Today’s Famous Cosplayer at a Glance is from Dallas, Texas, and has a free Onlyfans.
Other than that, there really isn’t much out there about her.
‘Famous Cosplayer at a Glance: OMGCosplay.
Other Known Aliases: Maggie
Today’s Famous Cosplayer at a Glance is from Dallas, Texas, and has a free Onlyfans.
Other than that, there really isn’t much out there about her.
‘Famous Cosplayer at a Glance: OMGCosplay.
Other Known Aliases: Maggie
As I recently completed my first playthroughs of Ghosts ‘n Goblins Resurrection and Shantae and the Seven Sirens, a thought occurred to me. Games like this have suddenly started appearing left and right over the course of the last few years. While indie devs began to fill the gap of side-scrollers with games like Shovel Knight and Freedom Planet, Nintendo, Capcom, and even Konami have begun stepping up with revivals of their own.
And yet, before you knew it, they were gone. Just fizzled back out into obscurity after a few years without a peep since. E3’s coming up next month and it’s given us hope that we’ll get to see more of what we love.
However, that’s not to dismiss the claim that a number of these revival titles could be more than what they are. After all, that’s one of the main reasons they develop sequels, right? I would love to see more of our familiar favorites coming out from our favorite developers. And I can think of a few games that come to mind.
One of the predominant side-scrolling series across the past 35 years, Mega Man deserves a place in every gaming generation. Returning for the first time since 2010, the Blue Bomber geared up for a new adventure to take on his nemesis, Dr. Wily. Featuring new fusion abilities, Mega Man 11 set a new standard for trademark copy abilities and gave you new ways to progress through levels.
Unfortunately, Capcom’s mascot took an unwarranted leave of absence after the release of Mega Man 10. Shortly after its release, series producer Keiji Inafune left. Ambitiously attempting to replicate the success of Mega Man at his new studio, Comcept, his next game left disastrous results to say the least.
Meanwhile, Capcom finally decided to cave under the pressure of demand and, after a seven-year absence, developed Mega Man 11. The very notion that Mega Man had returned had people leaping for joy. This new title brought Mega Man into HD and looked much better than Mighty No. 9 could ever hope to be. The Nintendo Switch release even featured an exclusive amiibo.
However, it comes with a few issues that could be tackled. It’s a good Mega Man title but one that could always use more. While I feel the soundtrack wasn’t as much of a hit as past games, it still did its job. But where are the extra playable characters akin to Mega Man 9 and 10?
In addition to Mega Man 12, fans continue to demand Mega Man X9 as X8 came out on PS2 in 2004! While Capcom has been on fire with its recent Resident Evil, Devil May Cry, and Monster Hunter releases, here’s hoping they haven’t forgotten their beloved mascot either.
When Nintendo announced Metroid Prime 4 at E3 2017, they announced a side-scrolling 3DS title alongside it: the reimagining of Metroid II: Return of Samus for Game Boy. Metroid: Samus Returns is the first 2D Metroid title to come out since 2004’s Metroid: Zero Mission for Game Boy Advance. Developer Mercury Steam took the reigns and gave Samus Returns a 2.5D remake playing similar to the hit title Super Metroid. Adding a map, new abilities, and some mighty battles, the developer took cues from past Metroid titles, including Prime, and delivered a hit Metroidvania on the 3DS.
Now, I can’t vouch that Metroid: Samus Returns was the prettiest looking game on the system. While its animations looked great, I feel its character models and backgrounds looked rather bland. Call me spoiled by the 2D sprite work used in Metroid: Zero Mission but I feel the art could have used a bit more polish. However, it’s at least passable and the game itself still delivers a solid experience. I should also mention, however, that Samus Returns looks gorgeous on the Citra emulator.
Samus Returns added the new Aeion abilities which allowed Samus to use powerful rapid-fire abilities or stop time. The final boss fight also took a massive swerve from the original Game Boy title in the best possible way. However, unlockable images in the gallery showed the potential for a sequel. Despite being released in 2017, this has yet to surface. It goes without saying Nintendo is long overdue for releasing another Metroid title.
When I beat this game, I can’t say I was as satisfied as I’d hoped to be. Instead of taking the balanced level design and double-jump options from Super Ghouls ‘n Ghosts, it was more of an enemy mob rush akin to the original arcade and NES Ghosts ‘n Goblins title. As such, I found myself unsatisfied with several design choices.
This comes despite its awe-inspiring artistic work. The animations, colors, and gorgeous level backgrounds spoke of an epic fantasy adventure worth your eyes and ears. The new skill tree system gave Arthur new abilities and spells to help him survive using skills like Doppelganger to double or triple his attacks.
However, even despite my critique, that doesn’t mean I want the series to go away. If anything, I want Capcom to continue digging back into their vault and reimagining their franchises for the modern era. Ghosts ‘n Goblins already took a decade and a half before coming back to the forefront. I would love to see it since there’s another certain demon fighting game series by Capcom which has yet to see a new game.
Bloodstained is interesting in that it’s essentially an indie title but one by a former well-known producer from Konami. The former producer of the Castlevania titles from Symphony of the Night onwards, Koji Igarashi, created Bloodstained as a spiritual successor to his titles. The game included much of the same gameplay as his Metroidvania titles and even featured his game’s composer, Michiru Yamane, at the helm.
Through and through, Bloodstained is heavily inspired by Koji Igarashi’s last mainline Castlevania title, Order of Ecclesia, which was released in 2008 for Nintendo DS. The 1800s setting consists of demon attacks on villages while the female protagonist enters a castle and absorbs enemy shards to gain their powers.
Sometimes it feels a little too close to Order of Ecclesia, but that’s also not bad. However, it leaves less of an impact than Symphony of the Night, which practically defined its own genre. It also doesn’t feel like a polished refinement or evolution, like Castlevania: Aria of Sorrow, but rather serves as a love letter to the series’ fans.
My gripes with Bloodstained came from its visual style and some pacing issues. Even though they fixed the game’s lighting and backgrounds, something about the game still looks rather stiff in comparison to past Metroidvania titles. Another problem stemmed from its disastrously long loading times should you get killed.
In one instance, you also have to kill an aquatic enemy to gain the power to swim. Yet you’re given no hint to this and in past games underwater travel was unlocked through a nigh-unmissable item you could obtain after a boss fight for instance. Plus, while previous Castlevania games unlocked Boss Rush and extra character modes after clearing, these were free DLC pieces that came months after the main game came out.
Speaking of extra character modes, I feel Julius Mode in Castlevania: Dawn of Sorrow did it best for having actual dialogue and an alternate final boss battle. I feel IGAvania titles rely too much on the “swap character but have no storyline” formula that they’ve done since Richter Mode in Symphony of the Night. In addition to a game rounded out with unlockables from the start, I would love to see the next Bloodstained title look prettier and offer more to the extra character story.
Finally, on the subject of Konami and Castlevania, the developer actually unveiled a trailer featuring the remake of a title never released in the U.S. While Nintendo delved deep into their vault to remake the NES title, Famicom Detective Club, Konami figured they would do the same. In a time where the aforementioned titles gained success from longtime fans and newcomers, Konami decided instead of releasing a new Castlevania to dig into their own NES vault to release this mystery title.
Konami initially showcased Getsu Fuma Den: Undying Moon was initially via DLC in 2011’s Castlevania: Harmony of Despair. The multiplayer dungeon crawler’s final level featured a metal remix of one of the game’s themes, an 8-bit level from the game, and a new character: Getsu Fuma. The game’s theme also came to Super Smash Bros. Ultimate.
As such, Konami has hopped onto the retro remake bandwagon to capitalize on a franchise previously unreleased to the west. While Konami has been under heavy scrutiny for the past decade, their release of Super Bomberman R has at least shown some promise that they might begin developing actual console games. The announcement of Getsu Fuma Den certainly does not disappoint!
I could go on about games we would love to see. By no means am I disappointed to see how many 2D side-scrollers we’ve received since the latter half of the past decade. Even if Capcom keeps releasing Resident Evil 4 HD and Okami HD, that doesn’t mean we might not get Viewtiful Joe HD someday.
But it also goes to show the progress that fan demand has made in getting developers to release these long-standing series with a glorious HD makeover. Whether it’s through their art styles, new music, creative game mechanics, or just a nice throwback to the past, these quality gaming experiences prove they can last as well now as they did in the 80s and 90s.
With E3 coming up, I really hope to see what else developers will throw at us. 2D side-scrollers deliver some of the most enjoyable experiences gaming has to offer.
What’s your favorite 2D platformer or Metroidvania revival of the past decade and what do you hope to see? Let us know in the replies below. As always, be sure to Like our main page and follow our social media accounts for more quality gaming content.
Until next time!
A while back I wrote a full Up and Coming Cosplayer feature on Gumiho Hannya, an erocosplayer. In the process, I think we have developed an internet acquaintance, so I asked her if she would like to write for the site. She expressed concern at having time to do so, which is no surprise as she has constant shooting, costuming, and Patreon obligations for her international following. She did, however ask me that if she somehow could write one article for All Cool Things™, what would it be about. I immediately suggested, “How to Hit on Cosplayers without Being a Fuckboi,” and she said that she liked it…Imagine my surprised when a couple of weeks later she said she wrote the article!
Now, Gumi is not staff, and does not have an account here, but she did write the article below, not me, HERETICPRIME. I just uploaded it, added some pictures, and minimally edited it, and by that I mean that I changed a “TM” to “™.” All spelling, grammar, and sentence structure, I left as is, because I think that she is just so darn cute, and I that it’s a part of her charm…even the weird half upside quotation marks that her word processor uses.
Well, enough of me. I’m sure you want to learn how one of the sexiest, nicest, most fanservicing erocosplayers personally tells YOU how to let a cosplayer know that you like her. (Oh, if there are any male cosplayers that would like to make one for the ladies, <Yeah, like they need it!> please contact us! We’d love to publish it!)
So I was asked to write about the topic, and I quote „What’s the best way to hit on a cosplayer at the con, and not be a total fuckboi?“ and I thought the topic was interesting to write about, so here we gooo:
As in all situations where you might think „hey this person there seems interesting, I wanna try my luck“ you need to consider the following: 1. Does the context of the situation allow flirting? 2. Does the person wants to be flirted with. 3. Would I want to be hit on by myself? I’m gonna ellaborate these, don’t worry. And if I sound like I’m about to write an essay for school, yeah that’s pretty much the last time I wrote, but I promise I’ll try to make it less dull.
So, if you’re at a convention (yes those things that existed ages ago and in my dreams they will exist again one day IRL), the chance that a cosplayer wants to be flirted with, is already pretty low. They are not zero and in some cases you might even meet your player number 2 but they are low. Why?
Well for instance, most cosplayers don’t want to be crushed on based on their cosplay. Let’s say, you’re cosplaying Tifa and there’s this really cute guy who hits on you at a convention. Is he hitting on you cause he dreams of having the snu snu with his childhood waifu (most cosplayers do NOT want to fulfill you that fantasy) or does he actually want to talk to YOU, the real person? Hard to tell.
And also, let me tell you right now, if your plan actually includes having the snu snu with your childhood/anime crush waifu, drop it right now. Unless you’re in a longterm relationship with a cosplayer who does cosplay porn, there’s no way any cosplayer would have sex in their expensive cosplay and potentially ruin it.
But as mentioned earlier, the chances AREN’T zero. Especially if you’re actually looking for something long term. I mean, the overall context is probably even in your favor. If you’re both at a convention, the chances that you have at least one anime in common you can talk about, is high. Or that you’re both into the same game or movie show.
So, you actually talked to that cute girl over there sipping on some bubble tea. Now let’s talk about consent and genuine interest.
Is she smiling when talking to you, touching her hair, asking you questions back, moving a little closer?
→ You can continue talking to her. She might also just be nice though. Don’t get angry when you confused basic politeness with flirting please.
Is she answering in very short sentences, or even moving a bit back from you?
→ Respect that she’s not into you, say goodbye politely and move on. She might already be seeing someone, or she doesn’t want to date anyone right now or is simply not interested. All of these possibilities are very much real and you can be the most friendly and handsome dude there is, and there’s still gonna be girls out there who just aren’t into you, same as there’s always gonna be guys who don’t like Megan Fox. (idk if that’s true actually but you get my point) And that’s okay.
What do most people like? Talking about themselves. Yes, there I said it. Asking people questions is a great way of both showing your (hopefully genuine) interest and giving you sympathy points. Avoid talking a lot about yourself or giving unsolicied advice. Also, if you find out you’re both playing the same video game, don’t offer to boost her, it’s lowkey insulting. Instead ask if you can play together sometime.
There, you made a human connection. It’s up to your evolving interpersonal relationship how things will develop. The most vital advice I can give is: Don’t be a nice guy™. What’s a nice guy™? A guy who thinks „being nice“ is a personality trait and that being a „good friend“ (aka only being „friends“ with someone cause you’re hoping to get some) should be rewarded with snu snu and in the end, often turns out to be the opposite of nice when facing a rejection. Being rejected is part of life, happens to everyone.
Remember how I said at the start you should ask yourself if you’d want to be hit on by yourself? Yeah, I meant that. It goes for both looks and personality. See something in the mirror you don’t like? Everyone can look decent with a little effort. Get a haircut, a nicely trimmed beard or clean shave, skin care, buy a gym membership and some good clothes. Learn to like yourself, and you will radiate confidence. Sounds cheesy, but it’s true. Confidence is sexy. Just don’t be an arrogant douchebag.
Do you have more than one hobby? Stuff you can talk about? Ambitions? Ambitions are crazy hot to have, and this is not a joke, repeat, not a joke. Something you’re passionate about, that you’re working and aiming for in life. And obviously, don’t be an asshole. Practice speaking loud and clearly. Yes, works wonders.
Okay and there’s one more thing and I’ll shut up I swear: Every person is DIFFERENT. Yes, there is no definite guide to talking to women/cosplayers whatever. Sure, some things, like, don’t be an asshole are good general rules, but in reality, there is no magic key that will make every person fall in love with you or even make them like you. If that were the case, everyone would know about it already. You gotta get out there and treat everyone slightly different based on what you find out/recognize about them.
Okay, actually, I take that back, don’t go out there RIGHT NOW. You know, stay inside, stay safe, stay sane if possible and let’s pray conventions will happen at some point in our lives again, preferably before I turn fifty, hope this essay/text/guide??/thingie??? was helpful or at least somewhat entertaining to read,
PS: English isn’t my native language so if you find any grammar errors or typos…s-sorry?
Keep them b-baka!
PPS: I am not in any way AT ALL trying to say that my opinion is perfect or „right“, other people might disagree with what I have to say and that’s okay, take it all with a grain of salt please.
Konami’s illustrious Castlevania series is one of the most well-known and beloved side-scrolling series in gaming history. Starting with the NES Castlevania, the series evolved from a difficult 2D platformer into a Metroidvania which invited exploration and RPG elements. Not only is Castlevania known for its stellar soundtrack and gameplay but features a remarkable history of boss battles as well.
However, it’s worth noting that the series’ boss battles evolved over the course of decades. While Castlevania was always known for its difficulty, the boss fights themselves only offered a simplistic variety of attack patterns. Rather, once the series debuted on the Nintendo DS, Castlevania boss fights quickly became tougher.
Note that this list will cover the 2D Castlevania titles from the NES (1986) to Harmony of Despair (2011). This list is meant to cover the evolution of the boss fight creativity within the Castlevania series over the years. With that being said, please be mindful of the Castlevania series spoilers below.
1986’s Castlevania featured boss fights from horror novels, movies, and even the Christian Bible. Among them included Vampire Bat, Medusa, The Creature, the Mummy, Death, and Count Dracula himself. Each boss featured considerably simplistic patterns. However, Simon Belmont’s limited movement made evading their attacks difficult.
Castlevania III featured several characters including Grant Danasti. This agile pirate could freely control his jump movement in midair. In the Japanese version, he could also throw Knives while also equipping another sub-weapon. Grant could trivialize most boss fights including Dracula.
Super Castlevania IV gave Simon free movement control. However, unlike Grant, Simon was considerably larger and thus not quite as agile. Boss fights still played as they did in past games with large health bars but limited movements and simplistic patterns. Despite some bosses being tougher, they could still be trivialized with proper methodology.
Castlevania Bloodlines featured two characters – John and Eric – while Rondo of Blood also featured two characters – Richter and Maria. In Bloodlines, the final boss fight was blocked with a major gauntlet of boss battles including Death, Elizabeth, and Dracula himself. Rondo of Blood also featured a boss gauntlet against the original four bosses from Castlevania before fighting the dark priest, Shaft.
When Symphony of the Night came to PlayStation in 1997, players gained control of a new character: Alucard. Son of Dracula, who originally appeared in Castlevania III for NES, this revamped design of Alucard could equip swords, magic spells, and summon familiars. The Metroidvania era meant the game progressed akin to titles like Super Metroid which featured a map and free exploration. However, you needed to gain certain powerups or keys to gain access to another part of the castle.
Alucard’s free movement, his equipment, the item inventory, and RPG leveling mechanics gave the player new ways to conquer bosses. While some could pose a challenge to the player, proper equips and well-timed dodges could trivialize most of them. Particularly, weapons such as the Valmanway (aka Crissaegrim) or the Alucard Shield + Shield Rod combo effectively rendered all challenge null.
Granted, it took a bit of time and work to even access these items. Symphony of the Night allowed the player a bit of a challenge up until a little past the first half of the game. But with such equips, even the game’s superboss, Galamoth, could fall within seconds.
Years later, Circle of the Moon, which came to Game Boy Advance in 2001, offered a bit harder of a challenge. I daresay you needed to grind levels in order to take out Adrammelch, Zombie Dragon, Camilla, and Dracula. Nathan needed to find DSS cards in order to cast magic and summon creatures. In my case, I just used a DSS glitch to summon Cockatrice to level the playing field against the bosses.
Neither Harmony of Dissonance nor Aria of Sorrow presented much boss challenge in their Normal difficulty modes. Bosses still moved with their stiff movements. Rather, only the rival battles against Maxim and Julius, respectively, could really be considered challenging for the player. Julius in particular dealt out harsh damage and could use multiple sub-weapons in his boss battle.
Castlevania: Dawn of Sorrow continued the Game Boy Advance titles onto the stronger hardware of the Nintendo DS. Dawn of Sorrow was in fact a direct sequel to Aria of Sorrow. However, the spritework and use of 3D backgrounds, thanks to the stronger processor of the latter handheld, ran more in line with Symphony of the Night on PlayStation.
However, what stands out here is the particular design of boss battles. Players who failed to read and memorize its pattern would end up punished and lose tons of health compared to past games. Whereas it might be easy to be a bit overleveled in the GBA titles, the DS games knew how to punish the player’s mistakes and give them the right challenge for their approximate level in line with their location.
Order of Ecclesia took it a step further. Released in 2008, the final true Castlevania title by series producer, Koji Igarashi, offered an even more difficult challenge than its predecessors. In addition to bosses that dealt hard damage to the player, hoarding items was scarcely an option.
Players needed to rescue the villagers of Wygol Village and complete side-quests in order to unlock shops and items from them. In addition to the challenge, you could kill bosses using unique methods as well. Climbing an elevator to kill a giant enemy crab or fighting several phases of a powerful mech golem painted Castlevania’s noteworthy boss fights in a new light.
While players may debate on the difficulty of Symphony of the Night, Harmony of Dissonance, and Aria of Sorrow, keep in mind it offered unlockable character modes. Richter, Maxim, and Julius could all be unlocked from these respective games. Moreover, they could not take advantage of the RPG elements such as inventory and equipment. While they could dish out powerful attacks, they were also subject to greater limitations than their respective game’s main protagonist.
Finally, Koji Igarashi’s last game for Konami was Castlevania: Harmony of Despair. Playing as an online multiplayer dungeon crawler, the 2011 title featured a series crossover involving protagonists and stages across multiple games in the series.
Largely taking cues from the DS titles and Symphony of the Night, these bosses required proper strategizing among teammates thanks to their high HP count which could take minutes of dealing damage to finally slay. Furthermore, certain bosses, such as Galamoth and R.Count (from the retro Castlevania stage) could even send out projectiles to attack players outside of the boss room!
Castlevania and its boss fights evolved with the times. Throughout the years, it went from bosses with fairly predictable and stiff movements to boss fights against powerful demons and even mechas. Their ever-changing patterns and high damage punishment made games in the latter titles even greater than their predecessors. Furthermore, the boss battles against rival characters, such as the Belmonts themselves, usually ended up being among the hardest.
Koji Igarashi formed his own studio, ArtPlay, after leaving Konami. Having developed Bloodstained: Ritual of the Night, you can find more of his genius designs in this game. Additionally, Inti Creates developed two 8-bit retro spinoffs, the Curse of the Moon series, to accompany Ritual of the Night.
These games offer their own twist on the Castlevania boss formula with a more elaborate pattern akin to something like Shovel Knight. WayForward also developed the Classic Mode in Bloodstained: Ritual of the Night which featured a major throwback to the original NES Castlevania.
There’s nothing bad to take away from the original boss fights. However, after the fairly easier titles in the original Metroidvania (or IGAvania) titles, the DS titles easily had some of the best boss fights in the series. I daresay they set a new standard for boss fights in platformers thanks to their challenging, yet balanced, level of difficulty. Their quality spritework, animations, and creative ways of defeating them left DS fans some of the best boss fights in gaming history. But until Konami ever revives the series I recommend investing time into IGA’s Bloodstained titles.
Which Castlevania game do you believe had the best boss fights overall? Let us know in the replies below. Finally, be sure to Like our main page and follow our social media channels for more quality gaming content!
Until next time!