Django’s on his own now, left to overcome the final bits of land overrun with undead. And when that’s done, there’s one last place to go: the Dark Castle orbiting the planet. Yes, the Immortals have quite the advanced setup.
It’s a good time to cover some affinity missions! Today we try and help Phog get his brother to speak to him or even acknowledge his existence in some capacity. There’s also a bit of espionage, but that’s really more of a group effort than a thing we’re doing for one specific person.
We’re still on a mission to learn Crimson Viper’s moves, but there’s still a few more conversations to be had with our previous tutors. Namely, Akuma, Bison and Ryu. Considering two of those people are bad for our health and well-being… it’s certainly going to be an odd day.
One of four towers has been cleared, but three still remain. And as it turns out, the remaining towers are actually pretty hefty. There’s also the Immortals waiting at the end of each section, but we already know what we’re dealing with with them. And we don’t even need to explode them in a coffin this time!
Today’s Xenoblade technically didn’t come to anyone live, but it was recorded in a slight fit of madness as though it were. Anyway, we’re doing a bunch of side missions as usual. We also learn that some BLADEs are a little incompetent, and others are just terrible people!
We’re just about done with this season’s Street Fighter time, and with just about all of the other Masters wrapped up as well. Yup, it’s just us spending a bit of time with Crimson Viper.
Anyway have you ever heard of Spike Chunsoft’s game Kamaitachi no Yoru? Why? Oh you know, just asking.
The Undead Immortals have been ejected from the Dark Castle, which means Django just has one more Immortal to take care of. One more Immortal and Sabata, because whatever his deal is it does involve being an anime rival at all times.
Okay, look. I don’t really know why there’s a Kamaitachi no Yoru crossover in Street Fighter 6 either. But I also can’t leave a mystery unsolved, so we’re seeing this story through to the end. We just have to figure out where we went wrong so our protagonist doesn’t wind up curled up under his bed sheets and hating whodunits.
Today we take on a bunch of missions on the Ma-non ship. Mostly from the Tree Clan Prone. And it mostly goes well. Mostly.
One day, we wake up and do tests. We don’t know why we’re here or who that strange dispassionate voice is that keeps telling us to do things, but if we’re doing this for science then I guess there’s no reason to question it.
Okay. We let someone die last time, but this time we surely won’t let anyone down, right? I mean sure we’ve got a few rescue missions amongst other things, but they’ll probably go fine. I’m uh… being coy in another description, aren’t I?
What seems to be a routine, if easy, night for Batman quickly becomes a disaster. The Joker has been planning a hostile takeover of Arkham Asylum, and with Batman here it’s the perfect night to put it in motion. Now Batman’s gotta figure out how to stop the Joker’s best-laid scheme before it reaches whatever insane conclusion it’s supposed to.
Chell has escaped the testing chambers, but she’s still in Aperture laboratories so she isn’t free yet. But with the Portal Gun in hand, surely she can escape the labyrinthine backrooms… eventually.
I’ve decided to stream FE Sorter to rank all of the Fire Emblem characters. Except the ones in Tokyo Mirage Sessions. This’ll be an ongoing pre-Saturday stream thing. For a while, probably.
Okay, good news! Of the sidequests today, none of them ended in tragedy due to any ineptitude on my end!
… the tragedy was inevitable. But I have to re-emphasize, not my fault.
We’re out of intensive care, but still well-within Arkham. Harley’s moved Gordon into the medical ward, so of course that’s our next destination. It’s just getting in that’ll be a problem. And surviving any traps that have been laid out. And actually getting Gordon out unscathed. Okay yeah, it’s all gonna be a problem.
The galaxy is a vast place, full of unique planets and their inhabitants. Unfortunately, space has been corrupted by capitalism, and capitalists still have terrible ideas even amongst the stars. Take Chairman Drek, for example. His planet is polluted beyond livability. What’s somebody supposed to do about that? Apparently, pull apart several other planets to make an entirely new one, free from pollution and any trace of the people who lived in those parts before. But thankfully, a tiny robot fresh from the belt has discovered this heinous plan, and is looking to do something about it. And with the help of Ratchet, the first guy he ran across after escaping Drek’s henchmen, he’ll find the heroic Captain Quark and save the day.
Today on FE Sorter, we get up to 10 whole percent. And strangely enough, the Heroes characters aren’t shoved entirely under the carpet. For now.
We’ve got affinity missions to finish today, each with a different caliber of boy. We’ve got the surprisingly Nopon-respecting H.B, the usual overreach of Boze’s racism, and Doug. Doug who I was fine with before and continue being fine with now.