Fire Pro Wrestling World
6/30/2020 04:53 PM
Picked up Fire Pro from the Steam sale last night after having glanced at it a few times over the last month. Whew-- now this is good shit pal. 

So when people On The Internet were trying to tell me that there was not only a "good" wrestling game, but a good wrestling game where the feel of an actual match is more important than winning/losing, I hadta check it out. I saw a couple of videos, but most of them were just simming matches between WCW guys so, eh. 

It is less of a fighting game and more of a wrestling match simulator-- but here, take a look. 



So it's not exactly the worlds best graphical engine, but what it can do is pretty spectacular. The community is largely built around recreating wrestlers/moves (you can find basically everyone who ever wrestled in NA or JP here), and it's all free to pull in.

The game is about building momentum and generating a crowd response through move combinations and submissions/pinfalls, and it really is exciting and involving when a match really gets underway. I played a match earlier today with this dude, and we went 21 minutes into a match before he finally got a pinfall off a chairshot + piledriver + pin, it was fucking fun as hell. I keep forgetting I didn't even win. I was fighting him as '94 Surfer Sting and he was some OC he made, shit was so cool. 

It's not light a fighting game really, and it's not like smash bros or something-- there's no health bars. The only thing you really have is a level of exhaustion from getting your ass beat or doing too many aggressive moves in a row. You don't really have control over whether or not you survive a pin or submission move, which is EXCITING. You wanna get up and keep going or you wanna get the pin, but it isn't really up to you, more up to the state you're in when you go down. 

I love it. Wish there was more people playing online, but I wanna go play some more for sure. 
2 Comments
trapezeswinger
3:17 PM
Nothing better than a wishlist game going on sale.
Reply
Captain
11:20 PM
BIG yes
Reply
One Hour One Life Pt. 2
5/31/2020 04:41 PM
So how do you fix a game with an excellent conceit and poor execution? I think there are 2 main ways-- one is a rework and the other is an addition. 

So let's say the games' systems are inflexible. It is what it is. How do you resolve the learning curve and the lack of of a sustainable social system? My solution to this is a retirement period following the first hour. You age into an elder and you can either take the death and start a new life or enter "retirement". I think in this phase you are no longer able to use tools or craft object, but merely carry/hold objects and act socially.

OHOL at this time has this poorly implemented/half working mayorial/king system wherein a central leader can issue edicts about what their followers should do that everyone can see/hear regardless of their physical location. Unfortunately, even this is wrought with poorly communicated ideas. You have to say "I follow Firstname Lastname" of the user in question in chat. It's purely opt-in. So let's change it to all people occupying a towns "territory" are automatically opted into this mayorial edict system. Now, retired elders are elgible to be the mayor for up to one additional hour, at which time they die no matter what. 

This gives the town a few extra hands, a central voice/leader that can be passed on, and a straight up management role/job that can be trained and understood by subsequent generations. This eliminates the "what do I do" portion of the new players' experience, and also creates an aspirational goal for some types of players. 

I don't believe this eliminates the overall gameplay deficits exhibited by the rest of the systems in the game, and the first hour is still going to be spent toiling in frustration with the mechanics, but at least now you have a group of aged players to communicate with. They can act as mentors, quest givers, resource gatherers etc. A whole group of players there to enjoy the works of their youth and to direct the future of the village before their time is up. 

The second idea is a different game, almost completely. So it's less of a re-work than taking the kernel of the idea and expanding on it in a different direction. 

We'll just call this game One Life. Here's the basic outline of how it functions:

As it stands right now, actual buildings in OHOL are useless to the point where most towns will only have two reall structures. A baking area/storage/campfire for mothers/children, and possibly a smaller storage room or blacksmith area. 

Well, now homes are important. If the idea is to develop a society, one of your first tasks upon coming of age is to build a home. So let's start with the chicken and move to the egg. 

Your life is now 6 hours from the point of your birth.  If you're born at 6pm, your death is at 12am, regardless of how much you play. Take a break, come back, as long as it's within 6 hours you play the same person. This slows down the age progression into periods rather than immediate transitions. 

You've just passed your first hour, and you are now in the young adult period and can reproduce. This is no longer an instantaneous and uncontrollable event. If you're born as a woman, you won't suddenly have a kid while you're carrying a basket of fertilizer back from the swampland without any warning. To reproduce, you need both a house and a partner. This gives you an immediate two-fold goal upon starting a game, and we can even extend this to three. You need a place to build your room in the town, and a social goal of meeting another player who will continue your lineages together. I think this will also benefit the parent/child relationship in the game as it exists already. They will need to help you build/or pay for your first house on land in the town. Importantly, this also puts you in a position where you may fail to reproduce if the town isn't big enough or there aren't enough people to partner up with. 

The game right now has this half implemented gene ranking system, where people who do more work and have more children get more points which in turn allows them to learn more tools/jobs in each life. This rank carries over from game to game and also acts as something of a leaderboard. This remains and is expanded. If there's no one in your village left to partner with, you're going to have to travel to a nearby village for this purpose. Because of this, we're also drastically reducing the size of the map. OHOL currently has a world map that the creator said is 30k the size of earth. It would take 34 real world years to traverse it. This is absurd for a number of reason. 

A game like this can use procedural generation for terrain, sure, but why?

My idea is to take the world map and make it roughly 4 hours of travel across in each cardinal direction. Each quadrant contains a special resource or resources that the other 3 quadrants do not have. This encourages the development and maintenance of trade routes and highways. Just for the sake of illustration here, Q1 contains oil, but has no iron, while Q2 has iron but no gold. You get the idea. Now with a smaller map and longer lifetimes, you can easily move on from your own homeland and go onto a new one in order to trade or build a family to increase your own rank/continue your lineage. Each family can still rapidly produce children in order to make sure you're able to play whenever you want.

Eves now spawn with an Adam, for the sake of continuity, which not only helps the immense failure rate of Eve players, but encourages co-operation and social/role playing from moment one. Survival mechanics are dramtically tuned down, where food is required, but instead of needing to eat every 45 seconds in game, we can extend that out to ten of minutes. This allows you to actually have time to communicate ideas to other players more effectively. As well, adults are no longer limited to 15 characters for speech. You can read chat of anyone who lives within your towns' borders. 

Adam/Eves spawn initially around the origin point of the map, but as time goes on they can go further and further towards world border. If the game continues to grow, expansion around the outer edges can easily be acheived without disrupting communities that already exist. In fact, it may eventually be required if resources aren't properly maintained towards the center of the map. 

This quadrant style gameplay not only encourages co-operation, but threat. Right now, in game, if your family comes across another family from elsewhere, their chat is scrambled. You can't understand them. Sometimes this works out, and sometimes this results in violence due to lack of communication. I was born once into a small migrant family and after trying to assimilate with a town we couldn't understand, we were eventually all hunted and killed. 

While this is clever in theory, and can lead to some emergent gameplay, there's no way right now to ever fully work your way into another village. You can't "learn" the language, and even your kids will speak the same gibberish to everyone already living there. Let's remove this feature for now, while we work out the rest of the gameplay in a little bit. 
0 Comments
An Essay On One Hour One Life
5/31/2020 02:22 AM
A couple months ago I got really taken with this game called One Hour One Life-- and I'd like to talk about it a little because, despite it's glaring issues, it's an incredibly unique game with a premise I'd love to see visited in a different way.

So the premise is this-- When you start the game it searches for a female player ~16-40 minutes into their "hour", and you are born to them. You have no say in your gender, race, or anything. You're born and for the first 5 or so minutes you are completely and utterly dependent on your mother. If she chooses to ignore you, doesn't feed you or name you, give you clothes or other items, you die. The end. 

It's a "survival/social" game, but-- I want to talk about that in a minute. You have 60 minutes per session at max, given that you aren't murdered or die early. Each minute is another year of your life. 

The idea is that players work together over multiple lifetimes/generations/migrations to build a large functioning stable society and to continue your family line. Since reproduction in-game is automatic and involved only female characters rather than a 2-player situation, players born as men are generally relegated to the more outside the city tasks like resource gathering or hunting, or more time-consuming tasks like blacksmithing, while players born as women spend the majority of their time either raising children or operating in simpler production tasks like sewing, organizing, etc., so that when they have kids they aren't miles from the city or food. 

Food is the central issue facing most towns. Raising crops is time and resource intensive, but everyone has a hunger meter that constantly, angrily winds down. You can get a boost that prolongs the meter by eating a diverse selection of foods, but for most developing cities this is a luxury unlikely to be found except for more adventurous hunters or if you're lucky enough to have a baker. Ultimately, the size of the city and how many people it can support revolve entirely around its food production. 

As a child your game-chat is limited to 1 character at first, then 2, 3, and so on as you age. So you have to communicate your needs with limited means. It's actually quite effective. When you need food as a baby you will be able to type just an "F". Anything more complex is impossible. 

There's three ways your game can start. 

1) You are born to a mother in a developing/developed city. This is the way most people are born as there is typically the most people around to give birth to you. The game is balanced in the background by giving mothers around a lot of food the most children. 

2) You are born as Eve. This is the most difficult situation to find yourself in, and most Eves fail. The game occasionally starts a new geneology by birthing a player as a 20-something young woman who is tasked with not only finding an appropriate place to settle in the global map (on foot with nothing or even any clothes), but also balancing the birth and feeding of maybe 10 or more children. It is incredibly difficult. The game tends to put this role in the hands of more experienced players, but it can happen to anyone upon logging in. 

3) You are born to an Eve. If your mother is good, she will be raising you along with many siblings who may or may not survive childhood. You will work hard and probably die young. 

All civilizations are on the same map. The eventual grand goal of the game is to have massive sprawling interconnected cities with advanced technology. As of this writing, this goal is unmet. The game came out 2 years ago and in 2020 only 400 some odd towns have even built a sort of milestone "monument" (large, complex structure).

When you hit 60 minutes(years), your character dies. That's it. The game actively seeks to keep you from being born into the same city or family quickly, so chances are you'll never even see the works your family/descendents build. The best you'll get is a geneology provided to you on the games website. 



This is interesting if you're interested in how things played out with your children or siblings, and you can trace the lineage of everyone born into your family tree including their last words. 

The game encourages role playing and quick deep investment in both your settlement and surroundings. 

As far as actual gameplay goes, this is where the interesting, beautiful idea starts to fall apart. 

Actually accomplishing things in the game is obtuse. Maddeningly obtuse. 

Let's say you want to make a backpack. This is an item vital to your civilization as it allows you to carry more than one item at a time. To do anything with any sort of complexity, it's almost required. The steps to producing it are as follows-

1. Find a rock. 
2. Beat the rock against a boulder to make a sharp rock. This boulder may or may not be within a years walk of you. 
3. Find wild cotton.
4. Take the seeds first or you've fucked your entire civilization to never have rope. 
5. Plant the cotton seeds.
6. Grow the cotton.
7. Harvest several bits of cotton. 
8. Pick up the individual strands of cotton and combine them together one at a time. 
9. Do this a couple more times.
10. Now you have rope. 
11. Get sticks.
12. Combine with rope.
13. Now you have a rabbit trap. 
14. Find wild carrots
15. Get the seeds of the wild carrots first or else you've fucked your entire civilization to never have carrots. 
16. Grow carrots. 
17. Find wild berries. 
18. Find a flat rock in the mountains or in the desert. 
19. Find reeds
20. Make a basket
19. Find clay
20. Get clay with basket
21. Build a forge (this is it's own entire process)
22. Make a bowl.
23. Combine carrots and berries in a bowl
24. Smash with sharp rock.
25. Pour mash onto flat rock. 
26. Set rabbit trap.
27. Pour mash onto trap.
28. Wait for rabbit to get caught.
29. Retrieve dead rabbit
30. Skin rabbit with sharp rock
31. Take it's bones
32. Make more string with cotton. 
33. Skin 6 more rabbits. This will require more mash bait. 
34. Cut the rabbit fur into several very specific sizes.
35. Use needs to sew rabbit fur.
36. You now have a backpack. 

So this is one of the simpler tasks in the game. This is why it requires people all performing different roles. You can't farm, make clothes, and hunt. It's not possible. You have to rely on others to do some of the work. This is where the problems begin.

The game teaches you none of this at all, the tutorial shows you how to interact with objects and that you need to eat, but as far as "how do I do anything", you mostly have to rely on other players to teach you. In theory this deepens the simulation/role playing, but in practice it's very difficult. 

Number one, actually communicating in game is difficult. Even as an adult you're limited in the amount of characters you can type at once, which naturally leads to shorthand, some of which is very "you've been playing the game awhile". This can make teaching someone something have another layer of obfuscation. If someone says "get town fert," for example, they're asking you to head to pits out in the (hopefully) nearby marshlands and basket out some rich soil to put on plants. But without detailed explanations or someone just walking out and showing you, you can't learn that. The problem then is that they're probably working on something else and don't have time to take you out and show you. 

I played the game for a full week before I ever learned how to take care of the most basic of plants-- it took me nearly a whole month to figure out how to make a single pair of wooden shoes, one of if not the simplest items to make in the entire game. 

Then there's tool usage. Let's say someone asks you to dig a hole. Congrats, if you did that, you just learned one of your few skills you get to learn in your life. Digging! Now you can learn less things. Even if you IRL know how to use every tool, you can't do it all in game. You'll have to ask other players to do it for you, and for some things this can be very difficult. It once took me a full lifetime to get the materials together to get someone ELSE to write on a piece of paper to unlock a door because for the first 15 minutes I wasted all my tool/learning slots on cooking materials before the town came to a crisis about a locked gate. Only people in the same genelogical family can open a gate unless you write a message on a piece of paper and tack it to a gate, something I have no idea how people ever figured out. The problem was all the members of this family were now male and old and didn't know their grandfathers password, and someone had put all the generator fuel behind the gate. 

Speech is also local only. The people need to be in your line of sight to see what they're saying, and the speech bubble can be obscured by items or objects. 

When it comes to gameplay, simply, it's a fucking hot ass mess. 

It's at odds with the idea of the game, truly. Because to actually play the game, it may take life after life after life after life of trying to learn things only to be stifled by bear attacks, invasions from other villages, tools breaking and taking 20 minutes to rebuild-- and inventory management is equally awful. 

There are no "cabinets" or chests really that players can build. You can build boxes, but those boxes may hold only 4-5 items. And there's hundreds of things. In developed,  highly active towns tools/or other objects can be spread over a massive area, all just sitting on the ground taking up a very large tile. Only one object per tile. This includes children. So if you're trying to sit down a kid to feed another kid, you may have to walk away from the town just to do it. It's infuriating. 



Here's a good example. Just objects lying all over, incredibly important ones. 

So-- there's two basic things in this game working against each other. 

One-- you must communicate with other players to learn/grow as a "player" in the game, and two-- there isn't enough time really to both GROW the town/maintain it and to learn. "good" players are always busy, never stop moving, and barely talk, but the social experience needs to be there to build your relationship to the town and to the others within it. How do you know what needs to be done or built if you can't communicate with anyone? That's the problem. 

There just isn't enough time in the game to do both. People who talk a lot and spend time getting to know people are looked at as lazy, and in some cases you may actually be killed for doing it. I've seen people stab players who talk too much, or literally beat them to death. The game incentivizes preserving resources over communicating in many cases. This is rare, obviously there is communication, but its largely reserved to mothers/children. 

But when it does work-- it makes it even more upsetting because there is so much potential here. Let me give you an example.

I was born once (as a man) to a woman who was trying to build a memorial to her grandfather who had been killed by a snake earlier in the towns' life. She had this hat he had made for her and she gave it to me. I helped her gather wood with my sister, who got lost in the woods and we never saw her again. My mom went to try and find her-- and she never came back either. So now I have my great grandfathers hat and this story, and one older sister who I saw periodically. I told her what happened, and she gave me a backpack our mom had made us with a sewing needle in it. I was able to make a coat with it, and then I saw this guy who had a cart full of shoes. He had snakeskin boots, an item that is incredibly hard to make. He was a travelling shoe maker who had come to our city from a dying town up north. None of the women had had a daughter, so the town was doomed. There weren't anymore kids and that was that. He took some resources and started making shoes for our village. I told him I liked his boots, and he traded me a pair of wooden shoes for the coat. 

I decided to become a gravedigger for the town, and went around picking up bones from the village and put them in a graveyard and collected stones to mark them. I spent a lot of time trying to find my Mom/sisters bodies to bury, but never did. When I was getting older I went up to dump some bodies and saw a super old guy in the snakeskin boots waiting to die. It was the old shoe maker. I told him I would make sure he was buried with a marker, and he thanked me by giving me his shoes. We talked together until he evaporated into bones, and I did my part to bury him. I wore the shoes proudly until my time too was up, giving my whole hand-me-down outfit to my niece with the story given to her as best as I could tell it in 10 character sentences, then I died. 

I really contributed nothing to the longevity of the town, but the experience of that life has stuck with me. The reality is that it was waste of resources to keep me fed and in that town because of how the game actually works. Graveyards are nice, but they don't actually contribute anything other than a preservation of quickly forgotten player character names.

The social system of the game just isn't designed to facilitate the stories the game is actually trying to tell. Long-term city projects are almost always abandoned when the people aiming for them die unless you get lucky with a player looking for something to do outside of the garden. 

I admire the idea, on one hand, of knowledge having to be passed person to person, but if the game is trying to be a fast forward simulacrum of city development/human interaction, being able to pass down knowledge is incredibly imporant. The way the game should work, in my opinion, is that genealogical knowledge should be able to be passed down. If you learn how to use an axe, you should be able to give that to your children for free, this incentivizes both learning new things and caring for your children-- as foundational knowledge like "you can grow plants" will naturally lead to "you can produce propane". I played the game for over 300 hours and I still have no fucking clue how to make fuel or even make a wheelbarrow. 

There just needs to be some kind of way to transmit that information over biological lines. It would require "gamifying" the thing a little more rather than the resource gathering minigames currently present, but instead of cities constantly dying due to growing to big to direct socially over its limited means, it could actually reach something more meta. Instead of constantly trying to fertilize berry plants, the later goals should be building roads, developing a culture, jobs, etc. None of this is currently possible with the tools available. 

As it stands, every single town or city is constantly stuck in a loop of trying to develop advanced technologies while knowledgable players die with their knowledge and things circle back to trying to maintain a supply of carrots. Mass production isn't possible. In all my time playing I found one city with one half built rail system. No one knew who even built it or how it worked, and this was only like generation 8. The town lasted another 3 generations after me before dying out. Onto the next Eve. 

I have so many feelings about what this game could be but just isn't and can't be. But it's so close. It's the closest anyone has gotten to a game like this. 

The games creator, for example, has posted imaged and talked about what it'll be like when players learn to build cars and planes and visit other cities and develop trade routes. But this isn't possible. Even if you have a car, you still have to hunt rabbits. You can't breed them, can't mass produce clothing, can't develop better farm tech-- there's no reason to build a plane when you are always stuck trying to find someone who can bake a pie, still trying to dig more wells. 

So how do you fix this? How do you take this concept and build a game that works toward this goal in a more imaginative way? I think I'll have this in another post. 
0 Comments
Post DoN
5/24/2020 01:06 AM
Private Party/Best Friends - Felt kind of bleh for me personally. Best Friends won though. 1-0

Statlander/Ford - So Britt was off this match. No way Kris wasn't winning this against Ford who still wrestles like it's her first year. This match really didn't have any reason to exist without Britt tbh, but I love Kris so it was good to see her win again on a PPV. 1-0. 

Nyla/Shida - This was so much better than I expected it to be, and the way it played out I'm glad ot have been wrong. Shida really does deserve to be the champion, and Nyla will still be around to be the big bad of the division. Hikaru really put her heart and soul into this match, and when she was crying holding that belt at the end I really felt it. I'm glad I was wrong. 1-1.

MJF/Jungle Boy - Hardcore old school wrestling. This was a classic as HELL Face/Heel working the limbs doing the slaps grappley wrestling. It felt fresh considering everything else on the show. MJF actually won the match fair and square, which was honestly a surprise. I saw Jungle Boy in a new light tonight. I still think he needs to be 10x better on the mic, but watching him tonight I was like, you know what, this dude really is a good wrestler. I hope he and MJF feud for years and years to come. I mean it. 2-1. 

Ladder Match - I was kinda right about how Colt would either win it or not be a contender I guess, because he really wasn't in the match that much. Fenix was out, replaced by Janella because of the crazy brick move from Wednesday. Mystery guy turns out to be an IMPACT guy I don't know, but will now have to look up. He also handily won the match and will now be able to fight Mox at some point. I hope they do a better job building to that than with whats his face Inner Circle guy. That was easily the most forgettable title match on the show so far, even the Scorpio match was a bit better and that was basically nothing. Either way, IMPACT guy won and looked crazy strong doing it. He looks like he's roided to hell tho. We'll see about it. And I was right, Luchasaurus did NOT even once climb a ladder. 2-2. 

Stadium Stampede - HANGMAN DID RIDE IN ON A HORSE fuck me I'm a genius man from genius world. He did help them win, but it was Omega who finished it, once more killing the absolute shit out of Sammy. Honestly this was maybe my second favorite match ever. I was laughing so much. It's the best AEW has to offer. I loved loved loved loved it. 3-2.

TNT Championship - Excellent brawl. They nearly killed each other. Cody won, as I hoped, so now he can finally stop looking like he can't do anything. Wednesday there's a battle royale to challenge for it-- I'm wondering if the exalted one is gonna try and win that to get a shot at a different title, or if it'll be Ten or something. It'll be interesting to see who exactly is in it. It would be interesting to have women in the match too tbh. I liked this match, but I really really like Murderhawk. I wonder where he's going to go next and if Jake will still be with him. 4-2

Extra match - Dustin / The Chairman - This was added to the card late. I probably would have bet on Shawn Spears over Dustin only because Dustin was so fucked up by Murderhawk, but this was just a comedy match interlude. I thought it was funny as hell and a good new direction to take Shawn who has so far not really done a great job of coming across as a credible top card guy, and his Dark series of looking for a tag partner fizzled out with the pandemic. It would be cool if he teamed with MJF maybe. But I like what they're doing with him now. 

Mox/Lee Title Match - Very very satisfied with this match. Moxley at the end went apeshit on Lee and it was glorious. Lee died for the cause. I wonder what Dark Order will do now? I really want Evil Uno to come back. I wonder if this will be a signal to re-route Dark Order or just kill it. I don't think they'll kill it totally but I could see some re-tooling happening in the next few weeks if he DOESNT win the TNT title. Mox versus whats his face IMPACT guy is going to be an interesting match-- I wonder when they'll do it. I can't see Mox not fighting him until All Out. That seems silly. I suppose it'll be on Dynamite in a few weeks or something-- or maybe they'll make it make sense to wait till All Out. I don't think Mox loses that either right now, but we'll see what the story looks like when it comes. Moxley is a great champion. They've established that these title matches are big fucking deals, so I'm happy. 5-2. 

Overall... I think if there had been a crowd this would have been my favorite show. But I think Revolution still holds that for now, if not just for the Elite tag match. If there was a crowd, we probably wouldn't have gotten Stampede, and it was... chefs kiss. I love the wrestle. 
0 Comments
AEW Double Or Nothing 2020 Predictions
5/20/2020 02:53 AM
@Jordan this is for all the money buddy

Private Party Vs. Best Friends- Best friends win this easily I think. I imagine by the next PPV they or The Revolt if they debut are challenging Hangman/Omega for the championship.

Baker Vs. Statlander- Britt's on a big tear right now and Kris has just come back from months off/losing to Nyla at Revolution. I would prefer Kris to win this but i have a feeling it's Britt so that she has some legroom to build towards a feud for champ. 

Nyla Vs. Shida- This is a tough ass call for me to make. Nyla has been gone a long time and it seems like all her "I break bitches" momentum is long dead, while Shida is absolutely the best female wrestler on the show barring only Statlander IMO. The question for me is what the fuck do you do with Nyla if she's not champ/is this really the time for Shida to win it. Shida would be a good champion, but does she need it. For me this is like Cody vs. Jericho back at Full Gear, except reversed. Jericho can, and has proven he can, do anything at AEW while looking good, even without a belt. Nyla doesn't have that to fall back on. It's not really what I want but I think Nyla wins here, and gets more of a chance to actually be the champion. Because as it stands, she won at Revolution and then COVID hit and she immediately went off the air. She's done nothing as champion. IIRC she hasn't even had a single match since Revolution. Britt Baker Vs. Nyla would be a great feud, and then eventually Shida wins it from Britt. So I'm going Nyla. 

MJF Vs. Jungle Boy - MJF. Easy. Not even a question IMO.

Ladder Match ( Darby Allin vs. Colt Cabana vs. Orange Cassidy vs. Rey Fenix vs. Scorpio Sky vs. Kip Sabian vs. Frankie Kazarian vs. Luchasaurus vs. mystery competitor ) - So first off I have no idea who the mystery competitor will be. I don't even have a guess dude. But assuming that the mystery competitor is there to get a pop and not a win, I almost want to put my money on Colt, Scorpio, or Rey. It's obvious to me the triples angle they were going for Re: Death Triangle is dead af due to COVID, and Pentagon I think is stuck in Mexico probably for the rest of eternity because pandemic... maybe the mystery competitor is PAC? Fuck. This one is impossible to call. Darby isn't winning this, I don't think, he's on a downslope since the TNT Championship match with Cody and I think he's gonna need to build back up. It's a match I WOULD have him winning due to who he is, but I think it's going to come down to him Vs. someone else, and the someone else is gonna win it. I don't know who is going to win. Here who is NOT going to win:

- Orange Cassidy
- Kip Sabian
- Frankie Kazarian 
- Luchasaura (I'll eat my own ass if he even climbs a ladder)
- Mystery Competitor
- Darby Allin

I guess I'm gonna throw money at Colt. But he's either gonna win it or go out super fast. 

Stadium Stampede - Hangman is gonna show up at the last second, maybe literally riding a horse, and win this for the Elite. Mark my words on that one boys. 

TNT Championship - SHIT. I don't know this one either!!! Honestly if Cody loses this he needs to just go away for a long time. He's lost at every single PPV and always because of some bullshit. Lost to Jericho because of MJF, lost to MJF because of.... MJF. Does MJF help Lance win this too? Shit. I think Cody is going to win but only by the most storyline related reasons possible. 

Mox Vs. Lee - Mox wins unless there's some bullshit. But like Jericho, I'm not sure Mox needs the title. He can do anything. I just think it makes more sense right now for him to retain. 

 
0 Comments
Haloz
5/11/2020 08:06 PM
Jason, Derek and I have been back on the Halo Express since the contagion struck our happy homes, which has been a real boon for me, as there is quite simply not much else to do. 

This was a nightly ritual back in the long ago times when we lived in roughly the same apartment cube. Spent so much time playing these shitty games that the mere act of us all being in it at the same time is enough to startle latent buried decade old inside jokes into startling ressurection. 

It is such a shit ass game but HERE IT IS. I'm just glad to hear their voices 3-4 times a week. Miss friends. 
1 Comment
therealfd
3:31 PM
Oh man I missed this post. Lets play soon!
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