If you played Mech Warrior Online in the past few years you probably know the name of Russ Bullock. Russ Bullock is "President of Piranha Games" and came from projects like Die Hard: Nakatomi Plaza, World War II: Sniper, EA Playground, Transformers: Revenge of the Fallen, and Duke Nukem Forever. He had enough under his belt to finally work on Mech Warrior Online with the confidence that he and his team at Piranha could tackle the monumental task. Taking on MechWarrior is a hard task, since it was years in the making of its ip. The challenges ahead would be the game planning, game visuals, game music, game mechanics, and game balancing. It would need a core root of philosophies of Piranha Games in its core game design and be followed as the shining standard of other titles to expect from the developers. The game was invented from the alpha to the beta and what ended up being the finished basis of what would eventually be a much bigger project. This would be later explained in the attention to detail that Bullock takes in his game titles.
When he makes games he always tries to go deep into the details and is known for complexity in his approach and does think about the player base for better or for worse. But what is overlooked is many times when the with the complexity of the approach it looks at things from so many angles with so many details. With Battletech and the end of options and customization being the heart of the game would seem like a perfect fit in Bullocks way of approach to making games. While it was a great fit it was also possibly one of the best strengths and weaknesses of challenges that would await in development. This complexity starts with the game first having a sense of control. Having the sense that the person is controlling the robot in the battle for domination with a team. With the sense of fans and conrads in development there were people who were taken seriously, until there were so many points of view that things seemed buried in too many details as well as what was constructive in communication. On a positive the extent of detail that was worked on by each grade up the game got in patching and design had always moved the project forward. The immersion of the experience of feeling like the pilot who was a warrior of whats right to a faction. Even actually having units that would represent and celebrate the faction itself to feel more like they were apart of the world within the friend group and shared fiction. When working on games it would be a number of things to capture for the entire experience. This would take him back to the opinions of his fans to see what they would want in a MechWarrior title from people who played all sorts of Battletech Games. Thinking back he would consider Project Juggling for company sustainability, Game Balancing for game enhancement, Game Development for game content creation, and In person or Events for communication. The list goes on, but these were seen from how they were, how they are, and what will be. It would be a colossal undertaking to organize all the details to keep a straight line of work to get it all done. It is to no surprise many times Bullock was known for over exerting himself and working pretty long on the details. Overtime people have not played MechWarrior games. And we ask ourselves why have people stopped playing MechWarrior. Often times its because the: beta promises weren't kept, customization is difficult, and the player base feels insecure in game. While there is so much to do with such a small studio it is always still the consideration of the first time players to the very experienced ones as well with every other detail. Russ and his team took a leap of faith to solve the complexity of at least the gameplay with the Skill Tree. This was the first huge change from the origins of the plan on how to make the game better. While there was major back lash it helped with the advancement of playstyle direction which a player could choose. In a way it also helped with role specialty in its early promises, but far from complete it was a step in the right direction. The History of Russ Bullock and his taking responsibility in PGI has led him on a bumpy road. This would involve projects of User Interface 1.0, User Interface 2.0, and Community Warfare, which have stories of their own, so we won't talk about this here. At first there was regular updates about the project, but as things went along with development and certain aspects were changed there wasn't a complete official answer dedicated to what had happened. What this did was leave many answers completely evading the questions and were recalled as tone-deaf moments. Which ultimately effected the marketing of word of mouth. This had started from not being clear with the: (1) MechWarrior License (securing issues) which had people at first excited and at the edge of their seats to feeling misled and forgotten. (2) Third-Person-Shooter Perspective, was where most players from the previous games were grasping at their memories in nostalgia from the previous MechWarrior titles and then dropped with function being neglected and championed over for exclusive first person optimum play styles. People were divided on this as some people did take into consideration some of the studios hardships who may have already had or been exposed to game making, while many opposed the ideas because they never had been exposed to "making of a game", "fleshed out interviews", "staff updates". Eventually they did get some of that content, but a lot of it still felt unclear and confusing, distant and interpreted as dishonest. These avoiding conflict strategies to lower conflict eventually just stored everyone's opinions in a hide away, people were playing the game out of fear for the series dying, and people who once went to the game as escape from the real world had then started to see the game as the reality and other games as their escape. This had resulted in community backlash of those who had felt forgotten from brand loyalty and trapped in the older games without feeling considered, so they ended up doing a number of negative things. There was again divide amongst players who discussed improvements that would never be and then players who would become the vocal voice of loud angry typers of insult and discreditation, team killing group squads, and community toxicity that grew at a rampant page to ruin the PR strategies that already had a slanted angle to it. This was already on top the usual controversy that is discussing any sorts of non-bias balance changes that lead a particular play style to victory, so many peoples honest suggestions got lost in a vast loudness of wild text and white noise. PGI had a lash of their own of certain streamer favoritism, insults of finances towards the fans, and blaming vague situations on heavy game play promises. Neither side won, but both sides loss in their morality, product confidence, and conscious loyalty that kept them both going. Russ Bullock being the main person running the company would be the one who took the strongest blow to his reputation in fan perspective, casual perspective, and marketing perspective. It was really keeping in all the frustrations that led to this and made the company have a mistake on their hands as any company does, but this was quite public in one of the townhall MWO meetings. This was around the time of the skill tree, so it happened that even though it would do more good than harm... the skill tree would happen to be the excuse for peoples reasons of leaving once again instead of pointing to Russ Bullock in people becoming really afraid of being permanently banned. This was from PGI taking things seriously with the game with no possibility of suspension and only fear of the ban hammer for fans actions. Fans met in groups to have nothing but retaliation for the company in further analyzing and discussing their mistreatment and claims. While out of the game if banned there were many people who went on to reddit outreach and to places of grouping of online people to band together to see the destruction of the company. As each game has its toxicity there were certain points that even supporters had a hard time ignoring after awhile... But that is a discussion for another article. What happened after would be Russ Bullock taking a step back at what all just had happened and making his team work on renewing confidence in the IP when the announcements of planning for MechWarrior 5. This did not overshadow his actions in making sure to take care of his team who has supported him throughout the journey of development. Protecting the team of PGI was important in the values of keeping things close on the inside with any small team becoming close in their limited work environment. The group had invested so much resources and so much development hours that were left unseen that it would be a crazy idea to leave that behind as a company and financially speaking. It was only natural to protect their staff they had to slowly get them away from all the comments so that they could concentrate on the content of the game development. The drama that sparked online from the communication mishaps were catching up with players and developer. There needed to be just a break from all that to concentrate on making MechWarrior Online meet its deadlines. Fans started to notice that people on the forums started to slowly fade or have less contact, some noticed that mass arguments were left deleted or uncontrolled that the community felt worse on the forums, and some people just left the forums entirely to discuss on other online platforms like social media sites. Bullock and his team had taken the blow and continued with MechWarrior Onlines development for years to come. The reason why it lasted so long, was that while many left during the windfall there were still the other half of the loyalist supporters to still kept their faith alive. This hope was in daydreaming about prolonged promises, eventual era and mech availability, and dreamers of more available modes and maps with proper community toxicity support. Since the angle of PR never really had changed and the communication stayed the same the company and Russ himself would have a hard time shaking off the stigma from the past. This stigma had led discussions of loyalists that would defend the company from toxic players as a white knight of whats doing right and comparing non-believers as the dark knights of evil. Each blow to anyone with discussion of controversy, critiquing by constructive criticism, and further developments were often times scorned by the players who had survived the alpha beta days to modern day Mech Warrior Online. The Bullock controversy had settled as a dont ask or dont tell sort of tale. Eventually this heightened where many people would just refuse to discuss the future or any mention of previous mechanics as lost hopes and dream or opening old wounds or online bullying to bring up painful memories associated with the game title. Even stories about Russ Bullock, Bryan Ekman, and the rest of the team was seen almost as a negative thing in general. This made Bullocks job ever harder with the increasing niche of divided Battletech fans from the Battletech Universe Community, chasing the trend of Esports gamestyle specialty role units, with a niche IP that had people craving more reasons to be invested in the series lore. Fans now mention it as a iron wall of no casuals entering and no hardcore players leaving, which has led to an influx of long term players who are counted as financial whales to be the main supporters of moving the game forward. Historically many of the happenings were discussed in group places outside of official sources and not people directly from Piranha games. Because the company and the way its run implying Russ Bullock himself controls the silence in not letting out too much information that led to the initial controversial discussions. Its always sad when really talented creators like Russ Bullock are unable to make games like MechWarrior Online the way they want to, because there naturally has to be so much emphasis and need to chase after money that keeps the game afloat. If a creator needs to hit a profit bar they are forced to make some decisions which they will not really want even for themselves. What at one point had made so many people so happy that has generated revenue in the first place finds itself looking for its identity once more. Its hard to know how this will end up for Russ Bullock and ultimately Piranha Games. Things could work out at a slow pace, or things could get worse, or things could take a leap for the better. People will just have to wait and see as they have been for quite sometime... But to end on a note that MechWarrior is very much alive and kicking, however it certainly could be in a better spot is still becoming a better and better title. And continuing regardless of the past, Russ Bullock is still trying to make the game the best that he can to his abilities.
0 Comments
The release announcements of MechWarrior 5, the event Esports of Mech Con, and Mystery of the future of MechWarrior gets people asking whats going to happen to MechWarrior Online. The franchise is owned by a spread of license holders which makes for a complicated situation where each group needs convincing for the series to move forward. Since each company owns apart of Battletech it can be difficult at times for clarity in the companies and then over to the communication with the fans. Judging MechWarrior Online at different times can be a hard idea to follow. Things shouldn’t become forgotten in the series of promises, but understanding that the game at its “Beta” is not the same game it is today.
This means saying things or asking for certain fixes that might have been for back then may not be relevant in todays MWO. It is equally as easy to say there are flaws and lumps, sayings of you can’t make everyone happy, but the real idea is to make many people happy. Things can always be better and pushed through analytics and suggestions of discussion, so in that case every time the game is talked about it is a great way to say the game is very much alive. This leads us up to calling MechWarrior Online dead due to MechWarrior 5. The title is said to be a traditional single player campaign, Co-Op options, Modding options, and much of the information is yet to be released. This being said there is no confirmation of no multiplayer and fans have theorized it to be so no internal game projects clashes with another. This separates MechWarrior 5 with single-player from MechWarrior Online that remains multi-player. This means there is all sorts of possibilities when the title comes out and that PGI may use it as a single player experimentation setting for things to happen, or it could just be testing out the success of single player, but only the company itself would know its direction. Salt has been in no short supply for MechWarrior online, since its launch with every patch some salt thrown, every major change a bag of salt pour, and nothing seems to pass the toxicity in peoples posts. It creates a toxic user environment that is then fed by people going all out into their vision by not explaining exactly how and leaves the argument in a accusation of ruining the game before any testing could even take place, or if any numbers could be accounted for, or if there is any statement that could further define confusing points of whats happening in implementation or practice. The White Cloud of opinions start swarming in packs of negativity that are hard to navigate through and is seen as a possible damage control of the games reputation. What this means is that insults cover the land with minimal facts about why they are angry, but what this also means is crucial criticism that could actually could help the situation can be cought in the crossfire. Not only does it punish the players insulting, but the critiques, and the opinion statements, so no one wins on either side. This was most apparent when the Skill Tree was introduced and brought wide attention to MechWarrior Online. What could have been managed through communication had been not handled in time to stop the burning flame of negativity that had already grown. The event had drew even more attention to it when retaliation of the company began banning accounts and the fanbase begun to go on a PGI witch hunt. While i won’t agree that either side was right in this matter, I will state that both groups of developer and fanbase had begin to be swallowed by the negativity. This in conclusion had made everyone involved at that time ask the question of why they play MechWarrior Online. This brought old debates back into the online community that were talked about on social media and in game. Statements referring to lost promises from the company, saying MechWarrior Online is a dead game, or people threatening to leave the game and making a big deal about it. After awhile it seems like each person wants to fight about the games direction without seeking any sort of whats good fro the game itself resolve to it all. The numbers of players per day could be higher, but the game has survived this long, so they are not counted out yet. There are also those who took the changes in each patch or mechanic in stride and saw it as a fresh start. Some might have been worried from the lack of notice people may have gotten from developers in wondering where their points were all going...But the lesson from the skill tree event is that people had to learn to adapt upcoming mechanic changes, fans always need reinforcement that their points will be safe, and that discussions and talking must occur even with some of the most toxic of people with warnings and levels of suspension before the ban hammer drops. It really pushed the message that the community, developers, and players alike need to keep in mind to voice concerns, state a case for the problem and at least try to problem solve it, and then keep the salt to a respectable minimum to keep conversations from blowing up. Moving on over that time is why many people thought that MechWarrior Online had really taken its fall before the skill tree even came about. The reputation would need time as its healing factor of people seeing the game move steadily onward for people to comprehend that the game was still going be holding on to its namesake. People would look at the number of players and still see not bad numbers, people would see how long match making took and still would find matches, and the leaderboard would also prove that the game kept chugging along the train track. There would have a small amount of new players who weren’t effected by the flame wars who played occasionally to check back on the games fun factor in matches. There were those who still played matches and avoided the crossfire altogether to let things settle down before stating their opinions months later, and some had taken a partial leave until months later as well. This was a bump in the road and didn’t help PGI in their attempts to get much more people interested for more support that they had wanted. The reason it was a bump was that the casuals help fuel the player count in matches, help whales and veterans gain easy kills or pass on their skills, and word of mouth had been bad at the time for various games in the same genre. And then we have the dedicated fans who are known as the Hardcore audience that really loves something had continued to play as well. These are the people who have been attached to the niche from the Battletech brand. It comes down to people talking about the factions, the mechs, and characters from the products. They will be a continual following of the MechWarrior series and see those who don’t seek constructive criticism and choose insult accusation as people who have lost their love for MechWarrior Online and don’t want it to continue without them involved. It is known that people tend to gravitate toward a certain function, mechanic, or faction depending on when and how they got into Battletech and it is important to respect that. It all boils down to their argument of change that would need to be self identified for the person to stop plaguing those around them with insult accusation statements to make a unhealthy environment for the player base. Developers get a hard time for taking things into consideration of what makes the whole entirety of the game work. This means many peoples point of views with the play styles, peoples reasons for playing, and what draws people back into playing the title with their friends. It may seem like they are not listening at times, however they have to sort out all the suggestions, and sometimes all the words might become noise on places like a forum. There are alternatives like video and blog articles, but it has to be sorted well where people can further expand on ideas in a objective way without tearing each other apart. At the end of the day for better or worse the developer PGI is the one who makes the final say in how the series moves on and what will change for players in the pursuit of a fun game for many to enjoy. Observations fans have stated is that they feel “Quick Play” is doing quite well overall and the balance is not perfect, but getting better by each patch. Players still look forward to “Faction Play” but have many opinions on wishes for its improvement and development to make it a contrasting game type from quick play. It has been said that PGI is still recognized in its rebuilding of the MechWarrior series from the ground up, running a huge server with data analysis in its numbers, and bringing the Battletech community back with its game title. While the loudest players only complain there are a sizable amount of people who do know that PGI has delivered what they could, keeps the community informed with limited staff, and understands that some of the things they may have promised may have been them being caught up in the excitement of the title. It leaves people in a situation on the gripes of Faction Play, Contrasting Playstyles, and Overall handling of communication and information is hard to look away from. But, with the time people have been with the game it seems like it is possibly one of the most enjoyable mech games out there with its clunky unique tank like torso shooting. The mech selection is great and the mechanics are progressing slowly and is different from any other MechWarrior game. Even with all the problems and the issues with all the fun and potential the game has its hard not to not have the game stuck in your head. The balancing and added in-game fighting with experiments for play styles in different ways really get the mind going in hoping for the games success and that problems can be addressed and fixed at some point. Especially with the development of other Battletech titles like MechWarrior 5 from PGI, and Battletech from Hairbrained Schemes lorecentric interface, and Catalysts story telling it gives people a rooted desire and the needed exposure to what the game could be. The development of MechWarrior in general from its revitalization has been really refreshing and as much as a complaint is needed, so is a awareness of how ridiculously commendable it is to take on such a game franchise. This does not deter from the main message of the journey had its lessons and the game still survives. This was not to get the MechWarrior community or Battletech Universe Community on any particular side, or to go out and support PGI and if your not your apart of the problem, or to play the game itself. This should mark as a reminder that we all have a choice to play or not play a game and have a right to the opinion of something dead or alive. It should also speak to those reading this that people should still be critical of the game and state all their points of how they feel, what they see, and how to respect one another in doing so. It just goes to show that discussion and conflict is necessary for the ideas to grow and expand passed their origins and into something bigger and better for the progress of a game title. Allowing people to hear the fact of acknowledgement that the game does need some fixes in some areas, the plan on executing something at some point means alot to the players, and it helps see what people arent happy with and having them at least try to tackle the problem makes players feel good. There is no doubt that PGI will continue to try and make their title even better, which is a very good thing, even though it might take sometime with other titles being in the works. Stand tall and look forward on a clean slate. There are many good patches and adventures awaiting the coming months. Before we get into this its important to mention the bases of hardcore fans in their loyalties of the game. This is important to take into consideration, because there are multiple point of views within the topic. While some of these ideas might be relevant to a variety of hardcore types it might not be so relevant to casuals and some MechWarrior series veterans. The fact is that people come from all sorts of introductions of the Battletech universe depending on where they decide to get their referances from. This could be the tabletop, roleplaying game, and previous titles as a sort of heritage reference of the original creators that the series has grown from.
So, with that being said lets start talking about the Skill Tree that was added. It has been some time since the Skill Tree got implemented into MechWarrior Online with some lengthy debate that turned sour for the most part. This was to work in the idea of releases based on being caged by lore in the release of certain era mechs and a time where most people would have earned themselves a hand full of mechs over a really long period of time. So it would be a good time to discuss what was the things which made the Skill Tree fail and what things it had succeeded in. So what exactly is the Skill Tree system? and what are Nodes. A Skill Tree has categories of Firepower, Survival, Mobility, Jump jets, Sensors, Operations, and Auxiliary. These categories have nodes that are used as enhancements. These are within the skill tree to the d for the provided mech during the pregame. This would be before entering a match that players would have to take the time to augment the mechs abilities with nodes. Nodes could be purchased with in-game currency and real-life currency. Each node granted a small percent bonus in a specific category which stacked upon each other for grant even bigger bonuses. To change nodes there would be a penalty cost that would be paid in order to change up a mechs bonuses. Most of the times people would need to pay penalties if they wanted to change things up for a build or if a patch came up. The Skill Tree system had a big impact and people agreed with it or really disagreed with it which made it a controversial topic. The blow up of the arguments came discussions hit points like: (1.) in-game currency of time or the in-game currency for real world money was effected, (2.) by competitive necessity upgrading many mechs rather than an option (3.) relearning the game from such a big change. This means these players would be heading online to play MechWarrior Online to quick play, occasionally some faction play, and are placed in the tier system for a full enjoyment of the title with no major issues and some of the best balancing of most of the titles existence. Feeling the balanced play of the weapon systems that showed diverse and contrasting play styles in competitive play of short, medium, heavy, and assault, and a lessening of alpha strike boating load outs that specialize at certain ranges and have multiples of a weapon for predictable play. The Skill Tree had one of its gravest mistakes in its implementation in remaining to have a cost-to-play that effected both entry level, veteran level, and hardcore level player audiences. We will start by talking about where the system had its hardships and failures. It made it difficult and uncomfortable to try out nodes in a Skill Tree build and penalized when the choice wasn’t perfect the first time around and blocked people from spending points else where. While the high amount of experience is acceptable the pain of a skill tree comes from its high consumption of C-bills, being a chore of nodes and calculations with worry of penalization of costs, and regret in play style changing in between matches. This would also effect the variety of builds and length of time the developers themselves would need to wait to see player data, which means the developer would have data, but it wouldn’t be the data that is necessary to build a more efficient system that gets people into quick play faster. So its about time to get to talking about the cost additions. The Cost of the Skill tree would be another layer of difficulty for incoming players with its gained costs, and veterans who have taken investment in the game more than most titles out there were given additional passed on costs. It would feel like a harder game and a more expensive game with an additional learning curve that felt like being able to play the game needed additional investment to feel as if the game was forcing a cost addition to just play the game. To resolve the costs the Experience alone that shows devotion of playing the game to entertain paid players should be enticing. The C-bill costs make for less variety of gameplay with the available mech options, less information of play style variety of effective skill tree design builds, and less understanding of safe versus specialized risky play styles for further skill tree development. While the plan which was in place did reward those who stayed in the game, but many veteran players didn’t feel taken care of in the sense that the cost additions, added pregame time and in game adaptation, and competitive competition had made people leave altogether. Next daunting task was plan plotting nodes (aka. Skill Maze), while tedious, would be necessary to build an optimized skill tree for later. The data would have to be collected to see numbers that point at play style diversity to understand peoples design builds and what works and what doesn’t in node decision making to the exacts. It is good to the developer to have tools to make even better content it may also hurt the people who are looking for a quicker and cheaper way into match making. Players were worried though as time went on with minimal changes within the skill tree system. Eventually the players of MechWarrior Online began to find the safe-fist maximized builds with the skill tree. This allowed them to use node points carefully and with much less worry of losing their points, but in turn caused for low play style diversity with people not wanting to try riskier builds from the penalty system in place. Many players would look up Skill Tree builds and copy them. This leads players to build for Firepower and Survival for lasting effects in game winning conditions over the other options of Mobility, Jump Jets, Operations, Sensors, and Auxiliary. The reason being mobility and jump jets don’t have significant differences in mediums, heavies, and assault class mechs which makes it useful for 25% of the mech selections of lights that depend almost solely on maneuverability. Nodes took a whole lot of time that people were not enjoying, but knew they needed for their experience that absolutely needed the addition of nodes. This brings us now to game time. The reason it is important to measure the time into the game is that people want to play and have fun. This would mean to have a good and quick pace with visuals like icons and interface components to make other parts of the pre-game faster, selection boxes that are organized and can be placed in a specific order, and more that can be properly explained in another article that solely focuses on that. But for now lets get back to the importance that is the skill tree. It should be asked that why the node selections take so long, which is because the reasoning of penalty whenever you change one, so what could help this is by making them penalty free and when you purchase a node it stays with you. The way the skill tree has the panalty system as you collect nodes just wants people to never change play styles or change their nodes and then the skill tree becomes horribly stagnant. It brings then the question of why it exists if its not going to be the change of play style it was designed to be. It is one of the bigger issues that would help the game data immensely for a faster pregame skill tree selection system. So, why is pregame speed important for picking nodes and the skill tree? It needs to be quick, since people want it to assist whatever customized build they have. Because people who came from the MechWarrior franchise of the past most enjoyed of the time spent into the Mech Lab where it would be pretty fun to load out a mech and make serious decisions that are a little bit of the slower side, which is what fans of the game don’t mind due to the focus on load out selection. This doesn’t mean that the nodes and skill tree lose their effects or meaning in the game on the play style effects, but it is just not that interesting in the passive bonuses as it is to select what load outs are going to be used and interacted with in the match. Where the Skill Tree Succeeds, is its changing of play styles to add play style variety to load out builds that made boating a option instead of a necessity. It was necessary for Mech Warrior Online to move forward in the companies vision while also cooperating with people reaching out for a need for in depth game play past pinpoint aim and shoot. This had arisen, because at one point of playing the game the matches would become stale and predictable from being load out dependent. While this was at first from the large amount of players boating... this had continued even with the balances, since there was such a high attention to skill shots and not considering passive effects, a variety of lock on effects, and play style specialized effects. Skill Tree had left the old model of buying three of the same mech that are not wanted and not suited to their play style or choice of wanting but more boxed in to get to complete the skill chart. The feeling it gave players was nothing less then baffled, some felt the game was wasting their time by making it a mech grind fest, and saw junk filling up their selection windows for a necessary slower pregame to hinder the overall experience of getting matches or spending money forcefully and not out of wanting to. Even though it was a choice by the player the incentives were so big that it no longer felt like it was a choice anymore and just made it harder to play the game. By leaving such a bad system in the dust was great because people knew that it was holding the game back. Performances of mechs that were obscure or obsolete and deemed junk had become anew. The introduction of the skill tree was able to passively transform most mechs into viable options by improving it's firepower or survival. As a result there were much wider varieties of mechs being played, while not all mechs were seeing play it still raised the amount of mech variety in games. The nodes acted as Global Quirks that apply to all weapons, speed, armor, etc in a class and not forced to one customize specialization, but it also made the need for quirks to be a question of unnecessary complexity since the Skill Tree fixed apart of the problem Quirks were originally made for but limited players to one or two particular play styles. While the Skill tree offers much more than that. So now if a mech lacks in the radar and its radar sucks it can be an okay radar, got a build for energy? then there are firepower nodes for energy or ballistics or missiles, lacking in targeting then add that too! Some even jokingly called it the “Real Quirk System”, since it resolved certain mech issues that quirks couldn’t. While it still didn’t work with the differences in Clan and IS Technology contrasts it did begin to make people wonder why there couldn’t be an overall list of available equipment to both sides for a better game and placing lore in a much better place like (1.) game flavor of interactions- audio, and design, (2.) quality of life- trial mech rotation number, client performance, and lore immersion. There are always those who leave, but maintaining as many people in the game should be considered, especially with such a large effecting change to the game. While some may think it might be opening an old wound the topic discussion opens up the analysis and understanding of peoples feedback to the situation. This allows for more priceless ideas to enter the circle for people to be taken seriously for a possible change that could get some old players back into the game like the good old days, while making things even better for those joining for the first time. What are people worried about, what are people excited about, what are people thinking about... Lets take a look at the Mechwarrior history then and what it is now are preserved by everyone who grew up in a similar environment of the single player, customization, and experience of single player mode to enforce the hunter feeling with the fandom of the series. Hunting might be a sort of broad statement in seeking-and-destroying for a mission objective either primary or secondary, chasing after something with the thrill of discovering or catching up with an opponent, or even just accomplishing a mission that has places to go to hunt for something or someone or some structure like a power converter or a mad cat piloted by an important figure to have a sense of accomplishment from the hunt.
Within the game and not be that popular of a term as people have many ways to distinguish their play styles and builds. With game competitions being all the rage and fighting games, first persons, and even strategy games making it with E-sports people cant help but to organize by roles these days. Some of the terms which started with alot of MMORPGS had different and some same terms in MOBAS and then in the way of MWO there are their own types of roles for pilots. People may refer to it as a sort of role along with the other terms: The Support (range, distract, weaken), The Hunter (chase, strike, escape), The Tank (push, protect, dive), The Scout (sense, communicate, harass), and several others. While all roles have the hunting involved in its experience there are some that specialize in it from the very design to the exact loadout that speaks volumes of what that unit is going to do on the map. The feeling of the Hunt can be all sorts of things and its one of the best things to have inside a game for mech simulations single player, faction play multiplayer, and customization hangars have made Mechwarrior a way to stick out from all those other robot games. These would include games that rely on dashing and shooting with fighting game like play, technical load outs and positioning over the hunt, or focusing button memorization for extreme combos from up close, which really are not anything like the gameplay of Battletechs Mechwarrior line of games. The hunt is really exciting in knowing where the enemy is and chasing after them till the last hit or alpha strike of internals in a circle of death. There is an intense feeling of struggle and satisfaction as the battle breaks out as if you have become apart of lore itself in the universe its in. Whether its the mechs, or the vehicles, or the equipment, or the players, there is something that keeps you wanting even more with the powerful feeling gained from the conflict that makes it layered and deep with people saying its a hard feeling to convey. Players preserve the feelings of this hunt in their hearts for seeking out adventure as they seek out to destroy an opponent and shown by the community in modern days is people waiting for something epic to happen at progression from beginning to an end. It could be people who are using less popular units or less popular groups going up against popular top tier units with top rated groups on the leader board and they take a match as the underdogs or just using load outs that don't make any sense at all being used in a completely different way with a under-appreciated mech. These can bring huge blast of energy into the server as if being in a state of laughter and shock into what had just happened in the match and it is really memorable and gets people building in ways they never thought they would. This does happen in other titles too, but the reason this is preserved and amazing is because it came from the early days of computers and people had to go to other peoples houses to check out how they would play mechs, how they would build mechs with what groupings, and a much more social attachment grew as well with the aspect of the hunt. The access of effective-loadouts and play styles is just so prevalent in the modern day time due to the greatness that is the internet, especially in the realm of video games. Players have gotten older and grew up with the computer, so uploading is sometimes second nature to their desktop usage, YouTube is much more popular with alot of people saying their part on what they think on the title, but thats a bit off topic from the hunt. The key idea is that people sometimes are not exposed to what it was like back in the day and look more at the person-versus-person instead of the feeling of the hunt from the past. As much as people might say its the past it is cemented in PC gaming history and many people know what a Atlas or a Madcat is, so its important to highlight the games ability to survive with its strong community that brings the community together and being crazily hyped for projects that show companies the hopes and dreams of Mech Warrior players. This feeling still exists today as are some additions to the interest of paying attention to its drama because its suggestion prone due to customize attitudes of the gamers involved and while it can be avoided it is an important tool to be used to make alot of decisions even better through critique and not pure criticism or talking down of a product to dwell of never ever or death of a series. I think the hunt has to be preserved and the adventure of mech simulation games that get people back in the seat and understand its worth it to get that feeling of adventure and experience once again the feeling of the hunt with one of the best genres in the game industry. As time goes on people have either accepted what has been brought to the people from companies that have taken their own money and tried to revive a considered long dead franchise of simulation vehicle games of driving around a tank or driving around a helicopter or even an airplane. We should be thankful in what has happened for Battletech with the Mechwarrior series, but it does definitely hurt in the ways things are going. You can't help but comparing it to the good old days, or from the point of getting older with a back in my day attitude, or the evolution of the older robot games in the differences through the observation of what was happening back then. Builds that worked then don't work now with people using medium laser boats and flamers to make mechs explode, but since than have had changes due to the developer and reworked in a number of ways, which make the player base need to rethink their time hardened strategies and relearn the game mechanics for their will to win.
The feul to win has made the players change, but the games themselves have connected people to certain play styles, factions, and ideals in what makes a really good mech simulator game. Those who use proven builds that are popular for their effectiveness or utilize flaws in the system are called cheaters,hackers, brainless, noobs, etc, but back in the day this was just figuring out the quirks that were inside the game in its final state. Its mostly because the match videos to the enormous extent, easy access to footage of specific mechs and builds with a mass amount of information, and when comparing it to the days in the past the amount of access is seen as completely spoiled by the easy knowledge gain. People can literally just use a search engine and find exactly what they would want to know or simply just message, discuss, and analyze to absorb all the information to create a sort of expectation of what a title should be for mech simulation. Games on steam are easy to purchase and try and those add to the long list of what is needed in a game to grow successful, but is it really fair to judge smaller studios with a still hiring sign to be that of the larger ones? There is a reason why large companies can make large projects with ease and remain dominant in many of its worked on titles and that comes down to the amount of resources they have access too. From the perspective of a gamer we want results, comparable fun, and choices that make a game feel personalized to the play style due to what genre, but the exposure of watching great games and large companies promise huge things is great its not fair to judge smaller companies to churn out the same sort of grade A games that its competition is doing when its in a niche genre of being a mech simulator. How is that different from the other games where you run around and shoot? its that hunt aspect of the game when you slowly approach, plan in a pack, and have a role till the instant action of meeting the prey up face to face in a all out shooting frenzy to the death. Comparing it to other shooting games that are in first person is instant action all the time with no build up, or in the case of third person where everything is moderate in its battle pacing and not as gradual and less weapon options or customization. Its the unique aspects that comes from the genre and the genre itself hasn't caught up with the rest of gaming as it isn't the top type of played game on the market when compared to other Esports A quality video game titles which are truly a spectacle. The changes are so drastically different from back in the day in so many ways. Mechwarriors flaws are in the forefront due to the quick speed of information gathering that is instant and it makes it better through discussion and critique from the community, but the expectation of what a game studio should do or can do can easily hurl out of control if people don't do their sourcing within the relevance of the discussion being to further develop the title instead of its loyalty fan base. It might be the easy way to just say if people can't afford it don't play it, or if people don't have time for it the game must have gotten stale, or the company isn't doing what I want so im out of it all, but it truly is hard to stare a title that is stuck in time warp that has so many things needed to compete and say as a community that it has to be discussed until its well defined, well defended to the point it gains acknowledgement, and well understood what position all the parties involved are at from the gamer, the developer, and the loyal fan base of the universe. The days of the hunt for information in the good old days through friends family and books are ending with the valuable satisfaction of knowing, but no type of game has gone untouched by this same development that is the Internet in its similar stories of easy access and expectation. Despite the fact that it may seem like a franchise destruction in Mech Warrior Onlines contracts ending years and this falls into the category of business practice to open a title like Mechwarrior 5 announcement in being talked about and marketed makes for a stail taste in previous titles and those who invested in the previous game and is the way games with DLC content and even more so in the extra-high costs and makes people that more pissed and I sympathize in the last few years of making niche titles really pricey. It makes people think that why they couldnt add the content in the game over time, but the counter argument is that the costs of the mechs are to sustain the company to make only those mechs with many technical grey lines in between that is really hard to talk about how long or how much its cost of development is in the end as changes will always occur and extend dates of when something was suppose to be completed. But that is the nature of development of modern day practice and its been along ever since the days there was a expansion for Mechwarrior II: Ghost Bear Legacy and then Mercenaries, which carried on to Mechwarrior 3 and then Pirates Moon, and Mech Commander to Gold and then Mech Commander 2, and later DLC was more established for the evolution of the gaming market itself. As the game goes forward it slowly creates content that sells which is proven and as more competition enters the market to test out other profitable methods, but with being the main focus of mech simulation draws companies to take a static stance unless an alliance is made. Luckily in the case for the future of mech simulation is great as 3d models and textures are at such a high quality from Piranha Games that it can be reused in other Battletech Universe titles like the Battletech Game by Hairbrained Schemes and hopefully future titles. The investment at this point is for paying to be apart of a community at its biggest, having the ability for early access and customization, and playstyle discoveries as they are happening, but looking on it from an older more economic stand point it literally makes more sense to wait till the game is not as played, goes down in price from it being a previous version and play it then, or to simply invest the least at its old title state and play when time allows. All About Caffeine Caffeine exists naturally in nature. You could eat some fruits or chocolate and get some natural amounts of caffeine. The amount of caffeine to get a boost however, are not normally found in most fruits or berries consumed from our ancestral diet. And this spike in high amounts of caffeine also leads to different reactions from the body. In these normal amounts the body still got the energy it needed be active as well as the energy needed to break the food particles consumed into necessary building blocks making up our human cells, and energy to break down waste that the body runs into as well as the waste products from what you eat. Caffeine in its natural forms usually does not disrupt this cycle. When humans first learned of coffee or tea the amounts of caffeine intake it was used too got a sudden rush and it is more than the body can handle. The body will get a boost of caffeine and all of a sudden it will release all the stored sugar it has and cause your body to go into a high energy mode. This is that jittery and alert feeling most get from a normal amount like say a cup of coffee. Many actively feel their heart rates go up with even a bit of coffee or soda. However, the body produces waste from all of the sugar it has spent within its body as well as breaking down the caffeine. The body would need maybe 1 cups of water for every 1 cup of coffee drunk to get rid of the waste the body generates from the caffeine and sugar in the body released from caffeine. The amount of water your body needs to offset the waste produced while being active and is pretty constant. And when the body is active along with the excessive amount of caffeine and sugar it is exposed to results in more water needed to clear it out. The depletion of the natural sugar stores as well as the sudden sugar rush often triggers another response many feel as a crash after the caffeine energy boost runs out. This crash is from the caffeine suddenly forcing the body to dump its sugar reserves. When the body does this there is an abnormally high amount of sugar in the blood stream which can be bad for long periods of time so the body naturally tries to use it and often it comes with a temporary cellular energy boost. However, since this is from a sudden sugar surge the from the body’s natural reserves the body now has a sudden drop in sugar which drops the body’s energy levels lower. It is like a temporary boost with a bit of a negative lag effect sometimes seen in video game power up modes. The amount of caffeine and sugar in a black cup of coffee is very different from how most modern people normally intake their caffeine now. Not only does the heart get a surge in pumping power from the caffeine but the body itself well also have a it of whiplash from the sudden low levels in sugar often resulting in the crash and subsequent hunger. The amount of caffeine consumed now is much greater than the caffeine in black coffee. That, coupled with the sugar levels in most of the soda, concentrated coffee, espressos, and energy drinks have different drawbacks to to their high sugar and/ or caffeine levels. as well as the extra waste that the body must dispose off when a can of energy drink is dumped inside the body. The amount of caffeine in a regular can of soda is about 30% of a cup of black coffee but since it also has a high amount of sugar the body also can suffer a crash moment with less caffeine due to the high sugar. The excessive sugar also requires more water to flush out the waste from the minimal caffeine and high sugar intake. So a can of soda would also need about 2 cups of water to help flush out the extra sugar and the minimal caffeine and waste inside the sodas. Even if it is an artificial sweetener that has less calories of regular sugar the body still needs to get rid of any chemical it just ingested from the can. The average energy drink has about double the amount of sugar and quadruple the amount of caffeine in it compared to a standard can of soda. This excessive amount of caffeine and sugar would require about 5 cups of water to flush out the excess sugar, water, as well as extra chemicals like taurine and other chemicals in the can a well. Many energy drinks also have additional proteins inside of the mix to help boost brain function. Taurine is an amino acid tha multiple forms for cellular uses, like break down fat. However, taurine mixed with caffeine helps improve brain function. L-glutamine is another protein sometimes included in energy drinks as well. It helps boost metabolism and is normally used by the body for many structures ranging from muscles to other cells in the body. Caritinine is another protein that when the body converts it into its usable form can be used for improving memory, increasing energy, aiding in fat digestion, stimulating human growth hormone, and many other bodily functions. However, since these are proteins they also come with a lot of waste in the form of nitrogen. Breaking them down into their usuable structures for multiple uses in the body also uses energy and additional waste from byproducts steps. This is why even though it is barely enough to make a gram or 2 of protein in the label the body still needs the additional cup of water. Some energy drinks even put in some vitamin C and various B vitamins for cellular health to counteract possible negative effects from the nitrogen as well as other harmful additives in energy drinks like artificial colors, fake sugars, and other chemical fillers that may or may not have known negative effects used in commercial production of these drinks. So the welcome addition of Vitamins to help the body copy with possible negative ingredients in energy drinks is one of the main focuses of Arcus in the awareness as well as possible ways to adjust, reduce, or counteract the negative side effects of the modern energy drinks. So the modern take on energy drink simply focused on increasing energy, focus, but did not really factor in the risk involved with consuming high amounts of nutrients the body isn’t used too. This coupled with the filler and waste products in modern processing steps adds to the already taxing waste the body goes through from digesting the other nutrients in energy drinks. What are some of the negative consequences seen from taking in too much energy drinks. The high amounts of caffeine is one of the biggest things that people even feel in their heart from even one energy drink. Some energy drinks get their caffeine from guarana, which has as much as 3 - 4 times the caffeine as a coffee beans. The increase in heart rate from caffeine already is a big risk since a big enough chunk of people are born with some risk of heart disease or defect. And even if people were not born with a risk of heart disease the way many people eat unhealthy amounts of fat, accumulation of fat from excessive sugar in diets, and perhaps a lack of exercise increased heart rates is not always a good thing for anyone. In later years of life this extra damage your body takes and builds up over the years can easily weaken the heart and may not directly show but may eventually help lead to problems. This is how the story of how teenagers died from drinking too mu red bull while playing basketball during a highschool game. Sudden death from heart failure seems like a rare way for a teenager with no obvious signs of heart disease or risk from parents but when coupled with the increased heart rate from multiple energy drinks during an intensive cardio sport like basketball it makes sense how an energy drink probably is a big part in their deaths. Some risks are necessarily felt in the beat of the heart and may build up over time. Even a heart weakened from inactive lifestyles can face an accidental death from drinking too much energy drinks. This may not be as big as a death or sudden cardiac arrest but from other overdoses of chemicals or even nutrients. The excessive sugar may not lead to an instant death like too much caffeine, but I personally do not want to suffer from the symptoms or die from diabetes. The high amounts of sugar in the bloodstream may eventually lead to diabetes free people eventually becoming diabetic due to the high amounts of sugar in their blood. With the long term effect of constantly overloading the blood with sugar leads to the body being unable to deal with it properly. The body uses insulin to have the body store the sugar after it has been digested from the form inside the food or drinks we consume. However, the excessive amount of sugar in a processed form leads to high concentrations of sugar rushing into the blood leading eventual ignorance of insulin or type 2 diabetes. This is caused from long term exposure to something as small as 1 soda every day. But 1 bad energy drink every day could be much worse. This coupled with an inactive lifestyle devoid of regular exercise will increase the risk for developing diabetes in the later years. And buying insulin and blood test equipment even with insurance is as much as buying a new WiiU, Playstation 4, or XboxOne every month. Personally, I don’t wanna deal with the extra costs since that could easily be well spent on games or other life’s pleasures instead. Plus, the risk of other effects from diabetes like cataracts, blindness, low energy, forced discontinuation of sugary foods, and of course the worst case of sugar coma death it isn’t worth it and should be considered and discussed amongst the common folk and Arcus. There are those who are at risk of being caffeine sensitive. It is not just those who are born innate risks with like congenital heart defects, risk of cardiovascular disease from genetics, and other uncommon heart or cardiac related risks that are possibly left diagnosed in many Americans that are at risk from caffeine. Not every human body is unique and metabolism is already very unique for people. Metabolism is already split into two parts, catabolism and anabolism. Catabolism is the breakdown of energy from things like sugar or even the breaking down of proteins into the necessary amino acids needed for body functions. Anabolism is the use of proteins, fats, and using body converted sugars to make structures used by the body. So metabolism is the ability of the body to break down energy from food and the ability to use that energy to repair, maintain, or create things the body needs to function. Some people are simply borne with low catabolism so they are very suceptible to high sugary foods since the body slowly breaks it down. Or similar issue could be that they have low anabolism and are slow to use the sugar energy from catabolism for making body functions or store it properly. Many oversimplify with slow metabolism. But is it slow at breaking down the food you eat from catabolism problems? Or is it from anabolism issues where the body is slow at using its own stored sugars from burning fat when working out? Understanding these risks is hard since genetic and metabolic tests are often left undone unless something is terribly wrong with one’s body. So to simply avoid it a good lifestyle of not stressing the body from excessive sugar and moderate exercise is a good way to avoid finding out these possible shortfalls in the body you are born with. And even if you do not know you are caffeine sensitive it is best to avoid the excessive sugar rush from high amounts of caffeine and/or the excessive sugar in high sugar drinks which is what makes energy drinks such a threat beyond just coffee or just soda. The additional ingredients in energy drinks are also a possible issue. The waste products from proteins often found in energy drinks are not the best for the body. And the high amounts of sugar and caffeine for temporary energy boost have high risks involved. That is why there is a new wave of energy boost sources sometimes in energy drink or energy shots where they have other alternatives to high caffeine and sugar. The inclusion of using Vitamin B12 is an effective and now common alternative to the typical energy drink concoction. This is a Vitamin found in small amounts in certain plants or mushrooms but mainly sought out by the body in meat. The body needs Vitamin B12 to make the necessary enzymes used to breakdown sugar for energy. If the body simply does not have enough B12 to handle excess sugar it will go to waste and lead to problems in the blood stream in the long run. So increasing the amounts of B12 and sugar break down enzymes in the body increases energy naturally without the crash from simply burst from high amounts of sugar that the body can’t even break down effectively since its just too much or depleting its sugar reserves from lots of caffeine. That is how the B12 based energy boosts work. Including other cellular health vitamins also help in the use of B12 as well as other metabolic beneficial sources. Vitamin B 3, 5, 6, 9 along with Vitamin A helps the body make more of the necessary building blocks to it needs for necessary functions. The inclusion of other herbal supplements in drinks and tea can be traced back to many ancient cultures. Unfortunately, the scientific method was not exactly practiced widspread and some of these were based on belief and a rare few had empirical or data based on results collected through observation. This is where the ancient herb of Gingko and gingseng. These are widely used in herbal remedies and they do have some actual merit with the research of the adaptagens and phytonutrients they contain. They often come with their own loads of vitamins and minerals as well which are necessary for many bodily functions. This inclusion of natural herbal roots is great since they do contain some helpful nutrients that are not always known beyond basic nutrient knowledge. The inclusion of this along with additional vitamins and proteins that aid in cellular energy, health, digestion, and also importantly heart health are important to counteract many of the negative effects of high amounts of sugar and caffeine. The addition of many strong vitamins with antioxidant functions help when taking in possible filler or bad chemicals included in the energy drinks like the fake sugars or artificial coloring agents. Like use of mixing concoctions of various herbs and their base nutritional chemicals are very good and can be used to mitigate or help alleviate the negative side effects of some of the strong doses. With the knowledge we now know and the availability of these herbs, vitamins, and proteins we can follow in a very similar path of the herbalists and their goals of herb mixtures in the drinks. Some energy drinks even apply this logic to making instead of full mixed drinks but shots. That way the stomach can have room for water to aid in breaking down these chemicals for use and disposing of the waste that the body produces. The stomach only has so much room and volume wise is only as big as half of a 1 liter big value pack bottle of soda. I don’t always pick them up with a pizza special but when I do I have plenty of cups to share with others since I know my stomach would be uncomfortable trying to fit that much liquid with even a slice of pizza. The new wave of energy drinks leads to many highs and lows. The need to understand and incorporate effective ways of channeling this energy drink into increasing performance and reducing its repercussions can be done. With the know how of ancient dietetic doctors of ancient times along with modern advances and understanding can help boost the modern gamer. And not only would it be effective but also compliment with a refreshing taste to soothe the palette. Common Energy Drink Ingredients1) Caffeine: Ah yes, good old caffeine. A stimulant drug and a mild diuretic, which explains why I've been in the bathroom so much during this project. The world's most widely used psychoactive substance. 2) Carnitine:A protein. A quaternary ammonium compound which helps with fat consumption and disposal in the body. Synthesized in the liver and kidneys, carnitine is also found in many of our foods - meats, beans, vegetables, fruits, and grains - we get this stuff everywhere. 3) Taurine: A protein. One name is 2-aminoethanesulfonic acid, an organic acid which is a common component of - yum - bile! Taurine has been shown to alleviate muscle fatigue in rats, increasing exercise capacity. Taurine is an important part of a cat's diet, as felines cannot create it on their own. It is a requirement in U.S. cat foods. Now you know! 4) Glutamine: A protein. One of the most common amino acids found in the blood stream. The body is able to produce it, but since it is used so heavily, intake of additional glutamine is important especially if the body is facing stress from toxins, production of necessary chemicals from food, and making fat based structures the body needs. It is needed in producing cellular energy and is used to safely transport ammonia. This key role in energy, energy use, chemical transfers, converting fats into useable forms, and overall is a necessary building block in many of the body’s cells make it very important. 5) Guarana: The seeds of the guarana plant is what we're talking about here, which contain about three times the caffeine of a coffee bean. In Brazil, guarana-based soft drinks commonly outsell popular cola drinks. Studies have shown that guarana has the effect of increasing memory retention and physical endurance in rats, with human studies showing that lower doses can increase memory, alertness, and mood. 6) Ginseng: Ginseng is a plant, the roots of which are widely consumed in North America and Asia as adaptogens, aphrodisiacs, stimulants, as well as for the treatment of type II diabetes and male sexual dysfunction. After drinking all of these energy drinks, I am surely the most potent man in town, with the ardor to back it up. Woot! 7) Ginkgo: Ginkgo is a plant once thought to be long extinct - a living fossil, as the only records of the plant before being discovered growing in the Zhejiang province in Eastern China were from fossils dating back over 270 million years ago. The effects of ginkgo are in a constant state of flux, as scientists fight back and forth over study results. Blood flow and memory improvement seem to be the most prevalent suggested effects, though the amounts included in energy drinks are so negligible as to not really matter. 8) Vitamin A- Has many subgroups like retinol, retinal, retinoic acid, and many precursors to Vitamin A, like beta-carotene found in carrots. Not only is this associated with vision, since the body needs to break down millions of vitamin A derived nutrients just to see and is how we can distinguish color but it plays an important role in development and many processes of making necessary chemicals the body needs for many processes. From making DNA to helping the body break down Alcohol Vitamin A has many roles. It is a fat soluable vitamin so overdosage of this vitamin can lead to health complications. However, it is not often found in high concentrations in most energy drinks and I think most people would get sick of eating a Costco sized sack of carrots before actually consuming enough to overdose on Vitamin A. 9) Vitamin C- It can be called ascorbic acid or ascorbate. It is a necessary antioxidant in fighting oxidizing agents in the body. Oxidizing agents, free radicals, and other named agents are basically chemicals that disrupt natural body functions. Some of these can be from things the body needs like nitrogen that comes attached to proteins or can be from known carcinogenic agent. Vitamin C is also important in making up cellular structures that are soft. Deficiency in Vitamin C leads to Scurvy and no one wants to have that pirate scourge affecting the gums of their mouth and losing teeth over that. Thankfully, this vitamin is a water soluable vitamin so over consumption of this just needs more water to safely break down and excrete. 10) Vitamin B1- Thiamine- It is necessary in breaking down sugars into smaller components for the body to use. 11) Vitamin B2- Ribolfavin, A necessary vitamin in for creating important enzymes used in cellular functions. It’s other uses include activating many other cellular functions and other vitamins so it helps in overall cellular synergy. 12) Vitamin B12- Cyanocobalamin, methylcobalamin, and other cobalamins. It is a very important vitamin that is necessary in every cellular metabolic process. It is used to make enzymes to break down energy as well as the regulating DNA formation. Since nutrients like sugar, protein, and fat are available but their micro nutrients are often lacking in processed food Vitamin B12 and its often lack of inclusion in some modern diets like vegan or vegetarians really impact body health being deficient can lead to some forms of anemia and low energy. It can be said that it is a limiting factor in cellular health since it is necessary and converted into many of coenzymes and some of the B vitamins cozenzymes. 13) Vitamin B3- Niacin, a necessary vitamin used is needed to be converted into a useable form that is necessary in the cellular energy cycle. 14) Vitamin B4- Used to make the acytlcholine receptors in many cells and important in many steps of metabolism. Important for breaking down fats and regulating nervous system. 15) Vitamin B5- Pantothentic acid is used as a coeznyme and works along other bodily enzymes for cellular energy. 16) Vitamin B6- It has multiple chemical names of Pyridoxine, Pyridoxal, and Pyridoxamine which is necessary into forming many enzymes and is important in body metabolism. 17) Vitamin B7- Biotin- is needed in fatty acid synthesis and a necessary coenzyme in those process-is. 18) Vitamin B8- Inositol, aids in regulating the central nervous system, which sounds absolutely delicious. 19) Vitamin B9- Folic Acid, very important in dna and cellular growth/ health. It is very important and in key developmental times for children since it is a big part of DNA repair and replication 20) Vitamin B10- Para-aminobenzoic acid and is actually a part of vitamin B9. So many often just skip including this since it is essentially part of another vitamin. 21)Vitamin B11- Ptera-heptyl-glutamic acid, is another form of B9. It is essential but just a different form the body uses of B9. Responsible Energon ConsumptionAlthough the news stories of people dying from consuming drinks high in caffeine is hardly spoken of now a days it is still a real issue. And it is not just the gamer running into this problem of dying in a PC bang but even others dying from drinking more than 1 energy drink. Not everyone has the same constitution and a strong heart to handle the intense energy boosts but the addition of alcohol to the mix that leads to another issue. The consumption of alcohol affects bodily functions. For a night out some party goers turned to the new fad drink but this new is the main nuance with the unfamiliar. That needs to be tread upon cautiously.
In many articles, like Decoding Energy Drinks and Caffeine, there are instances when caffeine overdose has led to the death of someone. It could be multiple factors, like a weak heart, genetic disposition to heart problems, unhealthy lifestyles that put the drinker of energy drink at greater risk to possibly dying after drinking too many energy drinks. But there is a definite need for addressing that risk. It does not mean get rid of energy drinks in consumption but just to be aware of them and take steps so the drinker does not die. Energy drinks increase the heart rate so what exactly is the risk when mixing it with a blood thinner like alcohol. Alcoholic beverages maybe one of the greatest inventions of mankind. It may have helped overlook some of the shortcomings of early strides through its consumption. However, when stepping into new territory it is best to do so with caution Alcohol consumption has been around for a long time so there have been some precautions in place for its safe consumption. Placing an established drinking and purchase age so that mature, consenting adults consume it responsibly. After facing many deaths from alcohol poisoning or intoxication affecting judgement, like reaction speed while driving also established the Blood Alcohol Content and what is the legal amount to consume if performing actions that could put another person at risk. Almost every developed country now uses this as a standard for measuring if a person is intoxicated to find out if that was the reason for something like an accident. So other new trends, like caffeine, may need some form of regulation or awareness. Just like the new territory for the need to regulate drinking and the possible side effects of intoxication or overdosing on alcohol; caffeine needs some awareness as well. Even though there is no regulations as stiff as alcohol on caffeine there is a recommended limit of approximately 400 mg of caffeine a day or about 7 cups of regular coffee. Unfortunately, the effects of mixing alcohol together with caffeine has led to an unregulated territory. This became an issue when premixed alcoholic energy drinks were introduced to customer shelves. There was talk of the safety risks of having them premixed and eventually the issue was that it was difficult to accurately verify the alcoholic and caffeine content to match the labels. It was this issue that made it difficult to regulate and allow for the safe sale of these pre-mixed alcoholic energy drinks. It was best to make sure that these mixed drinks were left for precise measurements from a bartender instead of a canning company that may not have been able to verify the amount of alcohol and caffeine being placed in a can were uniformly and precisely met for safety. The combination of alcohol and caffeine together need to be made aware for their possible health risks. For starters, alcohol is a blood thinner and since caffeine can increase heart rate together they may make a much bigger health risk than when they were separate. So the health concerns that may come from mixing these two chemicals do have some merit. An issue of regulating this caffeinated energy drink has some stigma about placing a lot of the blame and health risk on the consumer. Although everyone should know that things like cigarettes will cause lung cancer or driving drunk may cause an accident it is important to spread awareness of this issue as well. It should be understandable that if there is some risk involving others then there should be some form of trying to increase awareness and allowance for regulation. Otherwise the things like cigarettes or alcohol never would have had to face the need for regulation in the first place. So caffeinated energy drinks unfortunately, needed to meet a similar standard if they were to continue. The main concern is that after consuming a premixed drink that contained both alcohol and caffeine lead to an increased in an alertness that seems to mask the inebriation of the alcohol. So even a lower alcohol content like the strength of a weak beer is amplified with just a little bit of caffeine. The main concern is that if the consumer does not feel like they are being affected by alcohol they will drink more. This may not be the case if the person is a responsible drinker, but it is hard to be responsible if they do not know the risk. And the since caffeine and alcohol may already affect different people in different ways them together as a combination will lead to new results. Since this is a new trend it just needs to be handled with awareness. Yes, the premixed alcoholic energy drinks may have been taken off the shelf and under new regulations but it still makes sense to mix the two if handled responsibly. Who wouldn’t want to feel more alert from an energy drink when up late and still feel a bit of a buzz from a little bit of alcohol. So turning to a bar where the bartenders may be a bit more keen on precision in serving beverages can help moderate this experience. For the late night club scene energy drinks and alcohol can help fuel a night of fun. So for the late night gaming session fans that casually play and the more competitive players should be able to consume the same experience at their console stations or during a gaming event while watching from the sidelines. After a late night from work and putting more hours into gaming with friends as long as both the consumer and bartenders are able to understand the moderation of both alcohol and caffeine as important things to look for then it can help increase the experience rather than hinder it. So the need to be considerate of serving alcohol and caffeinated drinks is a necessary thing to help secure a great experience from mixing the two. Servers need to be aware of alcohol and caffeine content in the mixed drinks they serve to customers. Customers also need to be aware that caffeine can even make lower proof alcoholic drink have adverse effects since combining the two leads to a combination of the health risks as well as a newer risk. But what else can be done to help improve the experience? Ever since the risks that came from an increased heart rates in energy drinks have made headline news many energy drink companies have now started to include vitamins and herbal supplements that help with heart health or antioxidants to help deal with the excessive waste the body deals with from excess sugar and caffeine. So the need to also include these types of energy drinks as well as including some consideration for parts of the issues that come with alcohol should be adhered as well. The need to be aware of the hangover symptoms and including herbs that help deal with the nausea, upset stomach, inflammation, light headed feeling, and dry mouth would be a great addition as well. Many bars already offer great fried foods that help increase the thirst for alcohol. Why not also include the consideration of the aftereffects of the alcohol and caffeine instead of just encouraging patrons to just walk it off or accept it. The idea of bars used to be simple where the menu was of minimal appetizers and drinks that usually was a variety of liquors to choose from. The atmosphere reflected a relaxing and social sense of place. There were times like happy hour that was before the evening to help with peak off time patronage and at late night it was the perfect place to go with no reservations. However, due to the rise of the cocktail culture it marked bars with an identity crisis.
At first there were different specialized alcohol bars, then came the salad bars, and then the snack bars. The last step in the changing idea of what a bar was had been when restaurants started to incorporate bars with a full kitchen and called them “Full Kitchen Bars”. This usually consisted of a house cocktail list, largely stocked bar, restaurant sized menu, and house appetizers. What was once easy to define was not as easy as just saying bar with the many types of bars to pop up, luckily one of those bars were the energon bar. With the type of bar being of Energon drinks it was a perfect match of Arcas appetizers to indulge in. It wasn’t just any sorts of dishes that entered with the Energon drink, but those that reflected the concept of gamer foods for the impression left by the food choices. Many follow the rules of the traditional bar with fried foods for soaking up alcohol, finger foods for maximum socializing, and small plates for affordable prices. Ground Kontrol has been credited for calling appetizers Power Ups and bringing in nachos to the standard of arcas bar food. However, due to the popularity of flavored Nachos there is a twist to the original dish that is considered american mexican in origins. Brands like Doritos, Layes, and many others use dry rubs on their chips, so its only natural that a liking to dry rubs to coat nachos would be acquired before serving for a even more flavorful experience. The experience leaves people feeling the merge of New American cuisine and Japanese cuisine in many of its familiar dishes. The throwback to the Arcade Snack bar is strong in the foods served at the Energon Bars, since it marks as the evolved versions of many old school favorites in many American arcades. Signature Appetizers-- * Baby Clam Cream Steamers It might seem like baby clams are a waste of time, but there is something about opening them up and sucking the clam meat out of the shell that makes for a unique experience. Baby clams are served up in many styles, but the flavors of: Steamed baby clams with butter, sake, sour cream, mayonnaise, and onions. * Pilgrims Garlic Bread Italian by nature and stuffed with lots of goodies is what Pilgrims Bread is known for. In the case of Pilgrims Garlic Bread it features garlic and represent Scott Pilgrim in the dinner he made for Ramona. The bread is cut in half and the white bread is cut out and chopped. Inside are the flavors of: Diced Garlic, Monteray Jack Cheese, Onions, Butter, Olive Oil, Sake. * Kontrol Pad Nachos Ground Kontol is marked in the arcas food history books with the dish that bring barbeque sauce into nachos called “Kontrol Pad Nachos”. It varies heavily from the place its named at, so many people who have gone to Ground Kontrol refer to Gunsmoke Nachos as the more known nachos of Ground Kontrol. Kontrol Pad nachos are then seen as a tribute to the place instead of a dish from it. Whats inside kontrol pad nachos is: Bell peppers, Sliced Back Bacon, Pepperoni, Cheddar Cheese, Barbecue Sauce, Sour Cream, Sauteed Onions * Gunsmoke Nachos Gunsmoke Nachos are scene as a dish that is unique to Oregon in its flavor profile, and is rarily on most Arcas menus, unless in the Pacific Northwest. The dish was originated from Ground Kontrol Classic Arcade in Portland, Oregon. It is sometimes referred to as the Oregonians dish on the Arcade menu. Classic Gunsmoke Nachos from Ground Kontrol has: Pepperjack cheese, Bacon, Onions, Pepperoncinis, Barbecue Sauce. Those who favor Gunsmoke Nachos sometimes refer to Kontrol Pad Nachos as a Canadians version of Gunsmoke Nachos. * Clawgrip Crab Nachos While Arcas loves their shellfish there are only one in the nachos category for the list. There are three variations of crab nachos with: Kanimiso Nachos [crab innerds], Crab Nachos [extra sharp cheddar], or Clawgrip Nachos [spicy sour cream]. The first to appear was the Clawgrip Crab Nachos that were named after Super Mario Bros 2 enemy “Clawgrip”. It is the nachos that represents the seafood at the bar with: crab bisque, fontina cheese, spicy sour cream, panko, crab meat, tomatoes, onions, oyster mushrooms * Pieces of Artichoke Heart Often called a restaurant must or a appetizer requirment in America the Spinach Artichoke dip is one of the most consumed american dishes. Its origins are unknown, but the dip can be found at many super markets. The use of artichoke came from this spread being famed at LAN parties and labeled with junk food status to be eaten with Nachos. So it was only natural that the artichoke would meet the deep fryer with surrounding spinach batter to be both crispy and delicious. it is described as: Deep fried halved Artichoke Hearts, with a spinach artichoke dip. The name that stuck had come from the “Piece of Heart” from the Legend of Zelda series. * Onion Rings Onion Rings are no stranger to any bar or any american appetizer menu. The onion ring practically made a migration over to Arcas snack foods for its resemblance to the rings in Sonic the Hedgehog. They are often served with Buttermilk Barbeque Crab Dip, Barbeque Chili Dip, or Kabayaki Salmon Dip. It is described as: Deep fried crispy onion rings with kabayaki salmon dip. * Potato Wedges While not all appetizers are unique the taste that makes them different from the rest would have to be the dips. This is just the case in the topped sauces of the Potato Wedge that is described as: Fried crispy Potato Wedges that has a choice of sauce. A common topping is Barbecue Chili Sauce that is found in the first issue of Archie’s comic series of Sonic the Hedgehog. * Kabayaki Cucco Wings Snacks in Japan tend to celebrate the sweet barbecue taste of kabayaki eel sauce, but in North America its not on umaibo [corn puff sticks. like Cheetos], but is celebrated with Arcas as a sauce. The gateway into kabayaki for newcomers to arcas tend to be the familiar tastes of the Chicken Wing that is lightly coated in Kabayaki sauce. Even the famous chicken wing is named through a game reference for its unique recipe of using “Kabayaki Batter” and called Cucco Wings in referring to “A Link to the Past”. A typical order usually has: A Half a Dozen or Dozen pieces of Chicken Wings fried and seasoned with Sweet Kabayaki Sauce and buttermilk barbecue krab dip. * Plumbers Mushrooms Everything Super Mario Bros can be referred to in the dish of Plumbers Mushrooms. Its a platter of: A Dozen pieces of Deep Fried Mushrooms in a variety of Shiitake, Button, and Oyster Mushrooms: with a choice of two house dips. * Energizer Power Pellots The Handhelp dumpling superstar of starch and fillings is the Power Pellot. The usual order at the bar has: Deep fried crispy potato balls, Hamburger braise filling, with Cheddar Spiced Bean Dip. But with easy access to Barbeque Chili there are sometimes Chili Power Pellots. And if there happens to be ground chicken, bellpeppers, and chorizo spices there can be Bomb-omb Power Pellots that are made from left over ingredients. * House Dips -Kabayaki Salmon Dip, -Buttermilk Barbecue Krab Dip, -Spinach Artichoke Dip, -Cheddar Spiced Bean Dip, -Barbecue Chili Dip, Hot Pockets never really died, but their appearances at snack bars in the arcades died with the childhood entertainment palaces of videogames. In the 90’s people started to want varieties and health beneficial Hot pocets, so many lines of Hot Pockets had came out through the frozen snack wars. Many other versions of a bread shell filled with a meal came from competition of Pillsbury, Totinos, and Tonys for Pocket supremacy, however what really took peoples attention was the Costco Chicken Bake that ramped up the size of a pocket almost three times the size.
Arcas cuisine using the Pocket as the sandwich of choice is seen as a group of people trying to revive the dead of frozen snack trends back to its junk food glory days of the late 80’s, which by all means is completely the idea of food variety glorification. It has become an icon to kids who went to the arcades after school to chill, play some arcade games, and snack on junk food like the Pocket. Now those kids are adults and have graduated to the Submarine sandwiches, but sometimes are reminiscence about bigger and even more substantial versions of the pocket. Pizza in Pocket form is the classic that was consumed back in they day, but look a little forward with the developments with Arcas and its variations on Pockets into dumpling and sandwich form to find a multitude of specialties that will likely be layered in flavors and have much to explore. Pizza Pocket: Pepperoni, Ground Beef, Fontina Cheese Nacho Pocket: Ground Beef, Tomatoes, Grilled Onion, Nacho Cheese, Olivea Sauce Cucco Chicken Pocket: Chicken Thigh, Back Bacon, Buttermilk Sauce, Pecorino Romano Peameal Breakfast Pocket: Bacon, Back Bacon, Scramble Egg, Fontina Cheese, Pecorino Romano Spicy Bean Pocket: Kidney Bean Baked with Bacon, Raw Onions, Tomatoes, Spicy Tomato Sauce, White Wine Vinegar, Nacho Cheese, Rice Artichoke Spinach Pocket: Artichoke Hearts, Artichoke Buttermilk Sauce, Cooked Spinach, Artichoke Hearts, Back Bacon, Olives, Fontina Cheese Mayonnaise Shrimp Pocket: Cooked Spinach, Mayonnaise Medium Shrimp, Tomatoes, Garlic, Mushrooms, Fontina Cheese, Pecorino Romano Eeltastic Unagi Pocket: Eel, Baby Shrimp, Avocado, Grilled Onion, Kabayaki Rice Carne Meat Ball Pocket: Carne Asada Ground Beef, Avocado, Tomatoes, Onions, Fontina Cheese, Grilled Bellpeppers, White Wine Vinegar Kabyaki Salmon Pocket: Smoked Salmon, Baby Shrimps, Raw Onions, Tomatoes, Kabayaki, Caper Cream sauce Sauces: Buttermilk Sauce (1), buttermilk, mayo, lemon juice, paprika, mustard, dill, parsley Artichoke Buttermilk Sauce (2), buttermilk sauce, puree artichokes, diced artichokes Nacho Cheese Sauce (3), extra sharp cheddar cheese, milk, flour, butter Olivea Sauce (4), black olive, capers, wood ear mushrooms, garlic, butter, olive oil, Mayonnaise Sauce (5), store bought mayonnaise Caper Cream Sauce (6), yogurt, mayonnaise, capers, white wine vinegar Kabayaki Sauce (7), store bought kabayaki sauce Spicy Tomato Sauce (8), tomato paste, garlic infused olive oil, honey, chili flakes In Toronto Canada 2010, there was a lack of a symbol that united those who liked different aspects of the world of Scott Pilgrim of power pop alternative style rock, or the gamers through the references, or the shut in lifestyle of being outgoing while staying indoors, and many other hobbies that was called arcas. Many Otaku were interested in overlapping hobbies that those labeled Arcas enjoyed and so did Akibakei, but many people who identified as Arcas in both the Pacific North West and Toronto Canada were not satisfied as being claimed under either banner of urban culture. Thus, a flag that was to incorporate the overlapping unified urban cultures and different people who might have interests similar to arcas culture could benefit from a symbol of a common ground to avoid future conflict.
This issue was set aside for concentration on other aspects of Arcas, since it is unknown how much discussion was taken place before shelving the idea of a unified symbol. It reemerged in 2011, when Otaku had tried to absorb the ideas of Arcas as their own into American Anime Conventions, but controversy arose after the idea was presented by those in the Scott Pilgrim fandom. In response to the absorption idea a flag was actually designed with a blue background, dark grey computer chip lines, and two white lines crossing the center of the flag. This would be the symbol of crossing cultures of similar ideas with a unique identity through arcas to make the “Arcas Flag”. The idea of moving so quickly caught people who were inside certain hobbies to be shot off gaurd from the development of Arcas culture, but those who were interested in Arcas needed to communicate others to not absorb them. The arcas flag slowly grew as a need to develop social interactions of different fandoms, and the flag sometimes sprang up at Esports events. Those who wanted to make Arcas events had to use the flag to advertise what sort of content would be the events they were hosting to continue to grow the usage of the flag. About Flag of Arcas Culture The urban cultural flag of the Arcas, often simply referred to as the Arcas flag, consists of a single blue line (referred to specifically the video gamers from the arcades who came together to form arcas). Four outlying white lines (referring to the cultures at the time that crossed through overlapping with arcas including: otaku culture, akihabara type, computer geeks, and sci-fi geeks) Four computer chip lines that surround the white lines (referred to audio amplifier, computer monitor, selection controller,and peripheral device) and a Planet in the corner (referring to science fiction). Symbolism The flag represents Arcas with a focus on technology of computer chips that are found in many home appliances in the electrical market. The flag is a representation of many interests regarding the digital world and games. The flag is frequently displayed during arcas based events. The use of the flag and the urban cultural anthem Re:Re [lyricless live ver.] from the group (Asian Kung Fu Generation) and has been used at the beginning of major arcas events while finishing opening ceremonies. Later in 2016, the arcas culture was attached to the anime Boku Dake ga Inai Machi “A Town where only I am Missing” for its use of Re:Re in its opening. Display The flag is seen all year-round, but is often found mostly at Arcas based events or establishments. The flag is common to see on arcas urban cultural celebrated days, but even more so on Video Games Day than any other. On Video Games Day it is common to place small flags by tables where gamers play competitively to celebrate all the artists, writers, programmers, and other staff who created the game. Particular Days of Display The flag is displayed as to honor arcas on Neutranet Day, Futures Day, Matrix Day, Cyberspace Day, Technologic Day, Electronics Day, Geekology Day, Einstein Day, and Video Games Day. Arcas Pamen (aka. Oil Ramen) has its origins from Japanese Instant Noodles and evolved into a thicker sauce that made the broth the star in a gravy like appearance and savory taste with the familiar Japanese Instant Curled Noodles. The name comes from Pa in (pasta) that comes from a Pasta Oil Sauce and Men (mein) from Ramen Noodles that in turn gets the word from the chinese word for noodles.
In the past instant ramen was popular with gamers and college students, due to a cup of ramen was easy to stick in the microwave and be ready to eat in minutes. Not only was it popular in Japan, but later on in North America it also left an impact with the old flavor selection of Chicken, Shrimp, and Beef from the 1980s for its affordable price, quick accessibility, and simple preparation. The creation of Arcas Pamen was developed in Akihabara from those who liked Cup a Noodles from convenience stores in its Japanese varieties of different flavors from the American variety with Instant flavors like: Chicken Ramen, Seafood Ramen, Spicy Ramen, and Curry Ramen that all influenced the end flavors of Arcas Pamen: Bukkake Cream Pamen, Kainui Seafood Pamen, Tomatto Spicy Pamen, and Hanakeipa Shoyu Pamen. In Akihabara, those who followed the cup a noodle had also happened to enjoy a unique type of ramen from a restaurant named Kasugatei Ramen which featured Abura Soba (oil ramen), so many had posted their food pictures online and left their journeys in cyberspace. The pictures had featured Shoyu Abura Soba, Tori-ton Abura Soba, Roasted Tori-ton Abura Soba, Kado-kiri Niku Abura Soba, Spicy Ebi Jyan Abura Soba, and Ton-koku Abura Soba. One click and all the photos uploaded to a social site. Through the mysteries of the internet there were Otaku from the Pacific Northwest who had gotten a hold of the pictures from a search engine that featured the Akibakei Kasugatei Ramen gallery. These Otaku had a great interest in Japan from an interest of Ramen that they had eaten in college and seen in animanga, so it was exciting to see such a strange variation that was never seen before from the soupy ramen that is the typical sight or the tsukemen, so they were quite excited to go and find out where they could get some in the states. But when they tried to see if there was any sort of Ramen like the photos they couldn't find any stores nearby to replicate what they saw, so they went on to make their own variation. It was said that in a game club that enjoyed both Japanese Animanga and Role Playing Games there was a female of unknown identity that was said to have made the first Oil Ramen that was based on a mix of Italian and Japanese cooking, there was a pasta like sauce that was made with the umami of dashi with noodles that were from instant ramen. This dish would be later referred to as Gravy Oil Ramen and eventually renamed as Arcas Pamen. Bukkake Pamen: Cream, Bukkake Oil: Pechorino Romano Cheese, Milk, Cream Cheese, Olive Oil. Reduced Tonkotsu Base- Chicken Stock, Pork Stock, Ginger, Garlic, White Pepper, Onion. Shoyu Pamen: Shoyu, Shoyu Oil: Shoyu, Garlic, Vinegar, Olive Oil. Chicken Sesame Base- Chicken Stock, Sesame Paste, Shoyu, Ginger, Garlic, White Pepper, Onion. Kainui Pamen: Seafood, Kainui Oil: Sake, Clam Base, Garlic, All Purpose Flour, Butter, Olive Oil. Kombu Base- Dashi Kombu Stock, Ginger, Garlic, White Pepper, Onion. Hanakeipa Pamen: Flower Caper, Hanakeipa Oil: Sake, Pureed Capers, All Purpose Flour, Butter, Olive Oil. Chicken Kombu Base- Dashi Kombu Stock, Greek Yogurt, Chicken Stock, Ginger, Garlic, Capers, White Pepper, Onion. |
Arcas BlogWrite something about yourself. No need to be fancy, just an overview. ARTICLE LISTArcas Urban Culture
Flag of Arcas Culture Squid Arcas Days Neutranet Day Futures Day Matrix Day Einstein Day Cyberspace Day Technologic Day Electronics Day Geekology Day Arcas Cuisine Arcas Food Pioneers Arcas Cuisine Story Arcas Food World Nishishoku Sushi Energon Bar Running a Energon Bar Arcas Cooking Styles Style of Style of Style of Style of Style of Arcas Food Guides Guide to Vitamin Drinks Guide to Citrus Sodas Guide to Energy Drinks Guide to Pocket Sandwiches Guide to Guide to Guide to Dumplings Guide to Guide to Guide to Chili Dogs Guide to Pamen Noodles Guide to Guide to Guide to Guide to Guide to Arcas Psychology - - - Arcas Citizenship - - - Arcas Figures Bryan Lee O’Malley - - - Arcas Social Life - - - Arcas Industry Akibakei Electric Towns Arcas Cultural Portal United States of America Media ListDarkstalkers
aaa Mortal Kombat aaa Street Fighter aaa Capcom Versus aaa Art of Fighting aaa Fatal Fury aaa Virtual-On The VOU VO V-Crystals VO Etymology VO Lore Expansion VO Spirit Binding VO V-Console VO Operating System JC Staff Battletech The BUC MW Gamesmanship MW Toxicity MW Skill Tree MW Dead Claims MW DLC MW Soul Alex Iglesias Russ Bullock Archives
December 2018
Categories |