What ever happened to just not playing or buying a game you don't like? What ever happened to self-control? Why must the game selection for everyone be the same? Why is an oppressive SJW media determining what is available to everyone? Why must they control what is available to the rest of us? What gives them the right to do so? How long will they exercise control over video game media, video game design, and video game culture? There are a lot of games out there that any person or group may not like, but what gives them the right to prevent another person from playing it? Sounds like socialist agendas of everyone thinking, seeing, and believing the same have invaded the video game scene, too. Unwavered by Social(ist) Justice Warriors, Vanillaware didn't change any of its stylish, sexually-charged themes (and props to Atlus for not making them). It's good to see Japanese companies stand up for themselves, again, considering many (like Tecmo-Koei) have lost their nerve in the face of angry SJW mob fears. |
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To the dismay of SJWs everywhere, the indifference of those uninterested in games, and joy of those perfectly fine with being human, Dragon's Crown Pro pays no mind at all to being politically correct. It carries on its charm of being the most sexually-exaggerated title of the side-scrolling fighter genre. The Amazon still has a child-birthing figure that is a spectacle to behold, the Sorceress is still top-heavy, the Harpy's heavy hangers still weigh her down as she struggles to fly, Medusa's big nipples are still spiked with tassels, the rogue spirits are still (un)blessed with hourglass curves, the nun is still "open-but-closed-for-business", the Succubus still does her (spread) eagle dive, the Mermaid is still nude, and the shopkeeper Morgan is still the queen of underboob. I love this game because of its artistic, yet sexual nature. Sue me. And most will see only that hyper-sexualization of this game's design, but there's so much more to it for those who are willing to see. |
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Most of the game's characters, in one way or another, pay tribute to Capcom classics with traditional, yet stylized design. The Fighter, Wizard, Dwarf, and Lizardmen are strikingly similar to their 32-Bit Dungeons & Dragons brawler series counterparts, as is the tavern character select screen. Perhaps lesser-noticed are the reinforcement knights and gate boss, which are a natural evolution of the ones from 16-Bit Capcom masterpiece Knights of the Round. Meanwhile, influences from the flagship enemy from 16-Bit Capcom RPG Dungeons & Dragons: Eye of the Beholder can be seen in the Gazer boss. One could even say that the Grim Reaper boss is a tribute to the Capcom games which feature it. There are so many cases of this in the game. The Amazon, Sorceress, and pirates don't pay any tribute to any Capcom masterpieces, but they can definitely be seen as a the natural evolution of them if George Kamitani had still been with Capcom. |
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