![]() They have names but don’t worry-you won’t remember them anyway. Previously a character known as “Ray” challenged Emma’s overly idealistic goals. A long-lost friend (who was lost for less than 6 episodes) returns, but he’s actually a bitter Bad Guy now! Shocking! But why is he bad? He explains everything to us because we are incapable of comprehending storytelling-we must be fucking idiots! This season he has been renamed to “Hay” because has no weight on the plot and allows Emma to do anything-no matter how stupid she acts. Just sit back and get spoonfed by one of Season Two’s many iconic exposition scenes: Emma and her harem gather in a non-descript room, and one character stands-up and summarizes 100 chapters of the manga in a five to ten-minute long speech. It’s like karaoke night, but instead of singing, they monotonously read SparkNotes summaries of the manga with no animation whatsoever. Unless you consider a PowerPoint presentation to be animation. The Promised Neverland 2nd Season does not tell a story, nor does it do much of anything. It uses a bunch of unrelated plot points throughout dozens of chapters. Then it stitches these barely connected pieces together like a hideous quilt. The entire show rides on how Emma’s feeling today. In one episode she’ll let the kids eat potentially poisonous fish, in the other she’ll happily help a demon with its groceries despite knowing they like to eat children for supper. No matter anything she does, she’ll have either a smile on her face or a slightly concerned expression. I don’t like comparing the adaptation to the manga, but in this case, it is impossible to not notice the differences in art detail and writing quality. All of the passion is drained, turning climactic moments into laughably bad dialogue. Villains double-cross each other in unison like a hive mind being controlled by an annoyed writer. They should have explained the motivations behind everyone’s sudden changes in goals and morality, but that’d require hard work. ![]() And lazy writers don't like doing hard work. Why bother adapting three beloved story arcs from the manga-full of battles that would be VERY expensive to animate-when you can just summarize them with a PowerPoint presentation? That's easy money! Strip away the psychological horror, intelligence, atmosphere, and logic that made the original anime so special, and what do you have left? This piece of inane shit. Granted, I am not a huge fan of the original, but it was light-years better than this. #THE PROMISE NEVERLAND SEASON 2 SERIES#.Good things come in threes, and in the case of Inscryption, even P03 can't deny the brainteasers of the notch cabinets. You'll want to solve these immediately since they contain some really nice items. We'll start with the locker on the left side. The idea behind this puzzle is that it utilizes two of Robotopia's new abilities. The first is bomb, which instantly deals 10 damage to every creature in front of it and to its left and right sides when it dies. ![]() The second is shield which protects the card once from a single hit. With that in mind, the solution is straightforward. Your attacking row should be the following from left to right: 1|1 bomb, 1|2 shield, 1|2 shield, 4|1 notch. ![]() The defending row should be the following: 1|1 bomb, 2|1 notch, 1|1 bomb, 2|1 notch. The bombs go off, but the shields protect your attackers letting you get the crucial hits in. Solving this puzzle gives you a bomb remote, a consumable item that allows you to instantly fill the board with 1|1 bomb creatures. Fair warning, this can be potent when used properly, but unless you have shielded creatures on hand, this can easily open you up to pain. I wish I had more tylenol for puzzling this out. ![]() The second locker puzzle is frustrating The gems are back once again and there is a new ability attached as well called Gem Detonator. Basically destroying a gem with a gem detonator creature nearby will cause it to act like a bomb. It's vaguely worded in the game's manual so the solution here isn't exactly easy.įirst, a bit of a head's up. Technically you can just get the solution to this by buying what looks like a red-tipped alarm in a store for 25 robobucks. But since you will be needing that cash elsewhere, this is a spot where you can sequence break by just putting the solution in. Much like in the Cabin sections, the cuckoo clock has two rewards. First, set the second and minute hands to 12, then move the hour hand to 4. ![]()
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