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Thursday, October 15, 2026

New Crisis, Same Protocol

So I spent the weekend at PAX Melbourne, demonstrating games for Let's Play Games. Frankly, I needed the money for something important, so I did a fun 60 hours in the one week with my day job as well. I got to run a few things, from the new Starcraft miniatures game (solid game, but not for me), Marvel Crisis Protocol and the new MCP board game, Alliances (also fun, but probably not going to end up in my collection). I ran into a few friends, as I typically do at these cons, and some mentioned that they were wanting to try MCP again. Well, after having to cancel a few things this year (see above about needing the money), my main hobby focus has been about finishing projects that can get me games at my local clubs and stores, so given that I have a bunch of MCP Avengers in various stages of painting, why not jump back in for a while? However, I needed a few more characters than I had to field a full team, and the two-character boxes I had been buying have been replaced by "Affiliation" packs, most of which would have had me doubling up or getting characters I was unlikely to play. Also, they weren't the cheapest models on the market, so I had to plan carefully. 

Thankfully, most of what I needed, without too much doubling up, was in the current "Earth's Mightiest Core Set" box, and, even better, I could actually get this AUD $250 box for free at PAX Melbourne if I completed a series of QR codes. With the help of some friends, I got my box, and I only have a double of Winter Soldier to do something with now. I may, in fact, sell off the Cabal/Villains and the measuring devices as I don't need them and it might help fund another project along the way. Now, of course, I had to dig out my collection and see what I already had that matched the Avengers affiliation. Now, I'm not certain that this is everything (I suspect I have more somewhere not obvious) and I have some Cabal that I'll probably consider moving on, but looks like I'll have way more than 10 models that should be Avengers available to me, as you can see below. 

Can I just say that it's a shame Atomic Mass Games don't have all their free online resources updated as they used to? Seems like doing that would be a huge boon for your game and company when the models cost so much and the rules are updated so frequently. For all their faults, when I was playing Warhammer 40,000 regularly, the free version of the app updated quickly, not to mention the various fan resources. I think I'm probably going to have a little difficulty playing MCP casually, so don't be too shocked if I stall out on this after a few games. Last time I was looking at getting back into the game, I was working at a FLGS five days a week and there was a scene building; this time it will be the odd game for fun here and there, so I really won't be doing my homework as much as I should be. That said, the minis are nice and I got most of them cheap or free, so I may as well give it a shot. This blog has gotten away from Superhero games the past few years and this is an easy way back in rather than having to build up my SuperSystem Ultimate Alliance stuff again, though I will get to back to that at some stage. 

Monday, October 12, 2026

Superhero Media: Bloodshot

Yes, Bloodshot is a pretty poor film, even by the standards of some of the stuff that gets covered here, and it doesn't have the decency to be at least interestingly bad, just coming out bland and generic. Now, though I was kind of into some Valiant comics in the '90s, I tended to read Harbinger and Magnus, so I didn't have much familiarity with Bloodshot until I heard this film was coming out. Regular readers will also probably know that I tend to be more forgiving of '90s comics than many, embracing the over-the-top silliness and reading them as a kind of high-camp more than grim-and-gritty seriousness. In that, I don't think there's a version of a Bloodshot film that would actually be 'good', but rather, there could have been something at least 'fun' in the manner of Daredevil or Batman Forever. Let's not kid ourselves, at best Bloodshot is basically Deadpool without any of the jokes or irony, so it's never going to be Black Panther or anything.


Where the film does well, actually, is in the messing with of Bloodshot's memories is a plot point, so, if not for the generic nature of much of the rest of the narrative, the whole enterprise could have had an "unreliable narrator" vibe which would have been much more interesting. Frankly, Bloodshot falls into a lot of the same errors that bad superhero films always have, focusing too much on the origin, not letting the characters stand on their own merits and not putting anyone in a costume. By trying to take itself seriously, Bloodshot missed the point of existing, which was to be a possible Iron Man to a potential Valiant Cinematic Universe. As I've said previously when discussing ideas like a King Features/Frew or even a Blackthorne Cinematic Universe, the potential with the lesser-known heroes is essentially unlimited, so why settle for an action film with nothing spicy or interesting happening like Bloodshot?


I really hope the Valiant stuff doesn't end here, as, once again, there is a lot of potential there that seems a shame to waste. Harbinger seems like the obvious one, basically an off-brand X-Men with lots of room to explore the concept of adolescents with super-powers and only really one or two characters that need to be presented with any fidelity, say Zephyr and Sting. Throw in Magnus as a "Superman-lite" for the series and maybe even do the "Magnus: Harbinger Fighter" arc for the first major crossover. XO-Manowar is a little more esoteric, but Marvel Studios has laid the groundwork for this stuff already, so you may as well go nuts rather than make something disappointing like Bloodshot. Even Upgrade was a better version of a similar concept, and did without actual costumes or anything like that. Seriously though, put the characters in their damn costumes, I'm sick of this black leather shit, the Fox X-Men series didn't make it look good, so why still use that as the standard?

Thursday, October 8, 2026

Dream Match - Round II

Welcome back, sports fans! Today we continue my new series of "fantasy booking" articles that try to take a more sensible and nuanced look at 'who would win' questions in the superhero fandom than working out which character has the biggest numbers. Rather than prattle on, we're going to jump straight into our next fight, so get ready for some no-holds-barred, one-fall action!

Perfect Cell Vs Lobo

The most deadly Android devised by the twisted mind of Doctor Gero, Perfect Cell and the last of the Czarians, because he killed the rest, the Main Man, Lobo. Both are considered the pinnacle of dangerous foes in their settings and both have incredible recuperative powers, able to return completely from something as small as a single cell and having no trouble at all surviving in the vacuum of space. Both have gone toe-to-toe with some of the most powerful heroes in their respective settings, usually coming off worse, but there's no denying that anyone who can give Son Gohan or Superman a run for their money is a powerful force indeed.

Perfect Cell
Created from the DNA of the most powerful fighters in the universe (and Yamcha), Cell was designed to be the last word in Doctor Gero's revenge against Goku for the destruction of the Red Ribbon Army. After having absorbed his "siblings" Androids 17 and 18, Cell achieved his Perfect form, making him the strongest being on Earth, and possibly in the universe at the time (ok so we didn't know about Buu and Beerus). For the purposes of this article, we're borrowing some ideas from Dragon Ball Multiverse, namely a version of Cell that won the fight with Gohan and has grown in power since destroying the Earth. Power Scaling and that kind of thing are for other versions of this concept, not us, but let's just go with Cell can do everything he did in the Cell Games Saga and probably has picked up a few new tricks since them. Given the nature of Dragon Ball Z in particular, judging just how "powerful" Cell is is pretty fraught, but we know he can destroy a planet basically whenever he wants, regenerate and get a Zenkai boost from a single intact cell and push an Ascended Super Saiyan to breaking point.

Lobo
The Main Man, the last Czarian and the once Pope of the Triple-Fish God, this mercenary, marauder and mayhem-prone monster is generally considered a force of nature more so than a supervillain by many. Strong enough to give the Man of Steel pause, and impossibly durable to the point of absurdity, Lobo has powers for days, and casually breaks the most basic laws of physics by smoking in the vacuum of space and making conservation of mass cry. Being a character better suited to comedy for the most part, Lobo's strength is kind of irrelevant, he can do whatever he wants, at least until a hero turns up to pull him back into line. And this doesn't need to be Superman, with Adam Strange and Animal Man having pulled it off before. Lobo cannot fly under his own power, but has a flying motorcycle or similar to hand most of the time. Being a bounty hunter by trade, Lobo is also perfectly comfortable with using a wide variety of improbably sci-fi weapons, or something as simple as a chain.

Why We Fight
So this is pretty simple, Cell (or at least the version we're using who defeated Gohan and got off Earth) is a cosmic threat, and the Main Man is more than happy to collect on any price that Cell gets on his head as a result. Whilst scaling DBZ characters against more traditional superheroes is fraught, I think it's not unreasonable that a being like Cell, almost unkillable and capable of destroying whole planets on a whim, would pose a major issue for entities like the Green Lantern Corps or Nova Corps, possibly even the Space Knights. Turning to a creature like Lobo for help may just be the best in a series of bad options. Of course, once their paths are set, these two warriors will need little encouragement to start fighting.


How Cell Wins
With energy blasts, insane recovery and zenkai boosts in his arsenal, Cell seems to have an easy win on his hands, but he's never fought anyone like Lobo. Against any protagonist from his own series, Cell can just remove atmosphere for an easy win, but that's not going to stop the Main Man by a long shot. Cell is also a pretty serious character, so Lobo's more comedic style will pose a challenge (assuming that this version didn't have to fight Arale at some point). That said, Cell's durability is probably the best way for him to win this fight. While both Cell and Lobo can regenerate from a tiny fragment of themselves, Cell gets a major power boost after each near-death, so he eventually will be strong enough to win easily, at least in theory. It's risky, but raw power is something that Cell can conceivably never run out of, so stamina is his best strength in this match-up.


How Lobo Wins
The big advantage that the Main man will carry into this fight is experience. Lobo has taken on more foes than Cell, and at a much bigger variety, tangling with Lanterns, New Gods, Kryptonians and more in his long life of mayhem. Odds are, he's fought another regenerating foe in that time, so once he figures out that even a fragment of Cell will enable him to come back not only whole, but stronger, Lobo is in with an even chance. Of course, Lobo will have to lay his hands on a weapon capable of obliterating Cell in a single blast, which, while entirely possible, is no mean feat in the heat of battle. The Main Man is a canny fighter though, and Cell is all ego, so luring the killer android to some kind or armoury or technologically-advanced planet is pretty doable with the right motivation. Lobo has figured out how to fight and defeat foes like Santa and the Easter Bunny, Cell is within his wheelhouse.

And that's that! Two titans of power coming to grips, who do you think would win? Come back next time as a pair of obscure monsters go toe-to-toe in a brawl which could threaten the multiverse itself!

Monday, October 5, 2026

Superhero Media: M.O.D.O.K. - Season 1

I hadn't heard anything much good about M.O.D.O.K., or anything at all, really before I finally got around to watching it. I'd put it off because the idea of waiting a week between half hour episodes sounded a little tedious. When I discovered that M.O.D.O.K was a Marvel version of Robot Chicken with the voice cast of Ducktales and Patton Oswalt in the lead, I was intrigued, when Mandrill showed up and wasn't even the deepest cut in that episode, I was all-in. The buy-in for M.O.D.O.K. is pretty steep, with the extreme sitcom elements taking over more than the Superhero stuff in most episodes and the character being nothing like any representation in the comics, there is a tonne of stuff to enjoy, even if it's just getting Dewey Duck flashbacks every time Ben Schwartz speaks.


I never really got into Robot Chicken, but I watched the compilations on YouTube, and I feel I appreciate what they were going for, so a Marvel version unafraid to give us versions of Tenpin, The Living Corporation and the Clagmarites is pretty much perfect for me, even if I've never liked MODOK much outside of his appearance in Marvel Ultimate Alliance. I'm sure if you're a fan of MODOK, then this series is a little grating, to say the least, but given that I'm specifically the kind of person to love this specific thing, I can't help you there. I'll admit that the more sitcom style elements don't really do it for me, but that said, the episode where MODOK and his wife accidentally time-travel back to the 1990s and see themselves as students was one of the best in the series. And if you can't laugh at a joke about Mandrill's dick, are you even really a Marvel fan at heart?


I get that people don't like M.O.D.O.K., as it's odd and full of stupid jokes and way more clips of MODOK on the toilet than are probably strictly necessary, but I do find it strange that people are so vocally hateful of the series online. I mean, if you don't like it, don't watch it? I had seen nothing about M.O.D.O.K. online and wasn't even aware it was essentially Marvel Robot Chicken until I started watching it, so surely it's not that hard to avoid. Unless, of course, you're someone like me who has to watch, read or play every piece of superhero media they can get their hands on and then write about it on a blog almost no one really reads. Oh god, am I the MODOK? Nah, I have a Master's Degree, two jobs I love, plenty of friends and I own my home, I'm doing alright and don't tie my self-esteem to this blog. I'll watch more M.O.D.O.K. if it happens, I certainly enjoyed the first season enough.

Thursday, October 1, 2026

Thinking Out Loud: Why the Encore Matters

Back in 2019, in the wake of Avengers Endgame, I wrote an article called "Why the Endgame Matters" about the cultural impact of the film and why a silly superhero adventure was one of the most important moments in the decade. Like most of the insightful, thoughtful and passionate stuff I write on here, no one read it. My review of Abraham Lincoln Vampire Hunter however, still gets regular hits. Media literacy was already dying before AI folks, AI is just the cowhammer to the skull of an entire generation of readers. Anyway, I went to see Avengers Endgame Encore the day after it dropped (that was a soon as I could get there) and, once again, I have a lot of thoughts and feelings. So let's do this again. Whatever it takes. For starters, the "additional content" in the Encore is a series of post-credit scenes that tie into Doomsday (which I'll go over later) and an introduction from Chris Evans and Robert Downey Jr. There are no AI-replaced actors, or changed lines or anything like that. There's been a bit of cleanup and some ADR, but otherwise, Encore is the film that's been burnt into my soul for seven years and counting. 

Watching Earth's Mightiest Heroes battle Thanos and travel through time again, the main feeling I found myself sitting with (aside from unmitigated glee) was one that I have become increasingly familiar with as I approach my 40th birthday; nostalgia. Given my time spent researching online Far-Right radicalisation, nostalgia is something I tend to wary of in general, so it took me a fair chunk of Encore before it occurred to me that the time I was being whistful for wasn't some mythical time of my childhood when I had an incomplete understanding of the world; it was for less than 10 years ago. I missed 2019. Acutely. The obvious reason behind this feeling was clearly that I miss the MCU films being good, right? No, actually. Though the "Superhero Media" will take a while to come through the backlog, I have enjoyed much of Wave 4 and think that after nearly 20 years, expecting every film to be the same quality is a little silly. Nor was I more than reasonably melancholy to see Chadwick Boseman in his iconic role again; rest in power, king. No, as I sat there positively rapt with joy, I found I wanted to return to a world before COVID. 

Now this isn't just some "the last decade has been shit" rant (though it has), but rather, I believe Avengers Endgame was the last big cultural moment the Global North shared before the pandemic started and that by watching again with all that behind us, not to mention the wars, genocide and climate collapse due to AI ahead of us is a genuinely uplifting experience. And one we can learn from. The tech bros, governments and billionaires they all work for and aspire to be are Thanos. They aren't just winning, they won a long time ago, before most of us were born. We may not be able to pull off a time heist, we may not save the world, but we can sure as hell Avenge it. If this is the end of everything we've known then I want to drag the ones who caused it with us. Whatever it takes. We lost so much during the pandemic because the few didn't want to make less money and it never changed. We don't have super powers but we can vote, march, join unions, write letters, shoplift, engage with the community, punch a cop, bomb a pipeline, delete Facebook, use public transport, help each other. Assemble. We are Groot. 

Monday, September 28, 2026

Superhero Media: Godzilla Vs Spacegodzilla

Ok, where to start this one? Spacegodzilla was created when DNA from Godzilla was taken into space by Mothra in a previous film and merged with alien spoors. What? This is Godzilla, this is what you get. Aside from the typical absurdity of science, Godzilla Vs Spacegodzilla is a great outing for the King of the Monsters, playing like a kind of finale for the previous few, even though there is at least one more considered to be in this series to come. Minilla is quarantined on an uninhabited Pacific island by the United Nations' Anti-Godzilla task-force where he can be studied and guarded by the "last Japanese soldier who can't let go of the war" cliche, which I would have though was a little racist, but hey, if the Japanese are doing it I guess it's ok? There are competing plans to use a team of psychics (who exist in the Godzilla universe) to control Godzilla's actions and to use Minilla as bait and kill Godzilla with a high-tech super bullet, but these are put aside as soon as Spacegodzilla turns up and starts destroying cities.


There is a big focus in Godzilla Vs Spacegodzilla on the human G-Force and how they scramble to combat the new threat and the fallout related to the conflict. This is actually really good, as the Kaiju action scenes are brilliant, but the damage and trauma that the human characters suffer, albeit in a PG-ish way, provides a counterpoint and grounds the entire film. Having lost Mechagodzilla, G-Force is fielding a makeshift robot with a crew made up of whoever is still alive and has the correct skill-set, so there is a very Japanese sense of fatalism pervading Godzilla Vs Spacegodzilla, though the ending is more hopeful than many Japanese films that follow a similar thread. Whilst Godzilla is the preferable alternative to Spacegodzilla, so far as G-Force and humanity is concerned, the presence of either is a problem to be resolved, once again framing the Kaiju as a force of nature, or walking disaster more so than actual characters. To say that the Kaiju are devoid of any personality, there is a scene with Godzilla on the beach dodging booby traps that really shows off how well a rubber suit can convey emotion, would be false, but it's the humans who really sell the story.


As much as I love the rubber suits and classic Kaiju cinema, films like Godzilla Vs Spacegodzilla do run up against the limits of this approach. The "Mosterverse" Legendary films out of the USA, which use CGI of course, can have the Kaiju show a lot more personality and carry the story in their own ways. Trust me, Godzilla Vs Spacegodzilla is amazing, one of the best I've seen lately, and I had a ball watching every minute of it, but much like Final Wars, it's not the kind of film I'd be showing someone to get them into Godzilla as a franchise, it's just too... too Godzilla? Like, look at the first few sentences of this article, Spacegodzilla's origin is really silly and the entire film ends with two guys in rubber suits slapping each other, this genre is almost nonsense! However, the "there" that is there is really damn good. It's a story about the human spirit, fatalism and the dangers of unchecked technology. Godzilla is the human potential and all of the dangers inherent within that potential. Godzilla is both the alpha and the omega of development, and understanding that going in is perhaps the secret to enjoying these films beyond the silly fun.

Thursday, September 24, 2026

Five Video Game Genre Conventions that need challenging

Regular readers will know that I'm not really a big player of video games. I enjoy them and put some time in on the Switch or PlayStation most weeks, but I don't keep up with new releases, don't follow the culture, and probably couldn't pick between a picture of DOTA and League of Legends. I grew up with Zelda and Mario and Tetris like most of my generation, but as I hit adolescence, my interest tapered off, not because I wasn't interested in Video Games, but Video Games became increasingly less interested in me.

Back in the day (read: My Day, you ungrateful kids), titles like Commander Keen and Day of the Tentacle tried to be fun and innovative; taking risks and trying new directions for the still-emerging Video Game market. With the exceptions of Nintendo and Sega, Video Game software wasn't a market that one could expect to make a great deal of money in, people did it (partially) because they loved it. This view may seem nostalgic in the extreme, but have a look at companies like Midway or Rare back before they hit it big; I'll wager the "CEO" was living off instant ramen and really cheap coffee until Mortal Kombat or Goldeneye hit the shelves for the first time.

These days, Games are big business, which is (typically) a good thing for the industry; developers get the funding to put out some amazing titles and the boundaries are really being pushed as to whether Games can be considered Art or 'read' as 'text' in the same manner as Film and Television (in an academic sense, of course). However, success has always bred imitation, and the Video Games industry is feeling this trend hard at the moment. Take a good hard look at your favourite game and you'll probably find that it "borrows heavily" (or steals directly) from another popular game before it. The problem with this trend is not only the obvious stagnation of experimentation within games development, but also half the games you get to play seem exactly the same.

So, without further ado, here's a shortlist of five common features of Video Games that have shown themselves to be problematic, at least according to me in my grumpy and stagnant corner of the internet. 

1. Time Limits

As with most of the things on this list, I'm not saying that Video Games need to do away with Time Limits entirely, just that it proves to be an unnecessary crutch for poor storytelling. Back in the misty, far-off days of Super Mario Brothers on the Nintendo Entertainment System, there were no Continues, no Save Points and only so many 1-UP Mushrooms, so the only reason not to take a painfully long time agonising over every jump was the timer counting down from 300 in the corner of the screen. The original The Prince Of Persia also made good use of this mechanic, docking time from the Game Clock for each death. So it's not a big conceit to admit that a timer on a game can ratchet up the tension and aid in the suspension of disbelief.

However, when every second level (or mission or whatever) throws a timer up on the screen and screams at me to get out of the burning building (or away from the bomb or get to the hostage), the sense of tension is replaced by a sense of irritation. I'm in a freaking burning building, how is my natural intention to do anything but run for my life? In a film or television programme, dramatic tension can be added with music or other, less melodious, background noise; only in 24 and one episode of M*A*S*H can one see a clock up on the screen to increase tension. There are many films where a bomb is counting down to a climax, but it is only in video games, where the player is directly linked to the narrative, that a ticking clock is a common device to keep the protagonist under the pump. If only this technique was not included in almost every game, it wouldn't be so bothersome.

 

2. Boss Fights

Back when games were made with a resplendent 8 bits of graphics, the occasional fight against a fire-breathing turtle was an important signpost of progression amongst dozens of same-looking levels. What is interesting is that, in today's world of Quick Time Events and complex interactive storytelling, at least one Boss Fight can be found in every game. Certainly, a climatic and thematically appropriate battle against a worthy opponent at the end of a game can be satisfactory, but not every game can make this formula work. Think back to Red Faction for a moment, did the boss there really add anything to the game? Shooters are particularly bad at boss fights, a game that has primarily featured goons with a variety of guns and body armour throughout has its tone shattered when the head Mafioso turns up in a walking tank with jets and lasers.

As with my complaint against time limits, it is not the concept of Boss Fights that I find disagreement with, the Metal Gear Solid franchise has always made its Boss Fights engaging and story driven. Instead, it is the seeming necessity of repeated Boss Fights in games where they simply do not fit. Personally I think that because video games have always had Boss Fights, that they continue to do so, gamers expect and accept them as part of the gaming experience, regardless of their suitability in any given game. Once again I point to cinema as a proof that conflict is not the only climax that a story can utilise.

3. Downloadable Content (DLC)

With increasing profits in the Games Industry comes an increased drive to create successful titles and release them to the public. When a highly anticipated game is pushed back due to unforseen circumstances, the furore released is akin to that evoked by the Nuremberg trials. To combat this, many developers leave parts of a game unfinished, making "patches" or even whole levels and characters into little downloadable packets so that people won't call them out for putting the game out a few weeks late. In some ways this is a good thing; games are released in reasonable time and overly long delays are avoided. However, is it just me, or does this seem like a little bit of a cop out? If a game is not finished, why is it being put into stores? It's not like a film is put into the cinema with some of the post-production remaining to be done. Perhaps it is too much to assume that the gaming public could be expected to wait patiently for the whole game to be ready, but honestly, is it that much to ask? Think about it this way, if you wait a little bit longer for a game, you could play it straight away, no patch downloading, no wait to play the bonus missions, just the whole game, in the box.

Of course, it is not merely a lack of completion that causes DLC, there is the ever-present driving force of money to consider. If someone is willing to pay $100 for a game, what are the chances that the same person will pay a few dollars for an extra mission or a new character to play? When a story is continued through extras like this, it evokes in me the same feeling as the "Extended Universe" novels associated with various Television and Film franchises. If someone is so engaged with a text as to pursue every permeation of it, it always seems that the makers of that programme/game/film are right there with an open till. That's my real problem with DLC, I guess, it's a cheap cash-in and unabashedly so; like "Collector's Edition" DVDs and fake Master Swords to hang on the wall.

 

4. Chase Sequences

When playing a game like GTA or Need for Speed, one expects to chase another vehicle down a hazardous road a few times, it's part of the experience of the game and an accepted part of game play. When one is tasked with chasing someone down in a First-Person Shooter however, something feels amiss. Much like Boss Fights and Time Limits, chases have become a common element of most games from Platformers to Shooters. Once again, the odd chase that works within the narrative of the game is fine, but far too often a chase can be used to bridge an obvious gap. If travel needs to take place to link up the various narrative strands of a game, there are more options than a chase, if nothing particularly interesting is going to happen during the journey from A to B, perhaps it doesn't need to be covered. Too often the length of a game is padded out with unnecessary sequences that distract from the story and the chase scene is one of the worst culprits.

5. Push Start to Play

This may be a bit of a petty complaint, but why is the Start Screen different from the Menu Screen? The time and effort of programmers, designers and artists has been wasted on a screen that is seen for seconds at most. What difference would it make to have a game load up straight into the menu? In the worst cases, after pressing Start, more time is spend loading before one can access the menu and actually start playing the damn game. Admittedly, I'm not a programmer, and perhaps there is something important about pressing Start that I'm missing, but it really seems like a convention of games that is only still around because almost every game in history has had it. I understand that sometimes a demo or cut scene is visible before the menu appears, but again, is this really necessary? Also coming into this category are the self-promotional ads that games start up with, Gamers seem far more astute about production than one would expect, so many would know exactly the origin of a new game. The fact that a handful of game creators are becoming as well known as Film Directors (in the right circles) makes the self-promotion seem a little unnecessary.

 

That's all for today, hope you enjoyed the read.