It’s often said that critics enjoy writing negative reviews. At least, it’s a common stereotype of critics in media, which are often depicted as tearing up the protagonist’s work and enjoying every minute of it.
Of course, that’s a clear exaggeration. But still many people believe that critics have a particular liking for giving bad reviews or dishing out a rhetorical beating, perhaps because they are incapable of creating themselves or because they feel superior to the creators whose work they are reviewing. And I think that’s a belief worth discussing.
Most Magic players are aware of the power of fast mana. Being able to play more, better spells earlier than you normally would be able to is a huge advantage, to the point that cards such as Mana Vault, Lotus Petal and the Moxen have ended up being banned for it.
But there’s one card in this group that has never gotten as much respect as the others and that’s Grim Monolith. Is it truly that powerful? And if so, what makes it fly under the radar so much compared to other similar cards?
It may have never been officially supported by Fantasy Flight, but Android: Netrunner has a very active online play community. Centered around Jinteki.net, a fan-made website where everyone can join up and play, this community represents a great opportunity to play a little bit more and against larger variety of opponents.
In this article I’ll explain how to join Jinteki.net and how to navigate its interface to interact with the community, build decks and play. Let’s begin!
It’s not well-known, but the original F-Zero had a series of small sequels over the years. Released for Nintendo’s Satellaview, a unique Super Famicom periphelial that connected the console with a radio satellite, these games were available only in Japan and only for a brief period of time.
Preserved by historians and fans, they are a great choice for those looking for a bit more classic F-Zero action from Nintendo themselves.
F-Zero never was technologically important. Published five years after Space Harrier and a year after Hard Drivin’ and its 3D graphics hit the arcade, its importance is rooted, not so much on novelty, as on bringing arcade advancements home.
It is, in fact, a fairly conservative game with more in common with old-fashioned classics such as Punch-Out that with a genre that progressed in leaps and bounds. And it is this traditionalism, not its technology, that has kept it relevant for almost thirty years.