but on the other hand when do wizards ever colloborate ;) Grimnir really feels to fight exactly what he is, the greatest wizard in the world bound up but still just flexing his magical power on you.
3: Chapter 5
If I just wanted to relax and play some casual Magicka...I'd probably do some of the easier arenas, but if I was going to do one of the campaign levels it'd be level 5. Level 5 is the battlefield level, where you go through a large army of orcs, disciples, and trolls. It's a long level, with lots of enemies, which is difficult to casuals, but to serious players are not really a trouble. They put up enough of a fight that the mind is stimulated, but just little threat that it's a fun relaxing playthrough just tearing through them. This chapter really shows the degree of difference skill at Magicka makes. For casual players the threat of this level and what makes it diffiult is the sheer number of enemies, but when you get good at the game, weak enemies no matter the number don't post any threat so you can feel like a god at the game just by easily destroying the enemy army single-handedly. The 300 references are also funny and Khan is a pretty fair boss fight, his insta-kill bombs kinda annoying but nothing that bad.
2: Chapter 10
Chapter 10 sees the wizards traveling through Niflheim, realm of the dead combining the best aspects of Chapters 3 and Chapters 9. You're fighting elements and shades, undead enemies with elemental attacks, so fighting combines matching opposite elements and using life in a new strategic way. This level also has the Death fight, one of the best in the game. Death is a real tricky enemy, summoning shades, creating illusory copies and insta-killing with his scythe. This level tries for atmosphere in a way most of Magicka doesn't, and it honestly works really well. While still ultimately comical, the shady atmosphere of Death makes for a really cool boss fight and level.
1: Chapter 12
Chapter 12, the final chapter, is a boss rush. Vlad and Grimnir are the first two enemies and not only are they two of the top 3 fights in the game with Death, but the two are a study in contrasts, humorous given they are old friends. Vlad is bombastic and theatrical, running around and attacking with massive elemental blasts. Meanwhile Grimnir is underplayed, precise, and focused while chained up. The two both make for amazing fights leading into Assatur fight. Assatur isn't as good a fight as Grimnir, but he's still pretty good and it just completes the trifecta of chapter 12.
Wednesday, November 10, 2021
How they Compare: The Riders of Havoc (Bastard!!)











