Cartoons · Uncategorized

Voltron Season 5 Review

So it looks like we’re stuck with this 6 to 7 episode format for a “season” when it comes to Voltron, thanks a lot Netflix.  I totally get why they’re doing it though, they get more content and can spread it out over a few “seasons” and it’s more lucrative for them.  I will say that season 5 fixed the format a little, and gave us a concrete beginning and end to the season, even with its short run time.  But with only 6 episodes to a season, was it enough to make season 5 worth the watch?
Spoilers:  Yep!  Now onto the review~


All in all, we were given a pretty solid season.  The character development front was a nice boost from prior seasons, where I feel we had a pretty big focus on plot centric stuff, and a back burner to character growth.  Did season 5 strike the perfect balance between good plot pacing, and good character development? I don’t think Voltron quite hit the mark there.  I find that it has a problem with giving us a plot point, having a few episodes not even remotely related to a certain plot point, and then bam out of the blue hey that plot point came back even though it wasn’t mentioned at all because we were focusing on other stuff.  Like a good example is the whole Shiro plot point from season 3.  We had all of these other plots going, and then hey at the end of the season, remember that Shiro plot?  Here’s how it’s going to go down!  That, along with the Pidge’s Dad plot I feel like just came out of the blue when we were focusing on other, more interesting plot points and characters.  I think it has a lot to do with wanting to have a conclusive “season 5” but come on Netflix, why not just give us 13 episodes so the pacing is a little bit better?


But plot pacing aside, I really enjoyed the characters in this season.  The strongest writing in this season was the relationships between Lotor, and the Paladins.  Spoilers ahead, you have been warned!
SO I really enjoy what they’re doing with Lotor in season 5.  He’s the most interesting character by far, just because of how unpredictable he is.  He sides with Team Voltron for self-preservation purposes, but does wind up gaining their trust.  But the real question is, is he manipulating them?  Is he sincere in some aspects of his words, and others not?  Or is he 100 percent on board with helping Team Voltron win the war.  It’s a really interesting dynamic that keeps the viewers on their toes, and even though I’d like Lotor to have genuinely changed sides, I also have a feeling of unease that the other shoe is going to drop as soon as Lotor gets what he wants.  I do believe his feelings towards Allura  are genuine, at least, but I’m just waiting for him to kidnap her, or try and lure her over to his side or something.  Lance in that regard grows immensely, along with his feelings for Allura (to me, at least, I love that ship but LotorXAllura I love too so I really really hope he’s legit).  Lance’s development in this season reached a point that I wouldn’t be surprised if he becomes the pilot of the Black Lion, just really enjoy how he’s matured over these five seasons.


Now the writing isn’t flawless, by any means.  The one thing I’m going to call out with the writing is how predictable it is.  We always know the paladins are going to win, we always know that even if a situation gets dire, they’ll come out on top.  Other than Lotor being more of a neutral chaotic, anyone else who we have heard about and assume is good, we meet and is good.  There was one character in particular that I would have liked to see them do something different with, and had be a secret Zarcon loyalist when they thought he was on their side but alas a missed opportunity and of course he turned out good, because that’s how he was initially presented to us.  I still enjoy the show, but it’s just such a predictable good vs. evil battle, granted with awesome fight scenes in it, but still some diverse character motivations would be nice.


So We find out something interesting with Keith in this season as well that I can’t wait to see what happens next.  Was a little bummed he only got one episode, and as of now he isn’t a Voltron paladin, but at least we got to see him a little in the season, even if it was one full episode with him.  But once again his character is developing nicely, so can’t complain.
Voltron season 5 seems like it’s a transitional season towards more heavier material to come in later seasons, it was a lot slower paced and focused more on the characters than anything else.  Since I enjoy character pieces over plot, I liked this season immensely, and can’t wait to see what happens next.


Have you seen season 5 of Voltron:  Legendary Defender?  I binged it all in one sitting!  If so, what did you think of the season as a whole?

Uncategorized · Video Games

Happy Valentines Day!

I’m not in the habit of sharing my covers on this blog, because I like it to be more about talking about nerdy things.  But, since this is a nerdy cover, for a non-nerdy holiday, I figured I’d share it for anyone looking for some nerdy love songs to listen to!
I love Final Fantasy, I love this song, and have wanted to do a fandub of it for a while.  So happy I finally bit the bullet and did both this cover, and a fandub!  Definitely going to be doing more in the future, was tons of fun!


Hope you all have a great Valentines Day!  Don’t eat yourselves into too much of a sugar coma!

Uncategorized · Video Games

Making My First Game, Update 1

I’m done with the coding part of this little excursion and I’ve learned a lot about making a game during this phase.  Visual Novels aren’t crazy intensive games, but they’re games nevertheless and you go through the same things you would while making a VN’s code as you would a normal game:  Having to troubleshoot code a million times, getting music, art assets, voice acting if you’d like, and all in all, it’s been fun.  It’s definitely something I want, and plan to do again, but this first small game I’m doing has had so many ups and downs, and it’s only been a week and a half of working on it!  But I’m finally at the point where everything that needs to work in my script works, and I can move on to making music, and sending the asset list to my friend who’s doing the art.  Yay!


There are so many useful things I’ve learned from this experience.  Like, a lot of things I thought were broken code was me being a derp, and I’m lucky enough to have friends who know the python programming language who can help me out with things.  So I showed my code to my friend, and he helped me so much with figuring out how to organize things more efficiently!  The Ren’py forums are a good resource for asking and getting questions answered, but at the end of the day they’re mostly going off of what Ren’py says to do instead of using knowing python language to make the code a lot more streamlined.  I learned a lot I’m going to take into making other story based games in the future and I wouldn’t have without asking for his help, so yet again another reason why my friends are awesome!



I’d like to make a list of the road bumps I hit along the way of doing this first coding outing, to both document what I’ve been going thorugh, and to hopefully help anyone who decides to jump into making a visual novel if they happen to stumble on this post!  So I guess this is my development blog post of sorts, for now, because I’ll keep you all posted on how it goes when I have ot add in music, sounds, art, and hopefully finish the game!  It’s a small project, so I’m hoping it won’t take too long…but at the same time, I’m dreadfully nervous that I’ll go to add all of those things and break my code somehow, fingers crossed that doesn’t happen XD


Things I learned while coding my first VN:


  • Jump statements are probably the most important thing you can use.  There were so many times where I thought my script was broken, only to find I hadn’t set a jump statement to jump to a label that tallies points.  So the logic of the script kept on jumping to the ending that was right after the block of text when I really wanted it to jump to a points tally section to trigger evaluating points, so it could calculate what ending the player would get.  Now I just use jump statements for everything, it makes life so much easier!
  • Organizing your script was so important! There were a lot of times that I was rewriting things, and trying to figure out where I wanted to put what.  If I had organized, and planned my points system, and how I wanted to write my script better, it would have gone smoother.  For me, I know that’s definitely a learning form trying it ordeal, because I wouldn’t have figured out how I wanted to organize it if I hadn’t written it the way I did and went through this hurdle, so really valuable lesson.
  • Make sure all of your points are the value you want them to be! I ekpt on trying to make the bad ending in my game trigger, because I had every menu labeled with the points in a sequential order.  I hadn’t done that on one of the menus – the choice I was making that I thought was the lowest point value was really the middle path for the ok ending, and if I had actually checked that instead of skimming over it thinking the menu was fine, it would have made my life easier.  And on that note…
  • Always check your work! So many things I did were just me not checking every aspect of my code.  After a certain point, I double, and dripple checked everything because that was better than having to comb through the script a bajillion times…which, I had to do anyways because that’s just a fact of coding lol.
  • Another really valuable thing I learned was you don’t always have to use >= statements to evaluate points. On the Ren’py Forum, they always say have your points evaluated with a >= but my friend told me you can totally just evaluate if something it < or > and in my opinion, it just makes the coding make more sense, and skips over a lot of steps for the coding work.  Else statements are really nice in that regard, too!  Instead of having to figure out 3 point values, you can just say “If these two things are false, do this” and it’s nice haha.  Learned that way later, when one of my elif statements was triggering the ok ending every time because I had set it to evaluate the threshold for the bad ending.  So had to change that to just evaluate if it was < something and then use an else statement…and I hope that made sense XD


I’m so pumped to be done with the coding section of the game!  Now onto music and sound effects.  I told myself I’d be done with the coding by the end of this week, and I met that goal, so woo!  Of course, I didn’t think all of this troubleshooting would be involved…but live and learn!


I’ll keep you guys posted on my next set of progress

Editorials/Opinion Pieces · Uncategorized · Video Games

Making my First Game!

So I downloaded Renpy the middle of last year, learned some basic code, and never did anything with it.  For those of you who don’t know, renpy is a visual novel making engine, and my interest in visual novels got me into an interest in wanting to make visual novels.  But like I said, I just learned some basic code and did nothing else with it, until now.

One of my resolutions I made to myself was to get back into coding, and make a game.  As I said in an earlier post, there are so many visual novels out there that just aren’t accessible to the blind, and are great stories, and I’d love to fill that gap by making VNs that both sighted and blind players can enjoy.  For now, I’m making something really basic, and am a little nervous about actually getting art done, but I’m enjoying the coding process so far!  Of course, the most annoying thing is testing code and seeing it doesn’t work, but after doing a little bit of reading it was easy to pick backup what I had learned earlier to start making my VN.  I’m debating just making it a text adventure, or audio adventure, but right now I’m just working on the coding and am going to hash out sound effects, visuals, and all of that stuff later.  I’m honestly happy I have so many skills, my jill of all tradesness pays off!  Because I’m going to make a few simple tracks of music, and possibly add my own voice acting in there.  Kind of high hopes, and a decent amount of work, but I really want to be done with the coding by the end of next week, and then go from there as far as the other parts of production are concerned.


So, how do I like making a visual novel?  It’s really fun!  I love using it as a creative medium, I feel like it’s the best of both worlds:  has good story telling potential, and you can choose to make it all audio, all text, or a combonation of both.  I’m thinking of exploring making an audio adventure in the engine later down the road, because that also would combine my love of sound design and audio mixing.  But for now, I’m enjoying making my cute little slice of life game 🙂


I’ll keep you guys posted, and share the VN I’m working on now when it’s done!  I really want to keep myself on a time schedule, because I’d like to churn out this project fast and get not only coding something under my belt, but know what it takes to make a VN under my belt, as well.  It’s been an interesting learning experience, I’m realizing it takes a lot more to make a game then just having an idea you want to make.  Of course my favorite part is the writing, and coming up with ideas on how to make said game, so I’m having tons of fun!

Editorials/Opinion Pieces · Video Games

Let’s Talk About Visual Novel Accessibility, Shall We? An Update

You may remember a while ago I talked about getting into playing visual novels, and how easy it was to tell when one was accessible or not.  Time for an update, because I’ve been trying to play more commercial VNs (think Doki Doki Literature Club, Long Live the Queen) and we’re running into a lot of problems here.


When I first got into VNs, I was only playing free ones. Well, I’ve been looking at ones now that are more commercial, have more to them coding wise than the free ones do, and are longer.  They have the same structure as the free ones – text, pictures, choices to make.  Some of them have an RPG element to them, picking a party and doing battles/making a battle formation, which seems really fun…if it were playable.


Almost every commercial quality VN I’ve played is inaccessible in some way.  The self-voicing feature can’t be activated at all, or if it is able to be activated, there’s something in the game that it can’t read.  The battle system in one comes to mind in particular, which definitely was a hope dashing experience when I thought I could play a really cool looking game, only to get to the point in the demo where you make your battle formation, choose items, and have absolutely nothing read because you had to drag and drop, or click with the mouse.  Even when navigating with the keyboard, it would make a clicky noise like it was moving to something, but not say what.  If the text is readable when the actual visual novel part of the game is going, then why is it so hard to make the text to speech work when you’re playing with the actual game mechanics?


Some VNs read, but the load and save features do not.  I noticed that while playing Blind Love, a visual novel I’m let’s playing on my YouTube Channel.  A visual novel that says on it’s page that it’s accessible to the blind, where if you didn’t read that on the page, and didn’t know how to activate self-voicing, you’d be out of luck:  it tells you when to activate self-voicing, and how to, after you’ve gone through the naming the character screen.  I’m glad they made a point to have it be accessible to the blind, but seriously?  Just a little more forethought should go into that sequence of events:  Have a narrator, or one of your voice actors say “Press V to activate self-voicing mode” before the title screen even loads up.  In that game, the main menu where it says “Start New Game” “Load Game”, “Quit Game” doesn’t read at all, so you have to just guesstimate where menu items are and hope you picked the right one.  I just decided to save on different files in that to avoid the possibility of not saving, or loading before saving, because saving and loading in it isn’t reading with self-voicing activated either, and it’s frustrating to see a game saying it’s accessible when the menus aren’t.


Doki Doki Literature Club doesn’t even allow self-voicing to activate, and that’s the case with all of the commercial, or commercial quality games I’ve played.  I’m enjoying the free ones, but those are usually short test novels for people who are starting ren’py coding and it just doesn’t satisfy my VN itch.



So I ask:  Why is it so hard to make a text, picture, music medium accessible, especially when ren’py has self-voicing as an option built into the engine?  Is it really so difficult?  Or do developers seriously not know that blind people would want to read their stories.  I’ve contacted a VN developer before, and they were open to adding accessible features to their VN, so I feel like they just don’t know it’s something they can utilize.  In which, it’s up to blind people to contact said developers if they want a change, and see what they can do.  I plan to do this, and I want to branch out into making my own visual novels that are accessible, with cool stuff in it like the commercial ones have, but that’s very far off in the future I feel.  I’d love to see developers put in the effort to do a bit of research, and integrate the self-voicing feature as an option, so blind players can enjoying the story telling of the genre.  I feel like it wouldn’t take much, but it does take making developers aware of the situation, which is something I plan to do in the near future!


And that’s an update on VN accessibility.  If you know of some good accessible VN’s, or some good developers to get in contact with, let me know!  I’d love to start a discussion with some devs, and see what we can do.  The only way we’re going to move things in the right direction is by starting a dialogue with game developers!

Uncategorized · Video Games

A Hero’s Call Impressions After 2 Weeks of Playing

I’ve been playing A Hero’s Call on and off for the past two weeks, and I realized something.


I don’t like open world games.


I went into this RPG expecting it to be something else:  The impression I got from the advertisement of it was a linear, story based RPG, much like a Final Fantasy, Tales of, or any other JRPG series that is heavily based on plot. While there is a plot, it isn’t a heavy one.  It’s one that gets the purpose of the game across:  Explore a ton, find quests, have fun just experiencing the open world format of the game.  It bothered me that the game wasn’t a more story based game, even though there are story points sprinkled in here and there, full blown lore, and interesting enough characters.  Is the writing in the game perfect?  I don’t think so.  I think the story and characters could have been fleshed out a lot more.  Right now they’re rather generic fantasy characters, and although they’re likeable enough, it leaves something to be desired
There are points where you can talk to characters and get more information about them.  I think maybe once, in a specific area?  I’ve tried talking to them at different points of the game and haven’t gotten anything new to speak to them about, other than one character, after I finished one of the major plot centric quests, so perhaps that’s how you get new dialogue.  I got this super cute scene with all of the characters after having every party member which was nice, but once again, the characters aren’t as fleshed out as they could be, and don’t talk to each other much so it fell a little flat.


After realizing it was an open world game, I sort of just started to deal with it, embrace it, and explore.  Instead of trying to get the plot centric quests done, I’ve decided to do a lot of smaller quests while doing things to further along the main line quest.  So I’ve done that, and I’m enjoying the game a lot more.  It still has a lot of the flaws in it I mentioned in my first impressions post, but playing this game as an open world game instead of as a linear storytelling RPG is a lot more enjoyable.
That being said, going off of this as an open world RPG, I feel like there needs to be a lot more to explore.  I understand, it was  a new developer, doing an awesome new audio RPG, but why not do a story based game with more linear gameplay, so you don’t have to make huge areas and the like?  There are a lot of maps, but comparing it to mainstream, open world RPGs, it just leaves something to be desired.  There’s a lot of dead space in the maps, as well, and a lot of empty space in town areas that could have been filled with sound effects of people being active there.  Some good examples of this are the tavern, general store, and temple:  all three of them only have the head priest, the store owner, and the tavern and inn owner in them (plus a mercenary for hire in one of the rooms) but why not add some people walking in and out?  Or even just some crowd ambience, so it sounds like you’re walking into a busy tavern at certain times of the day.  Why not have people whispering to themselves about the priests preachings, or the general store owner conversing with a townsperson, or client when entering sometimes.  Just little bits of polish I think could have taken this game over the top, with a little more development time.


As I said earlier, sometimes it feels like you’re just wandering somewhere and the character is going no where because of how big the maps are.  With audio only, the footsteps sound like they’re walking in place at times, especially in echoey cavern areas.  If there were some sort of indicator as to whether or not you were moving that wasn’t just footsteps, for derpy people like me who can’t always tell if they’re moving, that would be great.


Like I said, open world games just aren’t my thing.  I’m enjoying the game, but given the choice between a game like this, and a game like say, Tales of Symphonia or Final Fantasy VI, I’ll pick up the linear story based game every time.  I like world building, character development, and stories being told that have a clear beginning and end, and I just don’t get that in open world RPGs.  Still fun, but not my cup of tea.


I feel it’s important to hold audio game developers to the same standards as other mainstream, or indi developers.  We’ll say indi developers, because they’ll be on the same playing field with the resources available to them.  Audio games will never get the recognition they deserve if they’re just given a pat on the back for existing, and that’s why I’m critiqueing this, just like I would any other RPG I’ve played.  My major critique about the game in general is that it could have had a bit more polish before release, but I get wanting to get the game out for people to play and fixing it with patches later.  A Hero’s Call was only 20 USD, and for the price I think it’s definitely worth buying it, even if it’s just to support the advancement of audio games made to this quality of standard:  it’s amazing what the developers have done with the game, and I’m excited to see what they do next.  Fingers crossed they do an RPG that’s more my style!


If you’re playing A Hero’s Call, would love to hear your thoughts on the game!  Do you open world RPG fans find it very enjoyable?

Video Games

A Hero’s Call First Impressions

The time has come, my friends!  A Hero’s Call, the first fully blind accessible RPG is out!  It cam out December 29th, and you better believe I picked it up as soon as it was available.  I’d like to give my first impressions of the game after playing it all weekend.  I’m going to do this in a pros and cons format, because I feel like my initial thoughts would be easier to sort that way.  But I’d like to just preface this by saying overall, I’m loving the game.  It’s great to be able to immerse myself in an RPG adventure after years of not being able to do so because of lack of vision.  The navigation is great, and the lore and characters are great.  It’s fully voice acted, and I’m happy to say the voice acting is well done.  If you like a high fantasy, Skyrim style game then definitely pick this thing up!


But now, onto the review!




  • I love the battle system.  It took a while to get the hang of, but being able to choose your character class, and fight in a traditional turn-based style RPG.  I am always the mage class, so I decided to go with that on my first playthrough and have been having loads of fun.
  • The immersion that is given to the player is fantastic,  It feels like you’re living in the town the story takes place in, and it’s such a nice touch being able to find items and artifacts that build on the lore of the world you’re playing in.  I love finding books and reading them, and figuring out different aspects of the world.
  • The characters are so fun! And as I said in my opening statement, the voice acting is superb.  Really great job there.
  • It took a while to get used to, but I really like the navigation system. The maps aren’t without their flaws, but after figuring out that the RPG is a tile/grid system and how everything is situated, it’s pretty easy to navigate.
  • I love how on top of things the game devs are.  Already there’s a patch to fix some minor bugs, and they’re still working on things and keeping the players in the know.




  • As easy as it was to figure out the navigation system, at the same time it was a really frustrating learning curve.  That, in major part, is because the tutorials aren’t thorough enough in my opinion.  It took me dying a ton of times to a particular boss, backtracking a ton, and retracing my steps all the while dying too many times to remember to realize, oh hey, I can buy skills!  And really I just stumbled upon that because I was noodling around in the level up screen.  When I first tried to buy skills, it said I needed more points to do so – and I thought that meant it was more like a Final Fantasy V system where you had to buy tombs to unlock spells.  But no, you can buy everything in the skills list, and the first option is what you can upgrade to.  But the prompt when I upped the level didn’t sound like that’s what it meant at all, and I was really confused.
  • Along with that, the reason I had such a hard time with the navigation system was because the tutorial wasn’t as explanatory as it could have been. There’s a brief tutorial, but I kept on getting stuck trying to do it because I didn’t understand that switching directions and walking straight = walking into doors.  Overall, I just think the tutorials can be a lot more explanatory, so we’re not left in the dark with a lot of things.
  • Speaking of vagueness, the quest log could help you along a bit more with what to do? I feel like this is more a matter of preference, but sometimes I’m just stuck somewhere and there’s no surefire indication of what I should do next.  I’d just like a teeny bit more prompting on what to do in some aspects of the quests, to avoid confusion.
  • I’m really not a big fan of how many obstacles are in the maps. I feel like even with a sighted RPG, there wouldn’t be as many, but sometimes it’s just such a headache to get around and I want to progress in the game instead of wandering around aimlessly.
  • Major nit pick, but I would have really liked to have voice acting for the player character. It’s a little confusing to me why every other character is voiced, and the player character isn’t.  Just something that pulls the emersion  of the game away form me a bit, but not a deal breaker.



Overall, great game for the first game made by Out of Sight Games.  If you’d like to pick up a copy, you can do so here!  I’m looking forward to going back to Farhaven, have a fun time exploring heroes!