name isekai shoukan wa nidome desus solo leveling scan couleur nature napkins
-Instrumentality, much?
Then comes the real “butt” of my issue with this series, and this concerns the “doggy-styled” positions the girls must assume to pilot their Evangelions — I mean, their FranXX’s. It’s one thing to engage the viewer through needless fan-service, but there are limits one can go before coming off as ridiculous. Kill la Kill, another studio Trigger production, already ingratiated the anime community to the concept of excessive lasciviousness, the difference being: they did so with a self-deprecating tone. This show, on the other hand, is treating the matter with solemnity; and sure, they attempt to shoehorn in a half-assed explanation, but the whole immortality subtlety doesn’t fit well with the predetermined conclusion. Immortality, as a concept, lends itself to numerous paths of intrigue about the overall worth of life, the monotony of existence, and the deterioration of cognitive faculties. Alas, Darling in the FranXX (i. e. Studio Trigger) does not choose to expand on any of these philosophical conundrums, and instead, elects to go for sex and procreation — no surprise.
Hold your frustration back, because it gets worse. In episode 8, when the girl’s clothing gets disintegrated by the Klaxosaur “goo,” revealing portions of their bodies to the boys, they decide to pull-out (Mitsuru should have done the same thing, hehe) the ultimate TV trope: dividing the house in half, with tape. They straight up took this out of the I Love Lucy playbook.
The Fall of SNK (1994-2001) NeoGeo CD The NeoGeo CD was basically a NeoGeo with a CD drive and 56 megabits of internal RAM. Load times were generally unbearable. Even though SNK had a hit on its hands with the arcade MVS hardware, especially with the constant influx of new fighting game titles, the AES console became increasingly more difficult to market as the caliber and number of games that were available for 16-bit consoles grew. Devoted fighting game enthusiasts might be willing to shell out $300 for an AES and another $200 per game, but that didn't translate into the kind of massive profits that SNK was looking for as a company. The general public was happy to get by with the huge selection of RPGs, fighting games, and action games available for the Super NES or Genesis, the majority of which were selling for $60 or less. Around this time frame (1992 into 1993), the Sega CD and TurboDuo systems burst onto the scene. Neither system would prove successful in the long run, but the buzz generated by the introduction of the CD-based storage format suggested that the future of home video game systems would rest with cheaply manufactured high-capacity discs and not the expensive low-capacity cartridges that had long been the norm. The AES console's greatest disadvantage was the high cost of its games, which sold for roughly $200 a pop. In addition to the development costs associated with a full-featured game, the memory chips and circuit boards in a NeoGeo cartridge were extremely expensive. One of the advantages of CD-based consoles is that game discs literally cost nothing to manufacture. If SNK could cut its expensive cartridge format out of the equation, the company would be able to sell its games for between $40 and $60, a price level that would help the NeoGeo compete against the otherwise lesser-powered Super NES and Genesis.
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