I… um… er…

I’m… just… totally speechless. I just started up Patapon 3… and… well… um… it greeted me with not a handshake, but with a massive explosion of win:

I was expecting the Patapon theme… but an intro like that? And a remix like THAT?! That’s totally incredible… I can’t even COMPREHEND the epicness!

Mind blown. Now it’s all over my room. That will probably impair my ability to play, but I HAVE to at least try. πŸ˜€


Okay, I’ve played it for a few days now, and um, yeah, it’s MILES better than Patapon 2. It’s got fantastic light strategy elements, and it’s an awesome rhythm game. Before playing the original Patapon, I would’ve never imagined those two genres would work so well together, but JapanStudio/Pyramid gave it a shot, and they hit the bullseye. Now they’ve had two chances to evolve it, and it’s amazing. πŸ˜€

The basic gameplay’s the same as the other Patapon games – drum different commands to the beat to get your Patapons through the enemies and past the goal flag. That’s about where the similarities end, though. Instead of commanding an army of up to 20 units, they’ve cut it down to five units – a tank unit, a damage unit, a support unit, the Uberhero (you) and Hatapon (the critical unit who triggers an auto-fail when he dies, but can’t be hurt if a tank is still alive). This was a GOOD call, because the amount of times my brain has almost exploded in frustration because my 20 units CAN’T RUN AWAY FAST ENOUGH, or because I can’t get every unit geared up equally, is ridiculous. However, cutting it down to 5 units was kind of a double-edged sword, because although there’s less to cross your fingers about, losing one unit can seriously dampen the amount of damage you can do, making it extremely difficult to continue.

However, they noticed THAT, as well, and so have introduced another new feature, “Summoning”. If you can stay in Fever Mode long enough, the Fever Worm will start to change colour. When it starts shining gold, you can summon a Djinn, who heals your units AND resurrects lost ones. On top of that, you’re unchained from the standard beat for a little while, and can FREESTYLE. πŸ˜€ You can just hammer the buttons and create a rhythm of your own, and the better you do, the more EXTREEEEME OWNAGE is dealt on the final measure. It’s AWESOME, but unfortunately, you can only do this once per level. Although on multilevel dungeons, if you don’t use your summon, it carries over to the next floor, so if you’re good enough (and the boss has enough HP), you can unload multiple summons into the dungeon boss. πŸ˜€

Speaking of boss HP, they’ve done what Monster Hunter needed to do a long time ago, and displayed boss HEALTH BARS, so you know how close you are to owning them. That was a REALLY nice thing to do, especially since I don’t trust AI with invisible health. πŸ˜›

Another significant change is the leveling system. In Patapon 2, you used to have to go through a sickeningly evil, confusing, grind-like Evolution Map to make your Patapons stronger. It cost lots of money, lots of difficult-to-get materials… and it was impossible to choose between all of the different variants of Patapon. In Patapon 3, they’ve just added an Experience and Level system. THANK YOU. πŸ˜€ Nice and simple, just play missions for XP to level up and be able to do more difficult missions.

There are also various classes to level up. At the start of the game, you can choose between three base classes, which are melee, ranged and support. When you hit a certain level in these base classes, you unlock new classes to try out, which are generally more powerful or have different abilities.

The weapon system has changed a lot, too. Instead of just getting weapons in missions and improving them by finding better weapons, you find various types of treasure chests in missions. Bronze and Silver chests generally give normal or magic items, whereas Gold and Jeweled chests often give extremely powerful Unique/Super Unique items, but they can’t be upgraded. Normal and Magic items can be upgraded at the blacksmith for Ka-ching (yeah, it’s called that ;)) and materials.

Unfortunately… as is the case with pretty much all Japanese-made games, the difficulty curve is unrealistic and stupid, the recommended level is almost always a lie, and the Bonus Bosses annoy the HELL out of me.

The difficulty curve is ridiculous. At the start of the game, it’s extremely easy, and it gets more difficult over time, which I expected. But I KNEW there was going to be a difficulty spike at some point, because… well… it’s a Japanese game. Thing is, you don’t know WHEN it’s going to spike, which adds to the frustration when you’re level 5, open a door on a quest with a recommended level of 3+, see a big dragon there who proceeds to unfairly stomp the living crap out of your party. I say “unfairly”, because he literally shuffles towards you (because he can’t fly), ever-so-slightly clips your tank with his foot, and cuts a third off his health. Oh, and summons weren’t unlocked at the time, so when my tank DID die, I couldn’t resurrect him. And do you know what was REALLY annoying? Well, I managed to kill the dragon, and I didn’t know that when a dragon dies, they collapse to the floor about one measure afterwards, and cause massive, cheap damage to any unit near them. Since my tank was dead, Hatapon was wide open. The dragon collapsed onto him, one-shotted him and I auto-failed the mission. UNBELIEVABLY GAY. Why can’t the dragon just collapse without doing damage?! It’s not particularly fair when you’ve never seen one before. πŸ˜›

Another case of bad difficulty curve? Well, in the next three-level dungeon, on the second level, when I was VERY overlevelled, in the first room there’s a normal-sized ice dragon, a bit of a challenge, but taken down no problem. In the next room… there’s an Ice Salamander. And they’re PUSHOVERS. >.> In the room after that, there’s ANOTHER dragon, a BIG one this time, who was very tough, and I almost lost several units to him. After that, in the next room… another Ice Salamander! WHAT THE HELL?! And then… in the final room of the floor, a GI-FRIGGIN’-GANTIC golem, who DESTROYED me. Difficulty curves aren’t SUPPOSED to look like this:

Patapon 3 Sample Difficulty Curve

(AAAARGH WORDPRESS IS SO GODDAMN SHIT! I want MORE than a millionth-of-a-pixel-wide column so I can ACTUALLY post images WITHOUT THEM BEING CLIPPED, NOT a STUPID NEW TOOL that lets me COPY PREVIOUS POSTS for GOD’S SAKE!!)

I hope you get the idea from that tiny picture. Sorry I can’t make it bigger, WordPress is shit.

The Bonus Bosses now. I like Bonus Bosses, I really do. They give you a little something extra to aim for, and reward you well for taking them out. However, the Japanese don’t quite understand there are people who like Bonus Bosses, but don’t have friendsΒ in close proximity who own an unpopular handheld console AND a copy of Patapon 3. Seriously, a Bonus Boss appeared while I was playing, so I thought “Hey, cool, it’s appeared pretty early in the game, so it must be a low-level Bonus Boss – it can’t be insanely hard, surely.” So I had a look… and the recommended level was “?”. Oh, nice and helpful as always, Japs. >.< I decided to have a go by myself, since I didn’t know what level I had to be.

It was impossible. Literally. My main damage-dealer can crank out about 10,000+ damage (A LOT) with a charge if the Random Number God is feeling nice, but after about five of those… his health bar was still full. But the funny thing is, when the boss finally stopped being an idiot and started to attack, I could defend quite well. πŸ˜› All he had was an unfair, cheating amount of HP, so I just returned to the hideout.

The selection of modes and stuff is brilliant, and the gameplay would be fantastic with a friend or three… but it’s on the PSP and you can’t play over the Internet. That damages it quite a lot, since I’ll never get to play it with someone else.

Alright, that’s pretty much everything. Lemme do the F.A.G.G.O.T Rating. πŸ™‚

Enjoyability – 10: Ha ha HAA! This is such a great game to play. It’s as if it was designed with fun as the biggest point, becuase almost every part of this game, the music, the voices, some of the dialogue, is a HEAP of fun. πŸ˜€
Frustration – 6: You know when you’re having fun with something, then all of a sudden it’s taken away? That feeling of elation usually turns to anger. And that’s exactly what happens when you’re having a great run, without any worries, then all of a sudden there’s a difficulty spike, you make one slight mistake, and it’s all over and you’ve gotta start again from the beginning of a mission. I like a challenge, but not an almost impossible one halfway through a seemingly easy level.

Sounds – 9: Not really much to say about the sounds, since they’re usually drowned out by the amazing soundtrack, but the drum sounds are almost iconic, the monsters sound pretty good, and the “SHHWING!” sound when you hit a perfect command makes you FEEL GOOD. πŸ˜€ They’ve also replaced the creaking treasure box sound when a dialog appears with a less annoying “Shht” sound, which is welcome. πŸ˜›
Music – 10: All of it is… just awesome. πŸ˜€ There are new tracks, and old tracks from Patapon and Patapon 2 which have all been remixed, often with guitars, to sound “meatier”. The lyrics are all Patapon tribal chants, and they change depending on what command you entered in the last measure. (DON DON, CHAKACHAKACHA-KAA!) The soundtrack REALLY comes alive in Fever Mode.
Voice – 10: PATA PON, DON CHAKA! FEEEEVERRRR! DON, DO-DON, DO-DON! OOH AH OOH AH OH YAY! YAY YAY, OOH AH OH YAY! Quite frankly, I LOVE it, it’s crazy, it’s funny, it fits the mood, and it’s absolutely fan-friggin’-tastic. πŸ˜€

Animation – 8: The animation is mostly smooth, but there are a few animations which look a little jerky, like when the Patapons jump into the air and spin around. Other than that, no real complaints. πŸ˜€
Models – N/A: The only models/textures are the treasure chests that appear after a mission. Rating them would just be unfair, since they make up such a tiny amount of the game.
Textures – N/A: See above. πŸ˜›
2D – 9: The art style hasn’t changed, and that’s a good thing, because the Patapon art style is insanely recognisable and just plain awesome. I wasn’t so sure about the new Uberhero when I first saw him on the Patapon 3 XMB background (I thought they’d gone too far into the realms of cheesy DBZ Super Saiyans), but he stands out, fits the art style and looks ace. The new monsters, weapons and enemy units all look brilliant. The only thing that’s wrong is when monsters are scaled to emphasise extra HP/attack power – they often look quite blurry, which is a bit of a shame.
Effects – 8: The particle effects are great, the Summon effects are awesome, the and the “dead-things-fall-into-the-ground” effect works much better than the standard, boring “Everything Fades” effect. Cool damage amount effects are welcome, too. πŸ˜€

Core – 9: I didn’t think strategy and rhythm could be combined into a game, but they sure showed me with Patapon 1 and 2. In Patapon 3, though, they’ve REALLY improved it. A nice simple leveling system, weapon customisation, and when you input Pon Pata Pon Pata, you don’t have to cross your fingers and hope that all of your 20 units run away fast enough. πŸ˜› Having all commands accessible at the start is really welcome, too, but it might outface newbies. That’s where the nice set of tutorials come in handy. Every problem they’ve noticed has been addressed pretty well. Apart from the difficulty curve, that is. Oh, and the fact that Bonus Bosses aren’t accessible. πŸ˜› But at its core, it’s an amazing game.
Immersion – 10: Against bosses at least, I LITERALLY can’t play this game and talk at the same time. It’s extremely immersive, and needs your undivided attention if you’re going to do well.
Story – 6: Well, the story hasn’t progressed THAT far for me yet. I don’t quite understand it, though – in Patapon 1 and 2, it was simple: the Patapons want to get to Earthend and look upon “IT”. In Patapon 3, it’s different. There’s more dialogue and it seems more indepth… but I’m not totally sure what’s going on.
Replayability – 7: Sure, you can replay quests, and that’s great… but after completing the game, I can’t imagine there’s much else to do. But then again, there is a LOT of game time here. πŸ˜‰
Repetition – 3: This depends on how good you are, really. If you’re good, the repetition will be almost unnoticable. If you’re not so good, you might find yourself doing the same mission again and again to try and complete it, and that IS noticable. πŸ˜› Personally, I found it so much fun that I never really noticed it being too repetitive. (By the way, yes, lower scores on a negative point are good. ;))

Praise – 7: There’re all sorts of co-op and VS modes here. You can have a race, or a sort-of Capture the Flag type game. You can also do missions co-op… but I’ll probably never experience that.
Criticisms – 10: The problem is not the game itself, it’s what system its published on. Let’s all be honest here, the PSP isn’t PARTICULARLY a popular thing, especially over here, and especially when compared to the DS. It also doesn’t allow playing over the Internets, which is the only wayΒ  people who don’t have any friends close by who own a PSP can experience multiplayer. They’ve also got to like the Patapon series, and trying to get anyone I talk to frequently to try a game like this is nigh on impossible because “it sounds stupid”. It’s impossible anyway, because everyone’s probably sold/lost/broken their PSP. The multiplayer features are so inaccessible, the devs might as well have just scrapped multiplayer and spent that time on trying to improve the single player experience even more.
Fun – 5: I can’t rate this properly, since I can’t actually PLAY multiplayer properly!

Total (After overly complicated but quite good Importance Machine calculations):
7.26/10 (Very Good)

If the difficulty curve was less retarded, and if they’d published it on PC or Xbox or on any NORMAL console to make multiplayer realistically accessible, this could’ve probably hit a 9. Despite those extremely annoying problems, Patapon 3 is better than its predecessors, and it’s still a REALLY fun game with gameplay deeper than it appears. It’s a diamond among the piles of crappy games you get on the PSP. If you dismiss it as “stupid” or “childish” and you don’t even give it a chance, you’re SERIOUSLY missing out.

Alright, so maybe I was cranky.

Give up on ULSG, Dragon Storm and Dragon Tail?! No way, dude, that is a STUPID idea. πŸ˜› If I was serious about that, I’d have just ended up deleting them, but really, if I did that… well… that would hurt. A lot. Like, REALLY a lot. πŸ˜› WordPress is still a stupid bag of crap, and I hate its stupid interface which has too many pointless features and hardly anything is easily accessible, but since everything’s already here, I guess I’m stuck. πŸ˜›

ANYWAY, yeah, I’m back. πŸ˜€ What have I been up to these past months? Well, let’s see… let me stick the different things under headers to make it nicer to read. πŸ˜€


My university course is going nicely, well, sort of, apart from the fact that I can’t even stand to LOOK at the fail, impossible-to-use, redundant language that is C++, and would rather use the more intelligent, modern C#. Unfortunately, we can’t… for one of our assignments, anyway. πŸ˜› That assignment is rubbish, and the guy who’s teaching us is the most annoying person I’ve ever met. Seriously. And he hasn’t actually taught us anything, hence why we’re all struggling. πŸ˜› In our first assignment, we had to make an engine with a bunch of functions to render different things. Mine looked alright, but it was awful, badly coded and half of it didn’t even work, but I somehow got a C. That immediately made me realise that our tutor orgasms over good graphics, and that’s our basic tactic for the second assignment, since we have to use a 10-year-old engine by some retard who can’t code, and it’s impossible to understand. πŸ˜›

As for C#, well, I’ve learned a hell of a lot about it and the XNA framework, which is REALLY easy to use. I’ve been using C# for our team project, and this year, it’s going better than I thought it would. πŸ˜€ At first, we had the worst idea in history and I hated the nuts off it. Fortunately, we scrapped it, and changed our idea to something much better, kind of a cross between a side-scrolling-shooter and a helicopter-tunnel-gravity-survival-game-thing. I called it “Project Jet-Powered-Squirrel”. Ya rly. πŸ˜€


That’s until we came up with a proper name, “Fluidity”, although the solution is still known as “Project Jet-Powered-Squirrel”. πŸ˜€ I daren’t change it, because last time I changed a solution name… urrrrgh. πŸ˜›

We reached Beta a couple days ago, and, well…

I reckon we’ve done an awesome job, but I just wished that everyone was contributing at a nice rate and actually doing stuff we need, not stuff we don’t need, like new ships. We already have five player ships, and that’s about three more than I thought was necessary for this project. πŸ˜› It’s been coded in C# using the XNA framework, which is the shit. πŸ˜€ The programming is… um… about 80% mine. πŸ˜›

There are things in there that I would have never been able to do if I’d have never gone on this course. That random terrain generator, for example, is pretty advanced. πŸ˜‰ It’s more difficult to code a game than with MMF2, but it’s incredibly powerful. I don’t prefer it over MMF2 yet, but that’s because it’s got a bigger learning curve. I’m still learning. πŸ˜›


I’ve tried out quite a lot of new games while I was away. I got Bulletstorm for the Xbox, and it was AMAZING, quite frankly. πŸ˜€ The multiplayer is a little shallow (there’s not really that much to do), but the single player campaign is THE most epic campaign I’ve experienced in an FPS. I don’t want to give too much away – you should just give it a try and see. πŸ˜€

Also on the Xbox 360, I rented Soul Calibur IV, which is quite good. The story mode for each character is so short it’s ridiculous, and all that’s different is the ending, but the combat system is pretty cool; outfacing at first, but cool when you get used to it. The graphics are just crazy, especially impressive in the character creation mode (the character creator’s depth is just impossible, as in “good” impossible :P). I’ve completed the story mode with Nightmare, Sigfried and Lizardman so far, who were all good, but Lizardman stands out for me. Not just because he looks awesome, but I can seem to use him better than the others, kinda like how I can use Ryu or Ken better than any other character in Street Fighter. πŸ˜€

I’ve also tried out Test Drive Unlimited 2, which was… yeah, there’s gotta be at least one… it was bullshit. πŸ˜› The story is shite, the world is boring, the voice acting made me want to vomit, you need to jump through hoops to obtain plot coupons… SORRY, licenses to continue, and the races are so easy they almost made me fall asleep, no joke. Oh, and the multiplayer doesn’t work, or it didn’t for me. After my first few races, I just wanted to stop racing against idiotic bots and stupid times and fake scores and just play some multiplayer against REAL people. Unfortunately, it couldn’t find a game. Didn’t even seem to try. And even if it did, it’d be boring because I’d constantly be at the back, because you race with your own car, and most people don’t restrict their races and everyone races with Ferraris. Do I have a Ferrari? No. Do I want to play against boring bots and do boring missions in a boring environment to obtain a Ferrari? No. So screw it. πŸ˜›

On the PC, I got into the Darkspore publicity stunt… SORRY, Beta, and quite liked it. However, that was until I discovered there’s no Creature Creator, and that damn near kills it. This bullshit excuse people keep giving me “it’s not like the original Spore” does not matter – they have the ability to implement a creature creator, they have the code, they have the brains… and they didn’t do it. And there’s no reason for it apart from laziness. I don’t want to play as preset creatures which you can barely modify. I want to make my own. It’s not a bad game, it’s just let down because I know it doesn’t have everything it could have. I don’t know about you, but I couldn’t buy a game that I know could have been made better. Another thing that ruins it is the fact that it’s connected to a central server, MMORPG style. And that slows things down, such as buying upgrades, buying and selling items, saving creatures, switching creatures in the editor… using abilities… attacking… MOVING… πŸ˜›

I reckon I’d be able to change my mind if I could play with at least two other players… but unfortunately, interest among my friends seems to have evaporated in favour of playing more Star-Boring-Unbalanced-Rushy-Non-Tactical-Hotkey-Obsessed-Play-In-The-Correct-Order-Each-Time-And-You-Will-Win-Piece-Of-Shit-Graphics-Game-Most-People-Who-Play-This-Have-Never-Played-The-Original-Game-Craft 2, which is odd, because one of them has only ever played Darkspore once (and we didn’t even finish because the server spazzed up), and another I don’t think has ever played it at all. Since it’s really boring solo, I guess that means I won’t be bothering with it. I still have a Darkspore beta key if anyone’s interested in trying it. πŸ™‚

On the PSP, I played Patapon, which I thought would be awful, but it’s a really good game. It was let down by its retarded difficulty curve and the fact that getting good units was almost impossible. Patapon 2 is much better, and its difficulty doesn’t wave all over the place as much, but the evolution map confuses the hell out of me. There are so many different types of Patapon, I don’t have a CLUE which one to use – I usually have to figure it out by trial and error. Still, it’s a great little game which looks childish, but it’s difficult, filled with really interesting gameplay, it’s very replayable and to top it off, it contains some pretty cool music. When you reach Fever Mode, the voice that yells “FEEEVERRRRRR!!!” and the fully-evolved version music track which follows it is REALLY awesome, not to mention the epic “Daa DAA da-DAAAA! Daa DA-DAAAA! Daa daa da-DAAAA!” chant when you activate Hero Mode. πŸ˜€ I reserved Patapon 3 from LoveFilm, which comes out pretty soon. It’s extremely rare for me to look forward to a PSP game. πŸ˜€

Got a bunch more games on my rental list, including Ace Combat 6, Final Fantasy XIII and The Legend of Spyro: Dawn Of The Dragon. And that’s quite weird, since I frown upon the new trilogy with almost inhuman hate. πŸ˜› Although the first part of the reboot was an OK game at its core (just “OK”), tagging it with “Spyro” instantly makes it a part of the Spyro series, which makes me compare it to the epic Spyro 3. And that’s a bad idea, because compared to the old Spyro games, the new trilogy is a can of shit… with sprinkles of bum fluff. And coated in liquid cancer. πŸ˜› It stars a whiney, pathetic, pitiful excuse for a dragon voiced by Elijah Wood, who has an annoying voice. He’s accompanied by a sidekick who serves no purpose other than comic relief… which is a shame, because he’s not even funny and sounds as if he’s not even trying. πŸ˜› If they’d released it under a different IP with different lead characters, that would have been great. I’d have respected the first game to a certain degree, and Spyro’s name wouldn’t be ruined. But no, it’s Spyro, it’s shameful, and the worst part is that the furry community now has their “paws” on him, and he’s not even a shadow of his former awesomeness. You see:

Spyro the Dragon

Define "Epic": A dragon on a skateboard. I'll say it again: a DRAGON on a SKATEBOARD.

Spyro the Urggghhrghhgh

Define "Ruined": When a modern developer plays the original Spyro trilogy and believes they can better Insomniac's damn near perfect character design and gameplay mechanics.

Urrrrggrgghhhh… R.I.P, Spyro. I’ll miss ya, buddy. 😦

Not sure why I’m renting the third. Maybe because the third one was made by a different studio (which I’ve NEVER heard of) and it allows you to free-fly. Don’t you worry, I’ll review the hell out of it when I play it. πŸ˜›

I think that’s it for the games section. Apart from that I’m looking forward to Dynasty Warriors 7 (which keeps getting its release date knocked back), Portal 2 and of course, Duke Nukem Forever. πŸ˜€ And Dungeons is crap. And that I’m a complete moron for saying that I didn’t like Sonic Heroes. And that I kick so much ass at Bejeweled Blitz, even God wouldn’t be able to beat my score. πŸ˜›


Right. This entry is still being written, since WordPress thinks it’s fucking hilarious to lie about publishing your entry, and instead save it as a draft and delete the last 1000 words. Yes, seriously, THAT HAPPENED. >.<

At this point I think it was the time when I mentioned that it was quite a long entry and offered you a Kit-Kat. So here you go:

A picture showing the latest packaging on a UK...


Omnomnomnom. Finished? Alrighty, where were we?


Not really done much on this front. πŸ˜› ULSG is progressing VERY slowly, due to University and because it’s as badly coded as WordPress or some C++ program by Jim Adams. πŸ˜› Dragon Storm is moving along a little faster because it’s so much nicer to code and much more advanced, but again, University slows it down a lot.

I don’t really post updates about my projects here – usually I only post major updates here, such as the announcement of a big new feature or announcing when it’s been released. More detailed updates can be found on my Ultimate Lame Ship Game V13 and Dragon Storm Daily Click project pages. Project pages don’t have RSS feeds, unfortunately, but you can bookmark them if you want. πŸ™‚


Unfortunately, I can’t fix the Hundred Irritations of WordPress, but I can add a new section. πŸ˜‰ At the top right on the main screen, just under about, you’ll see a ridiculous link called “MongMaster’s Epic List of Games and Other (Bad Word)”. πŸ˜€ Clicking on it will take you to an unfinished page with a picture of a male chicken at the bottom. πŸ˜› When it IS finished, it’ll have almost everything I’ve ever made on it: games (even really old ones which you’ve never seen before), 3D renders (including some prototypes/tests which I’ve never posted), traditional artwork (I don’t have much of that, really :P) and Dragon Tail.

The games list won’t contain EVERYTHING I’ve ever made, partly because some of the things I’ve made are utilities, VERY unfinished games or pointless apps, and partly because some of them are so goddamn awful that I couldn’t upload them even if I had Duke Nukem’s BALLS OF STEEL… coated in aluminium… and diamond. πŸ˜› I WILL upload my first “full” game, which I believe was Rampage. It might have crappy controls, lame gameplay, an extremely obvious exploit and music ripped from War Wind (it’s good music, though ;)), but when you pump up the maximum number of objects to 20,000 (from 500), it’s crazy. πŸ˜€ It does have potential, though, but I’m not sure which direction I should take it. I may make Rampage 2 at some point, or maybe Rampage Reloaded? Or Rampage <Insert Suffix Here>? πŸ™‚

I’ve already shared pretty much every finalised render I’ve ever done at some point on this blog, but there are a few other renders which I never completed. Some of them are quite cool, the most notable probably being some of Shadow practicing Irushkai. Irushkai, in the Dragon Tail universe, is one of the Draconic Arts, which are basically like martial arts for dragons. Since the Draconic Arts don’t exist, no-one can complain about form or anything like that, and that’s awesome, since I know pretty much nothing about martial arts. πŸ˜› Although you could sort of compare Irushkai to Taekwondo, since the Art only involves attacking with the lower body; usually just the legs and feet, but some branches of the style use the tail as well. I don’t know why exactly, but if I imagine dragons fighting like that, it almost overloads my brain with epicness, and I can’t understand why no-one else has ever thought of this. πŸ˜€ Posing them in DAZ Studio is possible, but difficult, and it’s even more difficult to get a good render angle, but I’m amazed they can even get into the correct positions. The SubDragon is impossibly versatile. πŸ˜€

I don’t have that much traditional artwork, really. πŸ˜› I have picked up a pencil every so often recently and tried improving my skillz, but I have next to no artistic talent. Probably doesn’t help that I only ever draw dragons, which aren’t particularly easy, but there aren’t that many other things that I feel like drawing. Drawing people is boring. πŸ˜› I do have the Notepad of Doom, though… which is filled with crappy art, but it’s totally random and quite funny in places, so I might post that! πŸ˜€

As for Dragon Tail… well, I’ll probably only end up posting the first few chapters, and not letting it go too far into the story. That’s because I really don’t know what kind of potential it has. It could be absolutely brilliant and be a massive hit, but then again, it might be awful and embarrassing. I estimate the final word count will be around 250,000 words, and I don’t know whether that’s far too long or just right. My view on dragons, their traditions, their lifestyles, their language (friss ir’s amaka tarakar ovar frenteknara ;)) and their nature may be welcomed, or it might be shunned. I don’t know. πŸ˜› When I make a game, I know whether it’s good or bad, and 99% of the time, I know exactly what’s wrong with it – it’s an instinct. Dragon Tail is different, because it’s my first major piece of writing, and I don’t particularly like reading anymore (I loved it when I was a kid, but nowadays, it’s difficult to find something interesting amongst all the boring bullcrap that comes out nowadays :P), so I have no idea if what I’m doing is actually good or not. πŸ˜› If it does turn out to be a pile of fail, I’ll post the entire thing. Because big piles of fail are what make WordPress. πŸ˜‰

So yeah, I’ll get those pages finished soon. πŸ™‚


I think that’s all. Let’s hope WordPress doesn’t forget half of this again. In fact, I’m gonna copy and paste the HTML into Notepad just in case. πŸ˜›

Now, I’m gonna put on an iron shirt and chase Satan out of Eart’. πŸ˜‰