Valorant, as mentioned in a previous article, is a 5v5 tactical shooter most similar to a blend of Counter-Strike and Overwatch gameplay. Valorant is balanced around precise gunplay and strategic decisions such as characters and map picks.
Valorant is ever growing, every few weeks a new patch is released with varying degrees of changes, these changes can range from minor bug fixes to adding new characters or maps.
Starting in early January, a Valorant Championship Tour, or VCT, starts. This tour involves four regional tournaments and three international tournaments all culminating in a final championship event in early fall. Currently, 48 teams compete in VCT with 40 of them being franchised from the start. The other eight teams earned their spot to compete in the league through Challengers.
Challengers is a league that runs parallel to VCT with a spot for franchising on the line, each major region runs their own individual leagues with no international tournament at the end.
Alongside both Challengers and VCT is Game Changers, a league for marginalized genders, focusing on giving opportunities to those that may be discriminated against based on their gender. GC runs on an open qualifier system with the only requirement being that all players on a team must be of a marginalized gender.
Any GC team that qualifies for Champions will automatically be qualified for their local Challengers league, giving a direct pipeline from GC to VCT. This was one of the many changes announced by Riot Games during 2024 for the upcoming season.
The 2025 season also included an overhaul to the VCT schedule. The 2025 VCT season offers a denser schedule that places more importance on stage 2 compared to the 2024 season.
This season will also be longer, shortening the off season and in turn the amount of time spent not playing Valorant. The last major changes for the 2025 season were made to the Challengers system. Alongside changes to the points system, Challengers has received an upheaval to its old systems.
Challengers in the 2025 season will have a changed schedule and different point system based on the feedback received during the 2024 season. More importantly, two new types of teams will be competing alongside the old teams in Challengers, Academy and Game Changers teams.
Academy teams is a system in which already franchised teams will create another team to foster new players in a competitive environment, the drawback of this system is that these teams, no matter how well they do, cannot qualify for ascension.
Despite the 2025 season not having started, a few predictions can be made. For example, the denser VCT schedule will lead to a more volatile state of Valorant that will cause domination to be even harder to achieve. Another prediction is that a wave of formerly Game Changer’s players will come to the main VCT circuit after Florescent, the best Game Changer’s player ever, made the first leap during this off season.
The last major prediction is that the Academy team system will flop in Americas because despite the individual team’s success, the players will not be able to advance to VCT because of the highly competitive nature of America’s. However, Academy teams in APAC, EMEA, and China will flourish because of it will show off young talents that underperforming teams can pick up. Although none of these predictions could come true, the only way to find out is to watch.
Fresh leaves fall ever so slowly, perched on rooftops and uneven ground; they leave a lingering scent of soil and nostalgia as they dance around the scenery with orange, red, and brown; it gives the landscape before you a sad yet ludicrous tranquility.
The breeze picks up, swaying leaves that were still clinging to the trees with all their strength; some do stay resilient, but only for a passing moment when another wave of wind shakes the trees to its submission.
Autumn is blooming at its finest, with reasons that vary depending on the person. Whether it be the anticipation of Halloween and all its creepy concepts, savoring the creamy taste of some good pumpkin spice latte, or just the overall feeling and aesthetic of a season that is beautiful from top to bottom.
Everything is the same but so different. A walk in the park, driving downtown, or sitting on the balcony. Normally, these probably wouldn’t be so out of the ordinary in the spring and summer, or even when the snow hits.
Then fall comes with its warm palettes gifted to us in a neat ribbon, there comes along the feeling of peace; the sense of centering ourselves in the middle of it all, taking it all in. A theme of self-meditation, the focus on one’s spiritual reason, and taking a trip down memory lane to simpler times.
The urge to take your phone out and listen to the traditional “autumn” music on repeat is instinct: Roslyn by Bon Iver & St. Vincent or the famous Cardigan if you’re more of a Swiftie than a lover of Twilight.
But have you ever stopped and wondered why these songs fit the vibe of this season? Why is the meaning of these songs and the feeling that comes along with it amplified so much?
We can take it from a lyrical perspective or an instrumental one, possibly both. For example, Taylor Swift’s Cardigan is more focused on first love and heartbreak in which she portrays these emotions as bittersweet.
And quite frankly, you can listen to this song on any season, but the way she expresses it turns its tune melancholic. Her lyrics become a moment of reflection, a song that resonates more than usual while gazing at autumn leaves, feeling the cold wind nip your nose as you admire the world around you covered in golden. The mood and the song, like two puzzle pieces that fit together perfectly.
In hindsight, it would be a shame to have a meaningful depth of such a general overview of indie songs without harnessing the full potential of what you can discover with a few artists who deserve a little bit of love and appreciation towards their numbers.
Understanding the messages they have been illustrating, through their words and melody. To answer the question as to why it is a perfect listen for a season that is the epitome of reminiscing life.
Obstacles by Syd Matters
A song made by a French band who got their name by clashing two names of Pink Floyd members: Syd Barrett and Roger Waters. They debuted in 2005, consisting of six people: Jonathan Morali, Jean-Yves Lozac’h, Olivier Marguerit, Remi Alexandre, and Clement Carle. When it comes to composing music, they like to add slow melodies with a little flair of electronic pop to it, creating a unique tune that is somber but at the same time, something you can jam to.
If you already knew Syd Matters, then you would agree that this song is what they’re most well-known for. Obstacles was featured in the award-winning game, Life is Strange and would be considered its signature song by the fans. The general opinion of this song is mostly, “nostalgic” and “mesmerizing,” this could have been influenced by the melody; it is memorable, repetitive, and mixes beautifully as the song progresses.
Album cover for Obstacles
“We played hide and seek in waterfalls We were younger, we were younger
Someday, we will foresee obstacles Through the blizzard, through the blizzard”
The lyrics are just as profound. The bittersweet flashbacks of childhood and all its ups and downs. Growing up, it was inevitable to make fast decisions and be unaware of the world’s reality. It may not have been a big deal back then, but as of this moment they come along with a sense of longing.
That thought also comes with the awareness of maturity and growth. Being older now, going through obstacles is easier, smoother compared to what we knew as a kid. But now with much more wisdom under the belt, it isn’t as difficult to understand.
Growing up and moving past the hardships of life while looking back on the times when we were younger, and more naïve compared to where we are now. Autumn has a theme of reflection along with reminiscing of the past. The raw sentimentality of “Obstacles” fits into that perspective with flying colors.
Long Lost by Lord Huron
This band probably rings a bell, it’s because Lord Huron is the same group who sang The Night We Met which was released back in 2015 and is a popular audio piece in media. Debuted in 2012, with four members (Mark Barry, Miguel Briseño, Tom Renaud, and Ben Schneider) they are an indie-folk-rock band that create songs using their strong point of harnessing the deeper meaning of life into lyrics people can contemplate on. With the sheer amount of attention they are getting from their popular songs, it has become easy to overlook their more underrated work in comparison.
Long Lost fits the bill on this one. The song focuses on freedom and self-discovery, how one goes on their own path to find themselves in a journey only they can take.
Album cover for Long Lost
“Leave me where the light pours down Through the trees like rain Let it wash over me like a flood Let it ease my pain Let it drown me”
It portrays the feeling of finally belonging somewhere where someone can keep to themselves, without the desperation of company. To be in a state of pure happiness, that being alone isn’t so gut wrenching as most instances are.
The transient, fleeting vanity of fall can form a bubble around you, a safe haven enclosed with nature’s beauty from the crunch of leaves beneath your steps to the rays of warm sunlight peeking between branches and coating the top of the trees like the first strokes of a paintbrush.
To be grateful for seeing what this season can do to decorate the setting, making it all right to be by yourself and seeing this all with your own eyes, to have your own individual experience and for a moment, all your problems don’t exist.
Willow Tree March by The Paper Kites
The inevitability of death can be a heavy weight on our shoulders, but if there’s one thing we can leave behind, what would it be?
Paper Kites is a band formed in 2009 by Sam Bentley, their lead singer along with Christina Lacey who plays the keyboard and guitar. The other members: Sam Rasmussen, David Powys and Josh Bentley were their close friends before they later joined the group.
They center their music with elements of folk and indie combined and for a while, made demo recordings before making their first hit, Bloom in 2010 with Willow Tree March only releasing a year later from their successful album, Woodland.
The extensive opinion on folk songs were mostly about the joys of nature and partying in social events such as a feast. This song however,treads on angsty waters; itaims on the impending circumstance of dying, a contrast to the previous songs which focus more on the brighter side of life; this one provides a form of unease that comes from the lyrics along with intense instrumentals as the song gradually progresses.
Album cover for Woodland
“And we all still die Yeah, we all still die What will you leave behind? Oh, we all still die”
Death is bound to happen at some point, but it could still dampen one’s feelings. Yet shifting the perspective to something more insightful unravels a deeper meaning. The thought of it shouldn’t always be doom and gloom, even though the song focuses a lot on that concept.
Break it down a little, and you can see that they also implied the importance of worth and the choice to show yourself to the world before time runs out.
Expressing how fragile life can be, feelings of the deeper meaning of humanity, and looking back to the choices that lead you to this point in life, a sentiment to the fall aesthetic. How the season can regain such deep emotions, but end in a moment of reflection.
Many distinct types of horror exist. Most hinge on the idea of not knowing what is going on around you: the absence of knowledge. Or they hinge on not being able to do anything about the things around you: the absence of action.
This creates a duality where one coexists with yet is in an imbalance with the other. There is either an absence of knowledge or absence of action: when one is present, the other is lacking. This duality drives conflict.
The problem with this style of horror is the fourth wall, the knowledge that everything is fiction and cannot cause any harm. Because of this fourth wall between the player and the game the absence of knowledge and action’s effects are lessened.
This is where the idea of “meta horror” strives. Meta horror’s goal is to break down the fourth wall and any other boundaries between the player and the horror. Meta horror doesn’t outright abandon the formerly established ideas on how to scare but instead expands on it by breaking down the fourth wall.
Eternal Darkness: Sanity’s Requiem was the first horror game of its kind, scaring players in avenues not previously thought of. Eternal Darkness was released in 2002 exclusively for the GameCube, both the time and the consoles limitations led to a less refined version of meta horror but one that still scared just as well.
Fake ending screen in Eternal Darkness.
In Eternal Darkness a sanity system can affect how the game scares, the bar starts full and slowly empties as time goes on. Starting with minor changes such as noises with no source or even skewing the camera a tiny amount. As the player’s sanity bar gets lower more extreme effects happen such as faking deleting the player’s save file, abruptly ending the game claiming a sequel is in the works, or even having the player character die spontaneously.
While Eternal Darkness got many things right, the game was limited by its hardware and development time. It created a great base for many other games to work off in the future.
Imscared: a Pixelated Nightmare picked up where Eternal Darkness left off and is considered by most to be the most influential and notable meta horror game. Imscared was one of the first meta horror games to be released on pc and it makes use of that fact. Imscared holds no punches when trying to scare the player, using more traditional methods like jump scares to opening a YouTube video in the background without your knowledge.
The horror of Imscared does not just leave the player frightened but leaves them questioning whether they are safe even after closing the game. Imscared achieves this effect by many means for example, faking that the game is closed only to jump scare the player, creating new files and images on the player’s desktop, and even faking that the player’s computer crashed.
DDLC is the last game mentioned here because it strays away from the two other games preestablished ideas of horror. DDLC breaks down that fourth wall by deceiving the player from before they even start the game. It masks itself as a cute visual novel, a genre of game that focuses on player choices, interactions with the story, and less gameplay.
DDLC chooses not to scare the player with jumpscares but instead disturb the player. The first act of the game starts normal by all means but by the time of the second act the player starts to notice cracks in the game. Small instances of abnormalities not mentioned before. All of this culminates in the third act revealing all of horrific elements of the world that the player had come to love.
The three games mentioned above are not the only meta horror games but they were pioneers of the genre and are each in their own way still affecting the meta horror genre today.
Counter Strike: Global Offensive (CS:GO) is one of the most prolific games of all time, and in March of this past year Valve announced the long-awaited sequel, Counter Strike 2 (CS2).
CS2 promised a lot with its reveal: completely overhauled graphics, sub-tick technology, and volumetric smokes. Now just over six months later everyone has access to CS2. Has Valve delivered on their promises or were they flaunting a new game for a quick bump in players?
It is important to note that when talking about CS2, CS:GO was also buggy and unbalanced when it was first released. Only after years of working on the game with feedback from the community did CS:GO become the game it is today.
With that fact in mind, CS2 right now is a buggy mess unlike the now crisp CS:GO.
CS2 released with many changes, the biggest being the UI. The player’s HUD is completely different compared to CS:GO, changing the location of the player’s health and ammo with a sleeker more modern design.
Inferno’s “church”
The UI changes don’t stop there though. They overhauled the buy menu opting for a simpler design compared to the circle menu found in CS:GO.
CS2 has notably forgotten about a beloved setting found in cs:go cl_righthand. This setting would change if your gun model was on the left or right side of your screen. It’s absence from CS2 has left many questioning why they would remove this tactical advantage.
The UI wasn’t the only major overhaul found in CS2. Along with it came a brand-new set of visuals. While CS:GO’s graphics did improve as the years went on, it was always limited by the twenty-year-old source engine.
CS2 abandons that limitation, and it flourishes graphically because of that. Equipped with a new “raytracing esque” lighting system and new textures, the game looks visually stunning on higher settings and is still good-looking on lower settings. But graphics aren’t everything.
Inferno’s “Apartments”
CS2 also chose to change the outdated tick system. Previously, CS:GO relayed what happened every 64th of a second to the main servers, this is also true in CS2. The difference in the two systems is that CS2 records where you are looking when you shoot. Previously CS:GO shot where you are looking at when that shot registered with the server. Theoretically this will be more accurate to what happens but for those with a bad connection this can feel unfair because they seemingly die behind cover.
The gameplay of CS2 is by far the worst part of the game. Most of the community has come to the consensus that the game does not feel as clean as CS:GO did. Both the gunplay and movement feel unresponsive and laggy. This is not helped by the fact that sub-tick heavily favors those with lower ping.
The last major change to CS2 is volumetric smokes. This changed how smoke grenades work entirely. Instead of releasing a ball of smoke that would block vision and penetrate walls, the smoke conforms to the area and objects around it.
Along with this change, came a new way of walking and seeing through smoke. An H.E. grenade’s detonation clears a temporary opening for a person to see or shoot through. These volumetric smokes are executed very well and surprisingly do not cause any major FPS drops.
Despite so many major changes to cs:go’s fundamentals, CS2 still keeps true to what CS:GO built. With that being said, CS2 is a long away from being completed but it will only reach that state if the community sticks with it and helps improve what’s wrong.
As mentioned in a previous article, Yume Nikki is a cult classic indie game that was released all the way back in 2004 that explores a young shut-in’s dreams.
While Yume Nikki’s influence can be seen in many different corners of the indie scene, the game hasn’t received any updates in almost ten years. Just because there haven’t been updates doesn’t mean the community hasn’t been active; in fact, some of the community has taken it into their own hands to continue the series.
“Dot flow” and “Yume 2kki” are arguably the best and the most popular fan games released. The problem with these two games is just how hard it is to play them. Even with an English translation, there’s still many other steps needed to play them.
Yume Nikki Online Project or YNOP aims to fix that and add even more onto the games. YNOP is a free fan-made port of Yume Nikki, Dot Flow, Yume 2kki, and even more games all modified for online play complete with English translations. The best part? No downloads are required.
INSPIRATION SECTION
Kikiyama is the creator of Yume Nikki, and much like the game itself, he is shrouded in mystery.
Kikiyama has all but disappeared since the last official release of Yume Nikki, only having appearances when a remake of Yume Nikki came out and doing oneinterview with other indie game developer, Toby Fox. This appearance and interview really are loose terms: signing off on the game’s release and nine yes or no questions is all there was, but nonetheless, he’s out there.
Yume Nikki’s inspiration can be seen far and wide across the indie game spectrum but the inspiration for Yume Nikki can be found easily, in fact, you can just look at the title. Yume Nikki directly translates into dream diary in English. Because of this many have theorized that Yume Nikki is Kikiyama’s dreams, giving an explanation as to why there is little to no story.
FAN-MADE PROJECTS
When playing Yume Nikki for the first time some players may be expecting a more horrific experience or even more in-depth exploration of the dream world. Dot Flow and Yume 2kki aim to solve both those problems.
Dot Flow, unlike Yume Nikki, does not shy away from body horror and tries to make the player uncomfortable. Dot Flow consistently offered up scare after scare that all worked well in tandem with the deteriorating mental state of the protagonist.
Yume 2kki is a project for fans by fans, made by over 100 different developers Yume 2kki does not disappoint in the content section. With 36 worlds the player can choose from when entering the nexus Yume 2kki makes sure to never let the player think they know what is going on.
GAME-PLAY SECTION
As mentioned previously, Yume Nikki follows a young shut-in named Madotsuki and their dreams. Yume Nikki establishes a few very important concepts that Dot Flow and Yume 2kki both expand on like the nexus and effects.
In Yume Nikki, the nexus describes the place just outside of Madotsuki’s room which can only be entered in their dream. The nexus as its name implies serves as a connector to many different dreams, in Yume Nikki these dreams are represented by doors with symbols to represent the world.
In Dot Flow the doors are completely gone in favor of exits in each of the cardinal directions, while this does reduce the number of entrances in the nexus it makes it easier to get to important worlds that may serve a story purpose. Yume 2kki decides to expand on the nexus even more making the nexus an even bigger room with objects to interact with that represent the world.
The other concept, effects, is harder to explain because of the many purposes they serve. The main purpose for effects is to reach the end of the game, which can’t really be called an ending in the context of a story because there really isn’t a story. Effects also serve as transformations that have a variety of effects on the player like making them go faster or being able to light up a world.
Yume 2kki doesn’t just expand on existing effects, giving them new purposes for example. But it also adds an entirely new feature in combining effects. This along with improved menu UI and having more effects in general really make Yume 2kki a never-ending game. Dot Flow, despite not changing any major features about effects or even the rough number needed to complete the game, the effects in Dot Flow are an improvement. This is entirely because of the story that is placed around getting the effects and rust.
When discussing the worst games ever made many people jump to games like E.T. for the Atari or the original release for Final Fantasy 14, maybe even No Man’s Sky. These games are among some of the most buggy, poorly designed, and rushed games in history. But what if the worst game wasn’t buggy at all? What if it had 8 years of development time? What if it had a good concept with a strong base to build off of? The game that fits into all three of these criteria? YiiK, stylized as YIIK and pronounced YEEK.
YiiK is a self-described “Post Modern RPG” with all the classic RPG elements: turn-based combat, quick-time events, and party members.
YiiK follows Alex Eggleston, a college graduate coming back to his hometown, while meeting the protagonist the player will encounter the biggest flaw in the entire game, the writing.
Long droning monologues that provide context already given to the player combined with an extremely unlikable and static protagonist culminate in making some of the most difficult writing to sit through.
Arguably the worst part about the writing is the lack of consequences to Alex’s actions. Alex is constantly the worst person possible in every situation or interaction and unlike games such as The Witcher or Skyrim, these actions aren’t the players’ choice, it’s just who the character is, what he says, what he does.
After playing the game for some time players may expect Alex to grow throughout the story, even if that growth isn’t earned story wise. This doesn’t happen. Alex stays the same morally questionable, sometimes even morally reprehensible character that only thinks about himself, and the game agrees with him.
(the next paragraph contains spoilers for YiiK, if you would like to play the game, please skip it)
Throughout the game Alex only thinks about himself, hetruly believes the world revolves around him and at the end of the game it’s revealed that the world does. While I won’t get into massive lore details just know that Alex is right in believing that he is the most important in the universe by virtue of being Alex Eggleston.
While the writing may be bad, that alone wouldn’t ruin a game. The combat mechanics of the game also help to make it the worst game.
Slow, basic, and repetitive are used best to describe the combat of YiiK. At first glance the combat system may not seem horrible; this illusion is washed away by the end of the first hour of gameplay. To understand the games short comings, it’s important to look a game that did this combat style, based around timing inputs, well.
Paper Mario, for the N64. This game had one of the most innovative combat systems found in a turn-based RPG, letting the players’ skill determine how much damage is done. On top of the skill-based combat it also hosted a large variety of moves/attacks. This is where YiiK fumbles.
YiiK’s combat system does not change. The best moves or attack order will always stay the same, there is no room for variety in the game. Another major problem with YiiK is the scripted fights/losses. Multiple times throughout the story you MUST lose in a fight to progress, this is disheartening when playing.
It sows a sense of doubt into the player. It makes them wonder if they even need to try for this boss. If it would just be better to lose instead of trying just in case. And that mindset isn’t even wrong. It would be easier to just lose every boss before actually attempting them.
The last important thing to mention is how much potential that YiiK had. The game had some of the best video game composers making music for it. YiiK also had an interesting idea; a unique art style that was modern while still being blocky/polygonal.
That’s my biggest problem with YiiK. It had potential, YiiK could’ve been a great game and it still can be. Currently the developers are working on the 1.5 update, this update is promised to change the problems that plague the game. Changing the story direction, improving combat and the dungeons found in the game. This update could be what the game needs to switch from being the punchline of jokes to being a great game. When it comes out, I will be playing it and I implore you too as well.
Released in June of 2020, Valorant is a PC-based, first-person tactical shooter featuring two teams each picking five characters with unique abilities falling under the umbrella agent classes: duelist, controller, sentinel, and initiator.
Gameplay features five-person teams who select any combination of agents based on tactics favored in a predetermined map where teams face off in an attacking and defending scenario.
Updates feature new agents with specialized talents like Astra, Gecko, and Kay/o as well as new maps like Breeze, Pearl, and Lotus.
Valorant’s competitive scene started early in the game’s beta with many streamers, YouTubers, and organizations (orgs) holding tournaments and show matches or one-offs. Eventually the scene evolved into global competitions supported by Riot Games, the creators of Valorant, culminating in million-dollar prizes.
VCT LOCK//IN intro
VCT LOCK//IN is the first, global tournament of the annual year and the first major or officially sanctioned event by Riot Games in addition to Masters and Champions later in the year. Unlike past majors, LOCK//IN would be a single elimination event with no loser’s bracket.
A color-coded map of VCT,
Coming in NA teams were expected to dominate with “super teams” like cloud9, sentinels, and NRG. Along with NA, Brazil’s LOUD would be fighting on home turf after winning it all in last year’s VCT Championship.
Asia Pacific or APAC had a surprising showing during last year’s championships with DRX making it to third place before losing to Optic. Global Esports would also debut as the first team from India to make it to the global stage.
Europe, Middle East, and Africa or EMEA had a poor performance last year compared to years prior but coming in they looked strong with teams like Na’Vi and the always strong Fnatic.
Teams to look out for in the league split
EMEA
Natus Vincere or Na’Vi is definitely a team to look out for, after picking up FPX’s old roster and ascends’ super star cNed they had a dominant showing during the LOCK//IN making it to the semifinals.
The former FPX star Ardiis, now replaced by cNed a former VCT champion completes what felt like a team that always came up short.
Na’Vi isn’t the only team to look out for in the EMEA league, Fnatic was amazing during the tournament not dropping a game until grand finals. Fnatic’s last map vs LOUD was an amazing performance with them taking 9 rounds in a row and winning in over time.
AMERICAS
Na had the most disappointing performances during LOCK//IN, with Cloud9, Sentinels, 100 Thieves, and Evil Genius’ all being destroyed by DRX, Fnatic, and Talon respectively.
Besides this disappointing performance NRG had a good run and gave LOUD a run for their money. With the new team focusing around Ardiis and former Optic stars FNS, Crashies, and Victor.
As always LOUD had an amazing performance even after losing pANcada and Sacy during the off-season, LOUD played amazingly well and is a shoo-in for Masters later this year.
APAC
Talon had a surprisingly good run during LOCK//IN beating teams like EG and coming close to beating DRX.
Team Secret performed one of the biggest upsets in the tournament beating Team Liquid one of the favorites from EMEA.
You can’t talk about APAC without mentioning DRX, ever since 2022 DRX has been running APAC. No one has ever been as dominant in their respective region except for maybe 2020-early 2021 Sentinels.
DRX came very close to being in the grand final’s versus Fnatic only losing to LOUD in a nail biter of a last game.
RIVALRIES
Fnatic, despite being one of the top teams of EMEA has always been in the shadow of FPX and Sentinels. They lost to Sentinels during their undefeated run in Reykjavik, and all throughout 2022 placed lower than FPX but LOCK//IN was different. Beating Sentinels first round with a clean 2-0 sweep and beating Na’Vi, who picked up the former FPX roster, with another clean sweep, 3-0.
LOUD and NRG, a rivalry so deep it shattered previous records for most concurrent viewers. These two teams may not have played much but the players on LOUD and NRG have a ton of history, the reason? Crashies, Victor, and FNS. These three players beat LOUD during last year’s masters Reykjavik during grand finals back when they were on Optic but LOUD also beat them during grand finals of Champions 2022. During the quarter finals game LOUD set the record straight and beat NRG 2-1.
Short Review For Major Teams
100 Thieves didn’t perform very well, they had two extremely close games and lost in a blow out to Fnatic but I have hope for them during the league split.
EDG showed some of the most unique and fun gameplay, it was a treat watching them compete even though they didn’t make it past round one.
Na’Vi had an amazing performance during VCT LOCK//IN establishing dominance in both Valorant’s competitive scene and CSGO’s.
Fnatic won LOCK//IN for a reason, they’ve worked hard to get this point and are still looking strong.
NRG had a great run and almost beat LOUD losing during overtime in close game that could’ve gone either way.
Talon didn’t make it to the semi finals but still played great, losing to DRX. They will be a team to look out for during the league split.
There isn’t much to say about LOUD, they as always played amazingly well and just barely lost during grand finals
DRX is by far the best APAC team, they are unmatched giants in their region but on the global stage? It feels like they can’t hold their own.
Fnatic‘s Rise to The Greatest
The crowd roars as the two teams enter the packed Brazilian, Sao Paulo stadium. After huddling they sit down at their setups. The massive lights illuminating the arena drown out the gaming monitors’ glow. 10,000 people pack the seats to watch this match. After five, long hours of gameplay the last game of grand finals starts.
Down 11-3, Fnatic have everything stacked against them, the Brazilian crowd roars for every round the European Fnatics lose.
Then Fnatic calls their last time out. The crowd hushes. It’s a brief rest for everyone in the match’s controlled chaos.
Refocused, Fnatic follows through with their coach’s advice and win just one: the first of many they need to have a chance of winning.
Now it’s 11-8, five rounds stolen from under LOUD’s nose. Fnatic builds hope. LOUD worries. The tension is visible as both teams shift in their seats.
11-11, Fnatic needs to win one more round to confirm overtime but it isn’t looking good, it’s a 2v1 and Aspas LOUD’s best is still alive. Alfajer, the 17year-old prodigy from Turkey doesn’t falter, he gets two and takes the lead for the first time the entire game. Screaming out in joy Fnatic players almost jump out of their seats.
Fnatic loses the next round, but it doesn’t matter as overtime has been secured, now only two rounds stood between Fnatic and their first global win. Fnatic isn’t sad or angry about losing the round but instead reaffirming, all that was needed of them was two rounds and Fnatic knew that.
The first round of overtime went Fnatic’s way, everyone in the stadium grew quiet at the thought of Fnatic winning. All you could hear in the stadium was the casters commentating and the players on stage.
Fnatic gets one, now it’s a 4v5, then a 3v5. LOUD starts dropping like flies until only ASPAS is left, the best player on LOUD left in an impossible 1v5. Knowing that ASPAS has clutched situations worse than this, Fnatic doesn’t let up and because of it they win.
Finally, Fnatic triumphed over the mountain that was LOUD, winning the last round flawlessly. Excitement permeates through the entirety of Fnatic, as they went up to accept their trophy, the ever so loud crowd was now silent. Grand finals ended 3-2 in favor of Fnatic, crowning Chronicle as the first person to have ever won two global events and finally giving Fnatic their first and a well-deserved global title.
Chance The Rapper was a name that used to rule the world of Hip Hop, after the release of Coloring Book, Acid Rap, and 10 Day Chance felt like an artist that could never fail.
Six years later Redveil is making a name for himself long after Chance’s era.
Chance The Rapper or Chancelor Bennett started his early career with his first mixtape, 10 Day when he was only 18 years old.
10 years later Redveil or Marcus Morton released his third album Learn 2 Swim at 18 years old.
Both young artists soon found success through their breakout hit, but will Redveil make the same mistakes Chance did or will he continue his success?
Chance preforming at the Summer Fest
Chance in 2011 got caught on campus with marijuana and was suspended for 10 days, inspiring his mixtape 10 Day. Eight months after that incident Chance would release his first mixtape.
Chance performing on his latest tour
Chance was an artist whose fame blew up and with that came people’s expectations. During the 2012 tour Chance would be working on his new mixtape, Acid Rap.
This new work would delve into Chance and his relationship with drugs and smoking. Chance would meet the expectations put on him and even surpass them, Acid Rap really showed Chance’s talent for making music.
With his talent Chance would continue to rise in the Hip Hop scene.
Chance’s last mixtape would come out to critical acclaim and became the first project ever to chart solely because of streams.
In May of 2016 after almost three years of radio silence about his next project Chance would release Coloring Book.
Chance The Rapper performs during Spotify’s RapCaviar Live in Brooklyn, New York.
Once again It felt like Chance had surpassed his previous work and with it Chance took his spot on top of the music world. Over the next three years Chance would tour two times all while working on The Big Day.
Despite how much time he put in, his first studio album would not turn out the way fans or Chance wanted. At nowhere near the quality of his past works, fans were left wondering what could have led to such a failure.
About a year after The Big Day was released, the public would find out the reasons behind the subpar album. During the recording sessions Chance reportedly had “Procrastination and lackadaisical effort.”
Chance’s future is now full of uncertainty, with no clue on when or if he will release another mixtape or album.
Redveil’s newest music video
Redveil was just 12 when he got into making music, but it wouldn’t be until 16 that he would release his first album, Bittersweet City.
His first album wouldn’t give him immediate success but instead lay the groundwork for his future projects. Just under a year later Marcus would drop his second album Niagara, Marcus’ breakout hit would not come until about a year and a half later.
Learn 2 Swim would come out to almost instant success because of the lead single, pg baby.
After blowing up the expectations on Marcus increased ten-fold. For right now we have no clue if Marcus will keep up the trend of improving with every work, or if he will stumble like Chance.