Salt

Solomon Rambling’s Top 10 Saltiest Nintendo Switch Moments of 2018

Solomon Rambling’s Top 10 Saltiest Nintendo Switch Moments of 2018

When Solomon Must Admit He Is Not Better Than Editor One

In my last video journal, I commended myself for my improved video editing skills. This week, I acknowledge I have nothing on Editor One.

I’ve discussed how I’ve seen incremental progress in my video skills.  If we compare my growth to that of mold, Editor One’s growth it on par with my chest hair:  unnaturally fast and luxurious.  Compare this video to his first or even to our Namco Museum exposé, and it shows just how amazing quick this kid learns. With his current skill set and editing eye, I feel like we could compete with the dedicated YouTube creators out there. If you asked me if we could do that when we first started, I’d probably say we could, but that’s because arrogance fuels my creativity. Now, acknowledging we could compete fills me with excitement and massive amounts of anxiety. I just have to get my commentary to match his skill to get us there.

I enjoyed his jokes, smooth transitions, and visual flair, all of which made the video engaging throughout. That’s quality work done by a guy who edits as a hobby.

So here’s to you, Editor One, and your continued creativity and growth. We’ll work on your punctuation and capitalization later. Winky face.

Posted by Solomon Rambling in Journal, 0 comments
Runner3

Runner3

Running Like a Two-Year-Old’s Nose

The Bit.Trip Runner series is your childhood dog. You got it as a puppy—the original Runner—and it was new, cute, and fun. It could be annoying, but you knew the puppy couldn’t help it. Over the years, the puppy became a dog (Runner2), and you two developed a close bond. It was potty-trained, obedient, and loving, everything you could ask from your furry best friend. Then, your parents, Mr. and Mrs. Choice Provisions, accidentally ran over and killed it while you were away at summer camp. When you returned home, they had already purchased a new dog (Runner3) that looked just like your dead one, but it wasn’t Runner2. This new one was too stupid to develop a bond, humped every cushion in sight, and shat in your shoes every Tuesday. Cue childhood trauma.

Some may eventually find this new dog endearing in its stupidity and ugliness. If we pretend the original dog never existed, the current pet seems a little less annoying. However, no amount of grooming or training will hide the fact that Runner3 is bloated, disorganized, and misguided. Your parents may have tried their best to replicate your childhood memories, but they seemed to have missed what made Runner2 great. At this point, as I’ve covered in another article, it would’ve been best to let dead dogs die.

What is it?

The game opens with Charles Martinet—bless his Mario soul—vomiting alliteration and florid diction. His narration tells us that CommanderVideo and his female version are vacationing when they receive news that the sinister Timbletot has returned to do evil things. Like ban music or Runner games or something that justifies this game’s existence. Regardless, it is up to you trek through three locations to save the world and learn the true magic of platonic relationships.

The original Runner proved that auto-runners could be stellar, just before the mobile market killed the genre with its free-to-play renditions. Runner3 borrows many elements from its predecessors. Obstacles and enemies block your path, and their placement typically follows a musical rhythm which grows more boisterous as you collect floating radios. You must jump, slide, and kick to reach the end of each level, and colliding with something or falling into a pit sends you back to a checkpoint. The game requires precision and practice to beat the level, and it demands perfection if you wish to collect all the optional gold or gems which speckle the levels.

This sequel adds some new components, most notably vehicle sections, a double jump, and a hard drop. Gold and gems go to unlocking new costumes and styles for your characters, and additional characters can be unlocked by completing missions hidden in the stages. Traditional platforming worlds and the aptly-named “Impossibly Hard Levels” also become available based on certain doohickeys you grab in other levels.

What’s good?

  1. Runner3 is still a Runner game, even if it hobbles a lot. This means levels are still competently designed and dynamic, whether you’re scaling up a tornado or spelunking through a refrigerator. With a moderate to high difficulty level, the game promotes that “one-more-go” mindset usually caused by drug addiction.
  2. The music remains the main highlight of the game. The original Bit.Trip saga was an exercise in simplistic visuals and intuitive ideas encased in a chiptune soundtrack. Runner3’s music has progressed past its 8-bit trappings while keeping true to its pseudo-rhythm-based gameplay.

What’s a double-edged sword?

You can replay the game to death, whether that be a peaceful death or due to blood loss from a sandpaper back massager. Each level has a gem path and a gold path, requiring at least two play-throughs. To unlock characters and other rewards, you must search for quests hidden past blind jumps and unseen separate pathways. If it wasn’t painful enough to find these quests, you must then revisit other levels, collect a trinket in each, and then return to the original level for your reward. If dull monotony is your pleasure, then Runner3 and a desk job will suit you well. It’s just limbo for the rest of us.

What’s bad?

  1. Runner3’s new mechanics are more unwelcome than a colonoscopy. In the first two Runners, there was no uncertainty if you failed. You missed a jump or you responded too slowly. With the introduction of vehicle and double-jumping, gameplay no longer feels as precise. The vehicles control loosely, and learning when to double-jump is often dependent in trail-and-error.  Meanwhile, the unlockable “retro levels” took inspiration from bad 2000-era flash games with straightforward level design, floaty controls, bland visuals. Rather than showcasing the developers’ ability to wander into traditional platforming, these levels seem to prove why they haven’t ventured into the genre.
  2. Even with the new mechanics, the game feels like an unoriginal copy of Runner2. The placement of enemies and obstacles seem copy-pasted from previous games. As if knowing this, the developers force the camera angle to change throughout the levels, shifting abruptly to capture CommanderVideo’s most unflattering sides. Due to this inclusion, you won’t notice you’re playing Runner2 because you’ll be occupied by all the cheap deaths due to poor depth perception and objects in the foreground obscuring your vision.
  3. It’s ugly. The graphics, alone, have about as much definition and detail as cafeteria gelatin, and the art design is repellant. The developers visited the World’s Ugliest Dog Contest, searched for the most inbred creature they could find, and proclaimed, “This is how God designed angels. We shall follow His immaculate creation.” Every background object leers at you with vacant eyes and tacked-on smiles; visual gags strive to make you vomit; and the characters look like they’ve bathed too frequently in radioactive goo. These visuals do not make for a fun and imaginative world. Rather, they pay homage to whatever was left on the cutting room floor for a Ren and Stimpy episode.
Even the carrot is displeased with her character model.

What’s the verdict?

Runner3 hides the twinkle of its predecessors’ genius in its eyes, recalling the majestic soundtrack, the whimsy, and the frenetic gameplay. You’ll just have to look past the glaucoma and eye crusties to see it. For those who have not played a Runner game, you won’t notice these blemishes, so you can add a point to this score. For veterans, you’ll know this is not the beloved return of your prize pooch. In making Runner3, Choice Provisions strived for innovation while respecting their roots, and somehow, the two negated each other and spawned mediocrity.

Arbitrary Statistics:

  • Score:  6.5
  • Time Played:  Over 5 hours
  • Number of Players:  1
  • Games Like It on Switch:  Just Shapes and Beats, Thumper

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments
Nine Parchments

Nine Parchments

A Death of One Million Papercuts

Warning: this is not a review. This is a witch hunt. You will find a score at the end of all this which reflects my opinion, but I can’t be bothered to genuinely critique a game which has ignited a small hell in my soul. Some may question why I have scored Nine Parchments higher than ClusterPuck 99 and Spelunker Party!, and I don’t intend to explain myself. I only plan to drag this abomination with me into eternal damnation.

Nine Parchment’s ultimate sin is it convinces you it could be a solid game during its opening hours. Like a deal with the Devil, you enjoy your end of the bargain until you find yourself on the wrong end of a soldering-iron colonoscopy. As with my other negative reviews, I recognize the hard work of the developers, but I can’t and won’t acknowledge this game as anything more than a boundless cesspool of excrement. For brevity’s sake, I have condensed my overflowing hatred into ten biting complaints.

The 10 Layers of Hell

1.

Leave it to a pestilent mess to attract glitches and bugs.  These foul critters infect online gameplay and tend to halt your progress entirely, either because an enemy retreated to safety through solid rock or a bug cockblocks you from advancing because the game doesn’t recognize you destroyed all enemies.  On hardcore mode, these flaws can lead to a premature game over, causing permadeath to gut you of all your progress.  If you’re lucky, the bugs can kick you out a game or prevent you from joining entirely, meaning you don’t actually have to play.

2.

Like a purgatory in which “It’s a Small World” plays on repeat, Nine Parchments’ gameplay delights in repetition and mundanity.  Apart from the blissful but rare reprieves of boss battles, your adventure boils down to jumping from open area to open area to fight a smorgasbord of enemies.  This formula might remind you of the cathartic mindlessness of Gauntlet, but after this formula is force-fed by catheter over 33 levels, you notice how achingly dull the game can be.

3.

Although repetition gnaws at you like a starved chihuahua, a poor combat system is the equivalent of drowning in rabid Saint Bernard saliva.  We begin with the targeting system, the first Cujo.  In the traditional twin-stick shooter, your accuracy depends on your skill and reflexes, but Nine Parchments chooses to guide your spells.  You need to at least aim in the general direction of monsters, but once you do so, the targeting system locks onto moving objects in the following order:  the enemy three stages over, your teammates, and finally the creature currently shaving the top two layers off your face.  Understandably, this system works only for those who like to play the long game in short battles or absolutely hate friendship.

4.

Imbalanced spells and playstyles further drag on the combat.  Fire, ice, and death spells all come in high demand, offering substantial damage and side effects.  Lightning, meanwhile, is only strong against a rare species of steam enemies and is highly liable to electrocute your teammates to death.  Meanwhile, melee is really only viable with one character, Nim, and although physical damage can massacre typical monsters, it’s virtually useless against bosses.

5.

The spells, themselves, become a nuisance once you’ve accrued six or more.  Because you gain spells semi-randomly, you’ll collect a few worthless/weaker powers.  You can’t get rid of these spells, so they’ll clog up your spell wheel in the heat of battle.  Additionally, Nine Parchments seems to favor players who collect a variety of spell elements.  The fire or ice purists will find themselves powerless against enemies of the same element but just as vulnerable to fire/ice-based attacks.  You can theoretically rely on your team during these moments, but unless you have a backup of other spells, you’ll be sitting useless for more than a few battles.

6.

To break apart the monotony, Nine Parchments implements an achievement system through which you can unlock new characters and variants.  Your tasks can range from the simple (visit every level) to the highly luck-based which you may or may not ever attain.  One achievement tasks you with completing a fight on hardcore difficulty in five seconds.  With a full team, monsters swarm you like crabs on an unwashed banana, so good luck even finishing anything under 10 seconds.  You could go solo for a better chance, but that’s like playing catch by yourself:  theoretically possible but infinitely sad.

7.

Certain achievements ask you to complete a mission found only in a specific level.  For instance, to unlock an alt version of Gislan, you must escort a brainless, frail lamb across Stage 21 on hardcore difficulty.  This damnable animal dies to a passing breeze, and once it’s deceased, that’s it.  No retries.  To redo the trial, you restart a run and slog your way back to Stage 21.  An average run in Nine Parchments can take around 5-6 hours, so it’s ludicrous that it doesn’t have a level select.  I understand it’s an accomplishment to complete a hardcore run in one go, but why can’t I unlock a level select once I’ve beaten a hardcore run?  What megalomaniac has forced me to repeatedly eat this entire dish called Nine Parchments when I only want a side of corn?

8.

After repeated playthroughs, the graphics and music lose their luster.  Frostbyte manages to produce a perfectly presentable fantasy setting embedded in the Trine universe, and some of the backgrounds are quite luscious and inspired.  However, the actual play areas look flat, pockmarked only by some foliage, water, or refuse.  As such, Nine Parchments will seem, at best, a showcase of Trine’s favorite floors and, at worst, a terrifying amalgamation of childhood traumas known and unknown.  The music is equally unoriginal, tinkling with whimsy and bravado that screams, “I’M FANTASY, GOD DAMN IT.”

9.

Comparatively, the story does its best to completely avoid the spotlight, so much so that the character themselves seem confused as to what they’re doing.  Essentially, a lich queen has a vendetta against Hogwarts and kind of blows up the building, so it’s up to a bunch of struggling students to collect six parchments (not nine because why would you think that?) and murder that stupid lich.  The rest of the story is carried by snarky, empty quips between characters at the beginning of each level.  When you do finally beat the final boss, you’re treated to a cutscene with Dumbledore thanking the students before sending them off.  That’s it.  Your fanfare is the equivalent of getting a C+ on an essay the professor didn’t read.

10.

We end with a complaint that may seem trivial:  you can’t completely unlock your skills sets.  Characters cap at level 60, which provides enough skill points to reach the most powerful attributes on two trees while ignoring the third.  This minor issue reflects the bigger problem present in Nine Parchments:  it places arbitrary restrictions on your enjoyment.  If I invest 10 hours into one character, why can’t I parade around like an overpowered sorcerer of the universe?  Let my hard work amount to something other than a flaccid cutscene.  Be it the finicky targeting system, the limp story, the random spell system, or the lack of a level select, Nine Parchments seems intent to bleed dry your enjoyment the more you play.

What’s the verdict?

A reviewer should balance objective analysis with subjective commentary, generating a score that gives general guidance to readers.  My hatred for this game could burn ulcers in my stomach, but the cold, emotionless part of me recognizes that others have enjoyed Nine Parchments.  Of the four others in my gaming group who played this, two took 20 hours before they loathed it, and the other two still have fun.  Although I hold only contempt for this hell spawn, I will give one piece of advice for those interested in a multiplayer dungeon-crawler:  play through it once and then delete it promptly.  It’s shit all the way down from there.

Arbitrary Statistics:

  • Score: 6
  • Time Played: Over 30 hours
  • Number of Players: 1-4 (Both locally and online)
  • Games Like It on Switch: Hammerwatch, Diablo III:  Eternal Collection

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments
Solomon Rambling’s Top Ten Saltiest Switch Moments

Solomon Rambling’s Top Ten Saltiest Switch Moments

Becoming a Pillar of Salt

Being a slug of a man, I hate being salty.  Anger, in general, isn’t a fun emotion unless you can destroy things, but then people say you have an anger problem and an assault charge.  When playing video games, anger tells you something is going horribly wrong.  Gaming should be cathartic, offering you a world away from your irritating real world.  When the gaming world becomes frustrating, you’re essentially just left to face the problems you experience in the real world, except now you’re in your boxers on your couch questioning what you do with your time.  A true nightmare indeed.

But that’s enough about my weekends.  Here, I present you with a top ten list of my saltiest video game experiences with the Nintendo Switch thus far.  Annoying readers will be quick to notice that I use “salty” and “angry” interchangeably.  Technically, “salty” is a specific form of anger that stems from embarrassment, but this definition also came from Urban Dictionary which claims “Solomon” is a funny, intelligent, well-endowed person.  Due to UD’s questionable accuracy and my sheer laziness, “salty” and “angry” are synonyms here.

10.  Human: Fall Flat – Forced Replay

Human: Fall Flat is one of the most refreshing experiences I’ve had on the Switch thus far.  Although each puzzle has a specific solution, you can take shortcuts and unconventional methods to solve each one.  Your character is purposefully difficult to control, so when you do overcome an obstacle which required precision and patience, you get a surge of relief and a sense of accomplishment.  When you lose that progress because your finger slipped, the resulting saltiness is just as potent.

Certain puzzles will require you to reset to your nearest checkpoint if you mess up.  On the pause menu, “Load Checkpoint” hovers just above “Restart Level.”  If you happen to hit “Restart Level,” you are flung back to the start without any confirmation.  There is no “Are you sure you want to restart?”  There is no “Press A to confirm.”  There’s just Solomon fuming on the couch as his character face plants at the start of the level, effectively losing 45 minutes of slow, painful progress.

9.  1-2-Switch – Buyer’s Remorse

Everyone knows 1-2-Switch is a joke. It was advertised as the next Wii Sports or Nintendoland, but even Wii Play looks like a AAA title in comparison.  Commercials were focused on people playing the game, largely because there is almost no gameplay to showcase.  Every Nintendo fan knew it was a cash-grab for the Switch’s launch, and an expensive one at that.

And I still bought it.  At full price.  As a digital download.  I’m still coughing up salt.

8.  The Elder Scrolls V: Skyrim – Save Point Salvaging

Spamming “Quick Save” should never be second nature.  For Skyrim, it is almost necessary, considering your saves act as your checkpoints.  Checkpoints are invaluable because Skyrim enjoys killing you, most of the time in the cheapest ways possible.  A single critical hit can wipe out 75% of your health, or a rabid pack of wizards can electric boogaloo the life out of you.  No matter your killer, you’ll end up dead.

Once dead, your soul is presumably sent back in time to your last save point.  If you’re lucky, you died close to a door where the game autosaves.  If you died ten to twenty minutes into a dungeon after meticulously raiding every barrel for sacks of flour, you’ll be booted back to the beginning unless you quick-saved at some point.  God knows how many sections I’ve replayed because of cheap deaths, but I do know I now quick-save like I have a hard-on for short-term memory loss.

7.  The Escapists 2 – Botched Escapades

Bugs and glitches will be a theme as we progress through this list because few things tick me off as much as a developer’s incompetence or laziness in producing a functional game.  It’s like a sin worthy of the fifth circle of hell or something.  I understand not all issues can be ironed out, but when a game runs poorly almost every time you play it, you begin to question if the developers murdered their play testers at some point.  The Escapists 2 is an example of an anger-inducing, game-crashing, bug-infested torture festival.

Bugs aside, escaping is an infuriating process, which is not a good sign when your game revolves around prison break.  You can leave most prisons through the cliché way (i.e. digging your way out), but each map also features a special way of escaping, be it through the mail, a plane, or a dolphin.  However, these getaways are rarely straightforward or clear, and you may often find yourself halfway through an escape attempt before you realize you needed some keycard or pickaxe or potted plant.  Oftentimes, your mistakes lead to being caught, losing all of your needed belongings, and starting from square one again.  Who knew prison could be so frustrating?

6.  The Binding of Isaac: Afterbirth+ – Ultra Salt

Afterbirth+ was notorious for adding several elements that made the game unfairly and frustratingly difficult, so much so the developer patched some of the issues out of the game.  The Ultra Hard challenge, however, has remained untouched, representing a big, fat middle finger faced toward the fan base.  In this challenge, you must make it to Mega Satan, arguably one of three of the hardest bosses in the game.  In a normal run, this is very much possible (albeit very difficult for anyone but very experienced players).

But Ultra Hard hates you.  You get no heart drops.  You have no map.  All of your items are replaced with question marks, robbing your ability to make strategic choices.  Every enemy is a souped-up version of itself.  You’re occasionally taken to random rooms after you walk through a door.  Anything that can go wrong will go wrong.  The online consensus is that the best way to beat the game is to restart until you find a S-tier upgrade in your first item room. When this is the best advice a fan base has to offer, you might as well start rubbing salt in your wounds to prepare yourself for the pain you will endure later.

5.  Lego City: Undercover – Crash and Burn

My partner does a lot for me.  For just one example, she is my test audience for most of the articles on this website, so if you think you have it bad, imagine the torture she faces.  Because we are devoted to each other, we make sure to suffer equally, and in exchange for all she does for me, I play games like Lego City: Undercover.  She is the reason I 100% completed the game.  God damn her.  I can say this because she will see this when she reviews this article before publication.  Hi, Player Two!

As for the salt, I had to play Lego City for over forty hours, enduring all of its bugs, crashes, long loading screens, and poor design choices every single play session.  I said it once and I’ll say it again: may Lego City melt to the ground.

4.  Super Mario Odyssey – Volleyblueballs

When I started Super Mario Odyssey, I was dedicated to collecting every damn Power Moon in the game.  Even when I started reading online that it wasn’t worth the trouble, I kept my eyes on the prize.  I have completed every 3D Mario game before it, so Odyssey wasn’t going to be different.  Then I encountered the volleyball mini game.  After a solid 20 minutes in the mini game, I still hadn’t achieved 100 consecutive hits in a row needed to win a Power Moon.  Defeated, I set aside Odyssey and didn’t touch it for a week.

When I learned you had to use Cappy (as player two) to feasibly win the Power Moon, I began my journey to 100% completion once more.  Within three or so attempts, I managed to overcome the volleyball challenge.  It was a hollow victory, however.  There was no sense of accomplishment.  There was only salt, as plentiful as the sand on that volleyball court where I lost my dignity.

3.  Splatoon 2 – Connection Lost

Losing connection mid-battle is an infuriating experience, whether you’re winning or losing when it happens.  Getting booted from a game rips you from the moment, disrupting your focus and creating an unsatisfactory, premature ending.  You went in expecting a complete experience, and instead you got—

2.  Spelunker Party! – Dead Ends

Once upon a time, there was a man named Spelunker.  He was a stupid, wretched thing, and his stupidity was only matched by mastery of death.  You see, just about everything could kill Spelunker.  Once a bat shat on him, and he died from shock.  Another time, he jumped while going down a shallow hill, and the fall broke his knee and instantly killed him.  He died several more times to the likes of spikes, fire, poisonous darts, and bombs.  It’s true that most would die if subjected to similar perils, but because Spelunker was a special kind of stupid, Solomon still blamed him for dying.  This was because Spelunker also died to poor controls and bugs (which were not of the creepy-crawly kind).

Solomon hated Spelunker and his ilk.  Many would think that Solomon would be happy if Spelunker died, but this was sadly not the case.  When Spelunker died, it meant Solomon had to continue playing Spelunker Party!  Unfortunately, Spelunker continued to die, day after day until Solomon exploded in a spray of salt.  The end.

1.  Nine Parchments – Nine Fucking Parchments

Frozenbyte is the first developer I have sworn to never support again.  The only other games I have played of theirs are the first and second Trines, and I found both to be monotonous, frustrating, and uninspired.  That said, they weren’t bad enough to blacklist the developer.  Nine Parchments is bad enough and has filled me such rage that my heart has crusted over completely in sodium.  No surgery can cure the shriveled husk that is now my soul.

Nine Parchments is a hot mess of bugs and bad decisions.  Connection issues plague almost every game session.  Maybe a player can’t respawn; maybe an enemy has magically teleported behind a wall; maybe the game refuses to progress to the next section; maybe it just outright crashes.  When the game does work, you’re confronted with finicky targeting systems, stupidly difficult side missions (anyone want to protect a suicidal sheep?), and enough friendly fire to burn any relationship you have to the ground.  My only comfort is that I have completed the game, so I can proudly and confidently say this game sucks harder than a black hole in hell.

Topping Us Off

That’s it for my first written Top 10.  If you enjoyed this article, be sure to check out my video rendition of it.  If you have a salty moment you would like to share, go tell WatchMojo.  They thrive off of using your ideas to make money.  Otherwise, feel free to leave your raw meat strewn about this page.  With the amount of salt here, we can keep everything preserved for a few weeks.

Posted by Solomon Rambling in Blogitorial, 0 comments
Solomon Rambling’s Top 10 Saltiest Nintendo Switch Moments

Solomon Rambling’s Top 10 Saltiest Nintendo Switch Moments

St-st-studdering Along

Another week, another video.  This time, we walk away with three discussion points:

 

1.

Editor One and I have different styles of humor. I like to think of myself as an absurdist with a tongue-in-cheek, bitterly sarcastic tone.  In reality, I’m mainly self-deprecation accompanied by ridiculous similes.  Editor One, meanwhile, is a meme lord and a master of contradiction, highlighting whenever I mess up, to comedic effect of course.  I find the combination of the two lovely.  I have no intention of combining our styles.  With all of my edited videos, I’m showcasing a dialogue between Editor One and me.  In some cases, I’m literally talking to him.  In between every game for this video, I continued to record, telling Editor One how I wanted to video handled or asking if he noticed how congested I was.  I also know which of my jokes are more likely to strike a chord with him.  On his end, he contributes to the conversation by choosing which segments to include.  He then sprinkles his own humor to the video, like the obnoxious airhorns in the 1-2-Switch section of this video.  Ultimately, Editor One is creating a character, just as I have done with Solomon Rambling.  I’m likely putting a lot more thought into this “dialogue” more than anyone should, but I do find it interesting.  We’ll see how our two funny bones intermingle in the future.

2.

I need to practice on my end. I stutter; I um; and I weave together incoherent sentences.  Although these mistakes are natural, they expose my inexperience.  Many of these issues could be fixed if I stuck to a script, but I’m not quite smitten with this idea.  I like the spontaneity and goofiness of ad-libbing a video.  It carries with it a freedom to say whatever the hell you want.  When I want to be structured and refined and fancy, I can write an article.  I may dabble with scripted videos in the future, but for now, I may focus on some Let’s Plays to train my improv skills.

3.

This is my first video that has a “sister” article. For those of you who skipped Point No. 2, I produce my videos and articles differently.  I believe both are representative of my current skill, but my articles have considerably more thought put into them.  Because I’m infatuated with myself, I did this little experiment to see the differences between a video and an article on the same topic.  The article is here if you want to read it, you masochistic bastard.

 

Those are the three thoughts I had.  My brain is now completely empty.  Send me your thoughts so I can plagiarize them.

Posted by Solomon Rambling in Video, 1 comment