Despite the movie's main theme of taking action and doing something, becoming involved, rather than simply standing by and watching horrible things happen, the methods by which the characters "do something" are questionable at best. And the inclusion of the young girl spewing extremely strong language and gunfire sends a confusing and disturbing message. But nestled in among the violence and foul language, there are also issues of trust, and working together, and the question of whether bravery and recklessness alone can make one a superhero.
"Kick Ass," otherwise known as Dave Lizewski, decides to take a stand against bullies and bad guys by becoming a superhero. The main question is whether this is a good idea -- he both makes a small impact in his attempts to do good and suffers some painful consequences. Each superhero is attempting to make a difference in the name of good, but the violence and near-constant extreme language -- especially from the young girl -- make them far from templates for kids.
Yesterday Marvel announced a Women of Marvel issue that\u2019s coming out in March 2022. It\u2019s got a kickass array of creators involved, and I am very pleased to say I wrote a Black Cat short for it (and it will include artists Jen Bartel & Marguerite Sauvage!!). Here\u2019s the official mini-synopsis:
Realizing the seriousness of his situation, Dave wants to quit. He tells Katie he is Kick-Ass; she forgives him for lying about being gay, and becomes his girlfriend. Checking his website, Dave finds a flood of urgent messages from Red Mist requesting they meet due to D'Amico putting a price on their heads. When they meet, Red Mist asks Kick-Ass to find Hit-Girl and Big Daddy. Arriving at one of their safe houses with D'Amico's men following, Red Mist shoots Hit-Girl, knocking her off a window ledge out onto the ground below. Kick-Ass and Big Daddy are captured and taken to a warehouse where the gangsters stage an internet broadcast, intending to unmask and execute the heroes. They are severely beaten and about to be set on fire, when Hit-Girl kills the henchmen. Big Daddy is badly burned and dies of his injuries after a tender moment with his daughter. Kick-Ass tries to convince Hit-Girl to quit, but she is determined to stop D'Amico.
The Kell Hounds are honestly less of a unit in their own right and more of a pair of special character protagonist men and their goons. The Kells have a huge amount of fiction written about them, most of which is pretty good. Their unit however is defined, after the succession wars, mostly by being friends with the cool part of Clan Wolf and fighting Clan Jade Falcon a lot, a tradition which they are carrying on in IlClan, by fighting Jade Falcon more. I had forgotten how little they actually had going on outside of their leaders and the Jade Falcon thing. They do have a kickass colour scheme though, and the Kells are enduringly popular characters with a lot of kickass plots which are fun to wargame out.
+ (for the more "hardcore" crowd) Extra Quests, Grottos, and Grotto/Legacy Bosses can be challenging to overcome If you want something tough to take on, DQ9 also has you covered. Extra quests unlocked in post-game have more bosses to challenge. Grottos are where the real meat of the game is. They are randomized dungeons with strong bosses at the end of them. In addition, you can challenge the "Legacy Bosses", who are plot-important and/or final bosses from the past DQ games serving as extra fights.
I don't think the more casual crowd will care to multiplayer with you if you focus on grottos and legacy bosses, so unless you know somebody with (at least) equal enthusiasm on grinding and venturing randomized dungeons, you'll probably be doing this sorta stuff by yourself with your allies from Patty's.
+ It's LONG You're really getting some major mileage here. The main quest can take on average, 88+ hours or so start to finish. That's not including post-game, either, which can potentially bring you up to 100 or more. It's all crammed full, too. There's many stories and plots within a myriad of towns. While it's not quite on par with the way Legend of Mana does its storytelling, it's interesting to see some events of different times and peoples influence others, even if some of them don't directly tie to the main plot. There's also the side-quests of building a park for tamed monsters to live in peace, and, more notably, making one's own town (which, as of 7's release, hadn't been seen since DQ3) and populating it with NPCs. This town building in DQ7 is unique as different NPC combinations give it one of FIVE different end-states, with different shop stocks and one state even having a bonus casino.
? + Expanded Class-Change System from 6 While 7's class system is much bigger, some may argue whether it improved 6's system or not. While not a huge issue, some of the returning classes from 6 have been oddly rebalanced for the sake of the newer classes and new third tier. As a result, it feels like early on, you're not quite getting as many benefits as you probably should be, especially compared to 6. This is most evident in the magical classes, but even some of the physical-oriented classes get hit by this. Two cases being the Warrior only learning 4 skills in DQ7, but 6 in DQ6, and the Martial Artist/Fighter learning their useful Roundhous(e Kick) and WindBeast (aka Wind Sickles) way later than they did in DQ6 (16 vs 50 for the former and 32 vs 160(!) for the latter). Now, some of the new classes are cool and all, and by the time you get to a third-tier class like GodHand, you'll have gotten some really good skills anyways, but the balance really could have been better done. If anything, this gives you an excuse to mess with monster classes, but one issue I have with those, despite their neat inherent resistances and altered skill order, is that you're best off checking an FAQ when dealing with those. Some of them may have nice resistances, but their stat modifiers may be pretty shoddy. However, might they open up a far better monster class once you master it or might they not, and should you consider if its worth dealing with those lesser stats as a result? You can't really know the answer without having done a prior monster class mastery with an ally to know what you're getting into, or as I noted, using a guide or FAQ of some sort. I can understand how some different groups of players are and aren't fine with using online resources, but within the game itself, there should have been more available hints and info in the game itself about monster classes and the unlock-able monster classes before you get into them in general. Also, while the Hybrid skills are pretty useful, some of them being the only ways as a human-class to get some abilities like the Increase (aka Kabuff) spell or some things in general like the handy Mineuchi skill, is a bit too cheap, especially since they can take quite some time to obtain. That said, some of the new human classes and especially some of the monster classes really are kickass, along with some of the new spells and skills. As a result, I can't in full honesty give the cons of the class system a full-negative status, since the pay off actually is worth it in the end. It's just the beginning and parts of the middle that kinda suck, especially compared to 6 and even 3.
-quest7.game1wiki.com/ - one of the most in-depth pages about the 3DS version I've seen, and a source of much info on it
-gh.com/dq7/ - an auxillary page and not as in-depth as the first, but a bit easier to navigate, I think
- a chinese page as an alternate source
+ Quick to Finish Even if you don't use an FAQ or Walkthrough, you can easily beat DQ1 in one or two days, maybe three off-and-on. The NPCs overall tend to offer quite a decent amount of helpful hints and info, making it to where you can soon figure out where to go and what to find. The world isn't too big, and the main quest to find the Rainbow Bridge components doesn't take too long either.
There's a few side-quests to take on as well, but these are mostly for the sake of getting you stronger and/or prepping you for the showdown with Dragonlord. Even then, they don't take too long to finish, and a first-time player will probably want to be properly pumped up before facing Big D and also dealing with all the baddies in his castle.
? Non-Linear Adventure This is DQ1's real bread and butter, and probably the biggest thing it has over arguably all other DQ games period. Once you get out of Tantagel/Radatome castle, you've pretty much got free-reign on how you're going to get the Rainbow Bridge components. Granted, some are easier to obtain than others, but the game doesn't stop you from trying. Even two of the side-quests can be attempted whenever you want, though you'll likely get your shit kicked in by attempting either too early on. Once again, a big factor to assist in this is quite a few NPCs being fairly helpful. You'll even get told to take note of one of the big visual hints, bridges, which serve as warnings that stronger monsters live across them. If you're the kind of player who just wants to get shit done and doesn't like talking to NPCs, exploring odds and ends for extra loot, getting lost on purpose, or winning by the skin of your teeth against odds that would be easier if you just grinded some more levels, you're probably going to have a bad time with this.
? Semi-Linear Adventure Unlike DQ1, at the beginning of your adventure, you'll find there's only so many places you can go, and you'll soon learn of your first mandatory goal: to find your cousin, the Prince of Cannock/Sumaltria and have him join your quest. There's a few other roadblocks like this, up until you obtain a ship. As soon as you get the ship though, you'll find that you can visit the rest of world in pretty much any order of your choosing. Like DQ1, there are some places better visited later than sooner, but unlike DQ1 and early DQ2, there aren't the precautionary bridges or roadblocks to serve as warnings. If you end up in a fight against hardass monsters in what seemed like an innocent enough area to set anchor in, you either hope you run away successfully or you die. Without a guide of FAQ, there's a bit of trial-and-error involved in finding "safer" areas to explore. Some players like this, some don't. On the bright side though, some of the harder areas have some nice finds that can make those less-challenging areas even easier, which serves as good build-up to actually conquer those tough spots you may have stumbled in before. It's a risk vs reward situation, and fortune definitely favors the brave in this game.