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About Hawkwing

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  • Interests
    Thinking and philosophizing. Reading and Video-games. Really, if it makes me think, it'll probably interest me.
  • Location
    Exploring Hyrule, Playing Smash Bros, and Alternating Between Fire Emblem Games

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  • Favorite Fire Emblem Game
    Shadows of Valentia

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  1. I wouldn't be surprised if the supports in Shadows of Valentia was decided upon fairly late during the voice acting process. It seems like they decided they had enough money leftover in the voice acting budget for X many supports, so they did X many. While not bad, It does seem that the writers weren't given as much time as they could have to iron out the support conversations, resulting in most of them being merely okay. I do agree that it would be nice for limited supports to return, if at least for a game or two. As much as I enjoy Awakening's cast and supports, you can tell that the writers bit off more than they could chew at points.
  2. So a common complaint I've heard against Ricken is that the majority of his character revolved around being annoyed that people were treating him as a kid. While not my favorite character, I was surprised to hear that this sentiment was so common, especially when his "war is hell" supports personally tended to come to mind firs. Out of curiosity, I decided to read Ricken's supports to find out how much of them focus on this supposed "gimmick". Note that I won't be covering the child characters, given how those only have minor differences between the fathers, and I'm taking the S-supports with a grain of salt since those vary wildly in quality for every character. Robin: Ricken is struggling with something to write to his parents, and is adamant towards Robins suggestions to write about his close brushes with death or exaggerating how he tore Risen apart limb to limb. Ricken mentions that won't go home until he restores his family name as a war hero in their B support. Ricken finally writes the letter in the A support telling his parents he misses them and hopes to see them again, with no mention of honor or glamour. He does angrily tell Robin not to treat him as a kid, but this is understandable after Robin just gave him a noggie right after telling him they gave a mature and thoughtful response. The S-support does largely joke about him being treated as a child, after Robin worries for him after Ricken went to the Ghouls teeth (Shadow Dragon reference!) to get them a precious stone as a proposal gift. Lissa: Lissa thinks that Ricken looks sick before being told that he's not fighting at 100%. When she suggest practicing to get past the block, Ricken snaps about how their enemies are out to kill them, and they survive by killing them first, although he apologizes for the outburst. In the B support, Lissa takes up combat training. Ricken lightly protests, but drops it quickly. At the A support, Ricken reveals he hopes to be an advisor for Chrom someday and explains why the lord is his hero; Chrom fended off kids who were bullying Ricken. While Ricken initially though there was a catch and Chrom was only doing it to show off, his attitude changed when Chrom fended off a wolf attack twice. He was barely able to stand by the end of it, showing that he was still human, making his bravery more admirable. S-support has Lissa complimenting Ricken for his bravery and saving her neck several times, to which Ricken proposes. Sully: Sully talks Ricken out of using a potion to age faster by telling him it takes time and effort to grow strong. In the next support, Ricken offers Sully a potion that could turn a woman into a man, while Sully tells him she hates people who are small minded about her abilities because she's a woman, not that she wants to become a man. Ricken apologizes, and Sully knows he means well, while mentioning if anyone else had offered her that potion, she would have made them eat their own guts. A support states that Ricken is done with potions and has a joke about him growing taller. Their S-support has Sully states that Ricken is a full-fledged shepherd, Ricken proposes, mentioning that he's a grown man once, and Sully accepts because she trusts him. Miriel: First two supports have Miriel doing experiments while Ricken watches the first time and helps with the second. Ricken asks both times if Miriel's experiments have a practical application, to which she says there is none. Another experiment in their A support, with Miriel mentioning that her researched is based primarily on the observations of her mother, and Ricken brings up that his family has fallen on hard times and he's planning on becoming a war hero to rebuild their reputation. He states that they aren't that different, as they both fight for their families in a sense (Miriel's mother was thought to be a madwoman by some). S-support has Ricken proposing to Miriel so they can keep working on experiments together. Maribelle: Maribelle thanks Ricken for rescuing her during Chapter 5. Ricken is surprised to hear Maribelle call him a peer, since his house is dead broke. Maribelle states that a persons character is more important than their purse, so to her, their houses are of equal standing. Their B support has a nice back and forth, with Maribelle noticing an injury Ricken was hiding. While Ricken tries to pass it off as a "flesh wound", Maribelle chastises him for taking unnecessary risks and wonders if she should talk Chrom into finding a way to spare Ricken from combat. Ricken shuts that idea down pretty quickly, stating that he is not a boy, he can handle himself in a fight, and he won't sit by while his friends, his family, and his countrymen are in danger. Maribelle accepts his decision while also telling him not to hide his wounds, so that she can use her abilities as well. The A support has Maribelle apologizing to Ricken for her what she said in the previous conversation, and Ricken acknowledges that she was right about him being young and how he hid an injury. Their S support has them humorously realize that they planned on proposing to each other, with Maribelle hoping to help restore Rickens family honor while also marrying for love. Panne: Ricken tries to ask Panne questions, while the latter is trying to ignore him and transforms into a beast to get him to go away. Their next conversation, has Panne try to dissuade Ricken from following her by telling him that humans change when the latter tried to ask to be her friend. Ricken talks about how he was bullied after his house fell on hard times, yet his father told him to keep his pride or else the bullies win, while acknowledging the taguel had it worse than he ever did. Panne allows him to follow her around, but quietly, to which Ricken jumps right into asking questions. Ricken asks if taguel could transform into other beasts in their A support. Panne tells him that she's met taguel who could transform into lions or wolves, and that her mother told her of a tribal leader back when the taguel ruled the world lived in an earthly paradise before their way of life was wiped out. Ricken cries upon hearing this, surprising Panne, who had never seen a human cry for their sake. Panne calls Ricken by his name for the first time in their S-support, and tells him that they should stop spending time together, as one day he would loose his innocence, and one of them may get hurt when that time comes (she calls him a young man here. She called him a whelp twice in earlier supports, but Ricken didn't seem to notice). Ricken then proposes marriage, saying they'll be friends forever, to which Panne accepts. Cordelia: Probably the one that has the most mentions about Ricken being a child. Their first support has Cordelia worrying about Ricken being tired from all the marching, to which Ricken replies that he's not a child and that Cordelia isn't tired. Cordelia replies that it would take a lot more to wear her out, and that his legs are quivering. She orders him to get some rest, and under protest Ricken obeys. Their next support starts with Ricken thanking Cordelia for the break after realizing he was being stubborn earlier. Cordelia reveals that she used to try to do too much at once and got in trouble for it, before Chrom stepped in to help her out. Ricken takes her "older and wiser" statement to apply to himself, and believes it is now his responsibility to tell people to stop being pigheaded, before Cordelia shuts that down. Their A support has Cordelia compliment Ricken on working hard and becoming a reliable young man. Ricken notes that this is the first time she's called him a man, and correctly guesses that she's flattering him. Cordelia regardless tells him that respect is earned and that his determination to improve is half the battle. The S-support has Ricken propose to Cordelia. He mentions that he knows that Cordelia is smitten with Chrom, and but that he loves her more. Cordelia says that she sees Ricken as more of a kid brother, to which Ricken replies that he is a grown man that is in love with her. Cordelia sees a young man now, and an equal in the future, so she accepts, but states that there will be no ceremony until he has come of age. Unfortunate implications galore! and I am not a fan of this support chain. Gregor: Ricken asks Gregor what happened during the last battle, since he was in the back and didn't see what happened on the front lines. Gregor correctly guesses that Ricken is recording the battles, but when he is about to explain what he did, Ricken interrupts by stating he's only recording what he and Chrom did. Ricken believes that if he keeps track of what the two of them did on the battlefield, Chrom will start treating him like a full fledged Shephard instead of a child, to Gregors disappointment. Ricken takes an interest in Gregor after seeing the "old man" fight. Gregor mentions "enjoying brutal honesty of small children..." at the last statement, prompting Ricken to quickly state that he's a grown man before getting back on topic. Ricken is compiling the book in their A support, aiming to become Chrom's right hand man, and noticed that he's starting to get a better idea of what goes on in the front lines, which Gregor compliments him for. Nowi: Ricken covers for Nowi burning down some tents in their C support, as the latter fell asleep while holding a dragonstone. In the B support, Ricken lost his temper at some townspeople sometime earlier, as they were saying bad things about Chrom. Nowi says that they're similar in how they want to protect people, and now they both have a secret to keep. At the A support, they get back from a wedding, which was busy enough that Ricken compared it to a harvest festival. Nowi reveals that she loves festivals, and when she was really young, she was so lonely she thought she was the only person in the world at points. She tries to join every party that she can, and while she loves the Shephards company, they'll all go their separate ways at some point, leaving her alone again. Upon hearing this, Ricken offers that, after the war is over, they'll tour around the world to visit every festival they can. In their S-support, Ricken plays a guessing game with Nowi by asking her what's in a bag that she's allowed to put her hand inside but can't peek in. Her third guess is a wedding ring, and asks if he wants to marry her. When asked about how she'll age slower, Ricken replies that looks don't matter and that it's what's in their hearts that counts. Tharja: Ricken tries to ask Tharja to teach him hexes, but she refuses, saying it's not a simple matter. It turns out that Ricken studies fencing, wyvern riding and butter sculpting, and he never gives up. Tharja tells Ricken that she can't teach him yet because she's still learning about hexes in their B support, although she likes Ricken's idea to just do something and see what happens instead of being cautious with her curses. In their A support Ricken casts his first curse on Tharja, who was close by and willing to be a test subject. It turns out that he cursed her with a happiness-contagion hex. Ricken is pleasantly surprised that there are nice curses, though Tharja warns that curses are like dreams, and whether they are joyful or horrific depends on the victim. Ricken says that Tharja is nicer than she looks, while Thaja requests that Ricken to keep this meeting a secret. They work together to get stronger at casting hexes in their S Support, when Ricken proposes to Tharja, who never actually directly says yes. Olivia: Olivia is interested in a book Ricken is reading, and after scaring him when he was so engrossed in the book, they decide to read together. When reading a scary story in their B support, Ricken is frightened while Olvia is bored (side note, Shanty Pete left his hook on the side of a carriage, which is oft overlooked lore). While Olivia loves reading, she says it's impractical to carry them around when she travels a lot, so she remembers spoken tales. This impresses Ricken, who walks right into getting her to tell him the scariest story she knows, which leads to the A support, where she shows that she's a pretty good performer and storyteller. Predictably, he proposes after she is done telling a story in their S-support, finding her cute, funny, and a great storyteller, while Olivia accepts because Ricken enjoys her stories and screams like a little girl. I wish I was making that up. Cherche: Ricken asks Cherche if he is allowed to pet Minerva in their A support. Calling himself a "monster-whisperer" due to how animals love him, Ricken believes he has the markings of a wyvern rider(Cherche private reply is " ah, the arrogance at youth..."). While it seems to be that Minerva and Ricken become fast friends at the start of the B support, it turns out that the only reason Ricken is still alive is because Cherche was there. When asked why he wants to become a wyvern rider, Ricken responds that he feels useless as a mage. Cherche tells him that, because he loves studying magic, he should put his focus on becoming the greatest mage he can be. In their A support Ricken become friends with Minerva, haven taken Cherche's advice. Ricken mentions his goal to become Chrom's right-hand man and that his family has fallen on hard times financially. Their S support starts with Cherche giving him a hat, after which Ricken proposes, mentioning that he knows he'll have to help take care of Minerva. Cherche takes the proposal seriously and accepts, mentioning that Ricken has grown into a fine young man. Henry: The support starts with Ricken thanking Henry for rescuing him in the previous battle, who mentioned they were previously part of the Plegian army but never went into battle due to Grangrel's defeat. Henry is curious what a battle against the Shepherds would have turned out like, much to Ricken's distress. Their B support is pretty well-known, with Ricken asking Henry about some of the people he served under, thus giving us some tidbits about several of the bosses fought in the first part of the game, ending with Ricken being reminded that his enemies have friends and families and aren't just faceless blobs. In their final support, Ricken asks Henry if he resents the Shepherds for cutting down his comrades, to which Henry replies no, but if Ricken were cut down, Henry would seek vengence, since he considers Ricken a friend. After reading through these... quite honestly, I'd say that Ricken's family is a more prominent point of discussion that him being treated as a child. Even then, his supposed "gimmick" is really only the focus in his support with Cordelia. Every other time, it is either not brought up at all, only mentioned as a quick joke, or relevant to the conversation to ranging degrees. I still think Ricken is an average character, but like most of Awakenings cast, I did gain a new appreciation when I started to see more sides of him. Also, Ricken has some really short S-Supports. I know they're infamous in general for happening really quickly, and I could be mis-remembering how long most of them are, but still. It's very noticeable with this guy. These are summaries, of course, so some details may have been missed or glossed over. I also haven't looked at any barrack quotes or level up dialogue or anything like that yet, but I've spent enough time on the topic as is. Formatting suggestions are welcome, since I admit this is a bit crunched. I'll fix any spelling errors later and maybe add some more thoughts later, since I got tired near the end.
  3. Maybe someday. I have enough games I still need to complete at the moment, but I'll keep it in mind. Plot Twist: It could never run a Playstation 2 emulator in the first place. Not without serious issues, anyway.
  4. I see. I don't know anything about the game, so I suppose the joke was lost on me. It's been screwed up for nearly half a year now. I, uh, may have dropped and/or punched it a few times....
  5. I'm currently playing through Blazing Sword (the tutorial being slow for veterans and having around a half dozen games I'm alternating between doesn't help with progressing quickly), so I can't really comment on how well or badly the GBA games handle gaining supports. For Awakening it could just be I suck at going through with a definite plan in mind, since anytime I try, a different combination of units ends up having more synergy, or my MVP changes. Granted, each run being unique is why I enjoy they game (and Fire Emblem as a whole), but those change in plans mean I unlock things later than intended. Fates I only played once, and I ended up being very limited in who I used, so I would need some time to think and remember if I unlocked supports quickly or slowly. I'd say Three Houses's issue is that the supports are long and the presentation is lackluster. The former has advantages, considering that several of Echoes supports suffered from being too short, and the timeskip means that several things have to be developed before and after it occurs, making the extra length necessary at points. They're just so slow and the erratic timing of the pauses inbetween each sentence doesn't help the pace. As for the presentation, it kinda gets the worst of both worlds, since the models and animations aren't static enough that most events could be left to the imagination (something portraits did accomplish, and the GBA games little bounces and movements definitely helped communicate what was happening in a scene without actually really showing anything), yet at the same time they aren't vibrant enough to be enjoyable to watch on their own merits (an advantage cinematic videogames do have). It's telling most of the conversations have basic animations, but anytime something complex happens, they switch to a black screen. I understand the production reasons behind his, but it ends up doing more harm than good.
  6. Since I struggle with getting supports in every game not named Echoes, I appreciated the opportunity to obtain support points of my choosing outside of battle. It was a nice way of speeding up the support chain of a unit the avatar worked well with, or catching up with a character I may not have fought alongside much. Considering Corrin's personal skill relied on having a C support, this was a good call. Similar sentiment with recruiting in Three Houses, as getting supports with units was in many ways more practical than meeting the requirements normally. I do agree that these could be a tad faster, though (could private quarters be skipped? I never tried it). Again, my issue is more how the line of dialogue in Fates rarely, if ever, added anything the characters. It usually just reinforced what was already established, instead of building upon that foundation. While I appreciate that Three Houses at least requires the player to pay attention to each characters personality to have a successful tea time, despite being told the conversation got lovely, we don't actually get an idea of their actual thoughts on the matter are. I can understand the costs of writing and recording the voice actors would prevent them from going in-depth here, but it still shares the same problem of not doing a whole lot for the characters. I'd say the dialogue was one of the main reasons (besides gameplay) I enjoyed going through Awakening and Echoes, despite their flawed stories. I liked the interactions between characters and not only what was said but how they said it. Shadow Dragon's writing manages to be eloquent without being pretentious, and while characterization is unfortunately limited, what we do get is surprisingly non-generic and I can see a difference between Astram and Midia and Roger and Julius and so on. It's my favorite in the series, in fact. I recently started playing FE7, and despite the painfully slow tutorial (or veterans, anyway), again, the dialogue between Lyn, Kent, and Sain (and occasionally other characters) kept an otherwise simple story engaging. And it wasn't just Fates lackluster story overall that was bad; the dialogue really didn't fit in with the "sword and sorcery" tone of the series, which didn't help disguise the lackluster execution of several ideas. For an important and surprisingly well done aspect of the series, I'm surprised it's not discussed more often
  7. An objective to blow up a bridge is one I've had for a while. The first objective would be to reach the middle of the map, defend the section for a few turns while engineers set up the explosives (barrels of gunpowder), and then it becomes an escape chapter, perhaps with an optional objective to kill the enemy commander if they have story relevance. A possible twist would be that the explosive fails to go off, resulting in the protagonists having to fight their way to grab an ancient/legendary fire spell to light the explosives that way. Bonus points if the action of using the epic spell is controllable and the player can have some fun blowing up some mooks before destroying the bridge. Another idea is that the two enemy forces are unknowingly fighting on the backs of two ancient giant beasts, and said beasts awaken during the battle and fight each other. Every turn, a different section of the map will have warning/caution signs over them, warning that an attack will occur there next turn. This would give repositioning skills some use, as the player can move the enemy around so that they will be in these caution areas and take severe damage on the next turn, perhaps with the caveat that the enemy will attempt to do the same to the player. Visually, it would be awesome to see two giant creatures fight up close, clawing and stabbing and crushing each other, especially if they get creative with the attacks. An alternative idea for the above is that instead of the battle taking place on the top of a giant beast, instead two or more superhumanly powerful characters duke it out on the battlefield, and both the player and enemy have to watch out to avoid being caught in the crossfire as their fight takes place all across the map. A third idea would be to have an escape/rout map, where in the mountains, the players army is flanked by an infamous group of bandits that prove to be scarily competent and not afraid to fight dirty as they intend to capture or kill your forces. You can choose to either fight back or make a run for it. Beforehand, I think this would work best if the rest of the game doesn't have the series standard "first few enemies are bandits" cliche, so that when they do show up, it's a twist that they're far from pushovers. Two ideas for a tutorial level: This one is better if the tutorial is optional, but people playing a DnD-esque game that uses similar mechanics to Fire Emblem and features the DM trying to explain the rules to his new players. It could be a humorous and informative way to teach new players about how Fire Emblem works, and they could have some fun with it, such as the units being questionably drawn like sketches, light jabs at the questionable usefulness of certain classes and weapons among other things, battles being cut out paper on Popsicle sticks (or whatever the medieval equivalent would be) "attacking" each other, and the "final" boss being represented as a plush dragon toy. It would be helpful to newcomers and hilarious to veterans. It could even take a lighter or darker turn in the main story, with the participants of the game being characters on either side of the conflict. The tutorial fight is a historical battle, with a small group of famous characters attacking an antagonist. It would be a nice way of setting up the tone, providing some lore that could have a twist later, establish certain characters and weapons that could reappear during the main story, and do this in a context that doesn't overwhelm a new player with gameplay information.
  8. I believe part of the issue is that her support partners are oddly limited, and all of them can be married off to other characters. This means that A. She has less supports overall, limiting her development and B. She can miss out on the exclusive S support bonus if the player marries all her suitors to someone else. I'm honestly surprised that she can't support with Stahl or Kellam, as their personalities could lead to some interesting conversations, and I find that those two have great synergy with Cordelia, another Pegasus knight. It depends on the playstyle, of course, but I only get a use out of her current pairings every now and then.
  9. Charge: Activatable. Doubles damage delivered and received. Intended for mounted units. Jousting: Activatable. Adds +1 Mt for every space moved. Can only attack once. Intended for mounted units. Steadfast: Activatable. Unit sacrifices speed and attacks last if enemy doubles in exchange for a defense boost. Intended for armor units. Bardic Boast: Personal. After defeating an enemy, all rally skills activate. (This one either only activates on the player phase, or can only activate once on the enemy phase). Unfazed/Jaded/Stoic/Stable: Personal. Unit is not affected by debuffs or temporary bonuses. Scout: Provides a visual warning of when and where reinforcements will appear. Can stack with other units that have Scout (For instance, one unit with Scout would show where reinforcements will appear next turn. Two units with Scout would show what classes would appear. Three would show the enemy stats, and so on). Duelist: Enemy does not receive bonuses from battalions when fighting this unit. Unit cannot be attacked by gambits. Last Stand/Second Wind/Comeback: If units HP reaches zero, they are still usable for one turn with a Crit +20-50 bonus. If not healed, unit will die once the turn is over. Only activates once per map.
  10. Mario + Rabbids Kingdom Battle: Got this around 2-3 weeks ago. Been alternating between several videogames at the moment, so I haven't gotten that far into the game (beat the first world, and unlocked the option to redo fights to get a better ranking), but I can say that it's a very fun and zany strategy game. It's pretty simple, but that works to its benefit. There are no complex equations to keep track of or long term planning needed; 0%, 50%, and 100% are the only chances to hit depending on the cover, skill points are shared for each character and can be reset allowing for experimentation, and permadeath isn't a thing. The ability to dash into enemies, jump to higher ground, and use pipes to get to other parts of the level fits right in with the Mario series while adding some unique and engaging elements to a strategy title. The game is very beginner friendly as a result of this, while still having enough depth and uniqueness to draw in more experienced strategy game fans. It's also filled with slapstick, jokes, and other cartoony hijinks, making it fun for all ages. Ultimate Chicken Horse: Was looking around the E-shop when several things were on sale, saw this game, and my younger brother was interested in getting it. I've seen him watch some youtubers play it every now and again, and the gameplay looked interesting, so I bought it, and we've been having quite a bit of fun with it. Ultimate Chicken Horse is a multiplayer platforming game where the players build the level, and add things like blocks, moving platforms, coins, and loads of traps in order to reach the end of the level and earn points. Every turn, something new is added, and then the players have to run through it. No one gets points if everyone succeeds, and nor does anyone gain anything if everyone fails the level, so it's up to the players to create challenging yet possible obstacles to go through. It's interesting to see how much the layout changes from turn to turn, as well as how hilarious it can be when someone trap placing backfires or works too well. It also has a level editor, which my brother loves to use to make deathtraps and messing around with the jetpacks, teleporters, and black holes. Resident Evil 4: Been watching SomecallmeJohnny's marathon of Resident Evil, was curious if Capcom's habit of releasing past games on every console held true for the Switch, saw Resident Evil 4 on sale, remembered it heralded as one of the best action games ever made, and decided "why not?". And boy, do I not regret this purchase. The tank controls took a little getting used to, but I caught on pretty quickly. I actually don't mind that you can't shoot and move at the same time; it adds more importance to positioning and being in a good spot to take out several enemies. While ammo is plentiful, it's not unlimited, so making every shot count is essential. It's not a "run-and-gun", but RE4 is still action-packed, addictive, and just plain fun. It also has one of the better escort missions I've seen (Crimson Skies holds the reward for the best), as Ashley tends to stay out of your way while aiming, and you can tell her to wait in a safe location while you deal with a larger threat. The plot is silly and evokes several B movie cliches, and in several ways it works to the games advantage. It's not taking things very seriously, so neither should you, and going in with that mindset helps makes the cheesier aspects laughably fun instead of groan-worthy. I haven't found the game to be that scary yet (I was slightly startled when a snake was in one of the breakable boxes since I was used to goodies appearing instead, and the fish boss was enjoyably tense, but that was it), but then again I haven't gotten to the infamous regenerators yet, so that sentiment may or may not change later on. Does Not Commute: A mobile game that I got two days ago, and it's pretty fun. The trailer does a good job at showing what the gameplay is about, but to summarize; It's a driving game about getting from point A to point B in a certain amount of time, except that YOU control every car. What starts as one car casually strolling to get to the end of the map soon turns into a frantic frenzy as you try to maneuver between 15 or more vehicles each going their own way, and knowing the craziness is entirely YOUR doing. You also get a description of what each driver is doing in each level, giving the game a quirky sense of humor that fits right in with the 1970's vibe it gives off, and there is some fun continuity if you pay attention. It's also hilarious reading the description and comparing to what you do in-game, such as a father with sick kids jumping over a ramp or ice cream trucks driving through the grass just to save time.It is annoying that without paying for the premium version you have to start all the way back from the beginning whenever you turn on the game, regardless of where you were when you stopped, but it's not the worse case of withholding features behind a paywall I've seen, and the game is perfectly playable and beatable without spending a cent.
  11. I think they choose whether to celebrate on February 28 or March 1. Preferably the latter to avoid legal issues regarding buying drinks at 20 years and 364 days old. Are there any works that keep track of the teeth a fictional character has lost in various fights?
  12. Da dun dun dun dun da da da da da da daaaaa dun dun dun dun da da da da daaaa dun dada da da da da da dada...
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