CAPCOM’s putting out some new Mega Man stuff. They seem to release this kind of stuff at somewhat frequent intervals. Folders, buttons, keyrings, stickers and other stuff for the Mega Man fans, almost like telling the fans that It’s OK, we’re still making this cheap shit for you to buy and give us money. The last few times CAPCOM did this I did get a keyring or two for myself, and even thou I’m a sucker when I could have stained glass style keyrings, I’ll just give this one a pass. Unless I have a chance to get that Hideki Ishikawa Roll. I won’t lie with this one; Ishikawa’s illustrations are one of the best things that have happened to Mega Man in visual department next to Hitoshi Ariga’s Mix comics
One thing we notice when we observe with this next round of Mega Man stuff is that CAPCOM’s once again pushing the 8-bit graphics pretty harshly, and some of the design on the files are atrocious, especially with Mega Man X dashing and Mega Man Battle Network ones with lifted graphics and mostly black colour, not to mention that jumping Mega Man against a blue bakcground. Previously they at least used previous illustrations, but these are just awful and lazy, something we could just throw together in Paint and order from a Chinese merchant. Nobody is paying good money to CAPCOM to deliver something we could do just as well. They need to make it a step or three better.
The keyrings on the other hand are peculiar things. The 8-bit acrylic ones feature, as you’d expect, both Mega Man and Proto Man in their masturbatory 8-bit dot sprite glory, but CAPCOM has gone their way to make new dot graphics to both X and Zero. And of course they needed to use Zero from the Zero-series, because that closes the aforementioned masturbatory circle.
But enough with the slander. The point why I’m coming down on CAPCOM on these cheap and lazy merch is simply because we’ve been getting nothing but merch for years now. We can take this, roughly speaking, either as sort of message from CAPCOM that they haven’t forgotten about the Mega Man fans, or as something that’s basically a slap against the fans’ collective faces. If this year’s merch was on par of previous years’ stuff, I’d gladly put down an euro or twenty for some of these, but that isn’t the case here.
Secondly, CAPCOM doesn’t have a fallback game anymore. If Square-Enix ends in a pickle where they need to bring in hard cash, they have few games that they call fall on because they know they will sell to the fans and outside the fandom really damn fast. Final Fantasy VII is one of those fallback games as was Chrono Trigger. Perhaps a new Mega Man game could have been something like that few years back, but not anymore. Resident Evil won’t carry that either, Breath of Fire has transformed into another game altogether and Street Fighter IV has been milked, not to mention that nobody trusts CAPCOM after the whole Street Fighter X Tekken DLC debacle and I can’t fault them. Darkstalkers was never popular enough to rake in the big bucks, and MARVEL VS CAPCOM 3 has gained rather disastrous infamy. I doubt Disney will want to have much to do with CAPCOM on the long run. They have their own plans. Perhaps CAPCOM could do some dealings with SEGA to bring Street Fighter VS Virtua Fighter or similar. Or Archie VS CAPCOM.
It’s kind of awkward for me to say that CAPCOM should go all out with Mega Man when I admi that there’s enough Mega Man games and stuff out there already. That’s why it needs to be said straight and clean; CAPCOM needs to stop this cocktease they’ve been up to for a long time now and decide whether or not they want to continue with the franchise as a whole, or just let its blood drip down drop at a time.
There is hope, that much I have to agree. Despite how little merch there is, despite the quality of it and everything else, Mega Man is still out there. Archie’s comics are damn good and do justice to the series, even thou cross-overing Classic and X in X’s first outing is a bad idea and has already been done before, Mega Man has some level of presence. It’s not nearly as strong as it used to be. What CAPCOM and the fans didn’t learn from Mega Man Battle Network and its success in Japan is that Mega Man has always been for kids. It’s not supposed to be dark, bleak, and massively depressing like the Zero series, but the tone doesn’t need to be dumbed down.
I remember this video being distributed on the ‘net in 2001 and 2002 in various sites, and this what Mega Man’s customers were when they first got their hands on the games. Mega Man isn’t about being ultra-hard action platforming, it’s about good games that everybody can enjoy.
Even the original Rockman TV commercial makes it clear that this is a game that children will enjoy. There’s an interesting thing you can spot from the Japanese TV commercials; up until Mega Man 3 they keep using that the game and the characters have been POWERED UP. It’s like the advertising knows that there’s very little powered up in the games after the first three. Not even the Mega Man 6 commercial says anything powering up despite the Rush Armour gimmick present.
What could CAPCOM hope to bring into Mega Man games that hasn’t already been there? The answer might just be that they need to think outside the box and see what worked, and then make those best games in the series absolutely obsolete by making a better game. Sound stupidly simple and easy thing to say, but why make a simple concept like Mega Man game anymore complex than people already have made them to be?
This is how I celebrate Mega Man; by scanning you guys a twelve year old sourcebook. Now that you have access to it, you can always demand people for page and line if they’re quoting Rockman Perfect Memories. Enjoy.
At least CAPCOM can’t cancel the memories we already have.
I used to hang around Mega Man messaging boards and discuss pretty much everything that was to be discussed about the Blue Bomber well into the start ofthe Zero series. Then, ERAS died and I did not have a place to go back to. I think I have some account in Mega Man Network, but I haven’t posted on any board since Planet Mega Man vanished. The current mainstream fandom is not for me, and I think it never really was.
During these twenty-five years we’ve seen many iterations of Mega Man from his 8-bit classic to the 90’s more serious X-series brethren and all the way to far future Legends. I talk with very few people about Mega Man anymore, as the franchise’s fandom went through some sort of… change.
The last try CAPCOM gave to Mega Man was X8. They took in fan input, which I saw as something strange. Why would a company that has made the game for almost twenty years suddenly ask for fan input? I took it as something that continued the time-honoured tradition of Boss Design contests. I find it a bit sad X-series never saw this. I remember seeing the suggestions and thought that these are strange. To be honest, I do not remember the details, but I remember myself thinking These are pretty damn weird requests to be inserted into the game. How much CAPCOM listened to the fandom is open to discussion. I did not suggest anything. I always believed that it’s the developers’ job to do the game for us, not the other way around. I did like the Boss Design contests for classic series thou. Damn those were popular back in the day…
And then the game’s PC demo was released and I saw all the small things that were there. I didn’t think much of them, but things didn’t make any sense. When the actual game was released I bought it onDay 1. I played it through within few weeks, and I remember saying that this wasn’t a good Mega Man game. It was good for generic action platforming, but Mega Man was supposed to be the crown jewel in the genre. All the small character attribute changes (why would Zero have the least useful Dash when he is supposed to be theclose-range specialist?) and the added stuff that was never needed, like the new Operators and the heart-tank purchase system. X’s armour system also went through a change that was for the worse. The gameplay also went through a changewhich still throws me off every time I play it. If the PlayStation games managed to keep the same tight controls and accurate mechanics of the 16-bit games, there’s no reason why X8 couldn’t have those same characteristics. But I now know the reason, and the reason is 3D.
But you know what threw me off? The complete lack of respect for what Mega Man X, hell, all the games prior had been. Sure, X8 was meant to be a change for the series, and change they did. We got this 00’s overly simplified look with character designs made to appeal Battle Network fans and the like, and the main villain of the series turned into a third rate mini-boss AND resurrecting one of the biggest baddies in the series… again.
Why am I glossing over Mega Man X8 this much? You know the reason. It’s too hostile in its nature for anyone but a hardcore Mega Man fan, and CAPCOM expected this to sell like hotcakes, because hey, they got a fan input! If they had learned their lesson, they wouldn’t have put up that laughable transparency system with Legends 3. It’s not the customers’ job to design your game CAPCOM, it’s your goddamn work.
And now the idiots are really taking a goddamn fan game into… I refuse to call this anything but a fan game. On top of everything else, they’re going to measure its success to determine if they should continue making Mega Man games.
Let me get this straight; CAPCOM took a fan game and turned it into an official product, and now they intend to measure the franchise’s popularity through this product. To quote;
“We’ll be using this as one of many means of gauging where we’re going,” Christian told me. “One of the challenges that we have is figuring out what is the path forward in terms of, you know, Mega Man has five brands: Classic, X, ZX, Battle Network/Star Force, and Legends. Some of these things are in the same ballpark as one another, and some of them are completely different. That’s part of where the, I’ll say, the disagreement comes in — a non-unified vision of where Mega Man should live on exists within our own company as well as it does in the market.
“I would argue that if anything, if we get a million downloads of [Street Fighter X Mega Man], and certainly I think that’s the floor I hope to see — it’s free, it should hopefully do more than that! — that just helps raise awareness for the brand across the board and creates fertile ground for things to happen regardless of which direction that it kind of comes in.”
I have no clue what the hell CAPCOM is smoking but I want some of that stuff. When I made the initial post about Mega Man X Street Fighter, you got my genuine reaction. I did not know that it was a fan game or anything else surrounding it. But now it’s easy to see what it is. You know what this tells us, dear reader?
This tells us that CAPCOM has no idea what the hell to do with Mega Man. I keep calling it Mega Man X Street Fighter, because it clearly has to do more with Mega Man than Street Fighter…
True, they have five brands; Classic, X, Zero, ZX, Legends, Battle Network, StarForce… wait, that’s seven. They count the BN/StarForce and Z/ZX as one brand? Why? Because the story is over? That never stopped them making BN4 for Christ’s sake. Managing all of these does take a lot of work and developing one game for each brand that are almost different from each other is hard. I want CAPCOM to explain to me how this fan game’s downloads will help them to determine how to continue with what brand of Mega Man. How are they going to measure other brand’s success rate? Does the game have optional playable Mega Men in it and the game sends data to CAPCOM HQ what which character gets used the most? That doesn’t really tell what games they want to use, just what character they use most in this kind of game…
Early to mid 00’s was a blessed time. Battle Network was all the rave and we got X and Zero series games. There were lot of talks about Mega Man, but then CAPCOM kinda stopped caring about the customers. The games didn’t really get stale as much as CAPCOM lost their sight what Mega Man was all about. CAPCOM has lost their sight on general good business, but a Mega Man game is simple to do; inventive weapons and good levels to use them in. Add hidden armour parts and you got X-series game. This is a very, very crude way to put it, as there’s how the player character moves etc. to be noted, but there theyare part of good level design. There’s also clearly a certain mindset that goes into each series. For example, Zero-series has a lot more mid-boss fights than any other series, but Inti-Creates forced these same mini-boss fights into Classic series. Not to say that Classic didn’t have any, but they were much rarer and not nearly as obtrusive. After all, a platformer is all about the platforming even if it is with a gun, and bosses are a necessary evil of sorts. Having four stages out of eight with rather difficult and boring mid-bosses kinda sucks all the fun from platforming. Mega Man 10’s Strike Man stage is horribly layed out and extremely boring to play through because of repeating mid-bosses that do not add to the gameplay; rather they stop the player and force them to fight in onescreen multiple times before the Boss itself with little variation. It’s not even fun.
I didn’t really like Mega Man 10. With it was even more clear that it was just a reskinned Mega Man Zero game than with MM9. If I wanted to torture myself with its level designs andwith crippled mechanics, I’d play Zero series with nothing but the buster and no charging.
Actually, now that I stop and think about it, the one game that destroyed Mega Man as a franchise was Mega Man 9. Contrary to the popular belief, Mega Man games are not hard. It’s a myth that Mega Man games are made to be hard on purpose, and Mega Man Zero is the first series in the franchise that embraced this myth. You know why we only got four Zero series game and no TV animation of it? Because it wasn’t a big hit. Battle Network was, and it deserved all the attention it got. There was still hope, but Mega Man 9 destroyed all the hopes we had for proper Mega Man games in the future. Because of the myth, we got Xover, a game that is made for retards. CAPCOM allowed Inti-Creates to follow this myth, and thus allowed the whole franchise to die. I mean, I know a bunch of five year old kids who can beat classic Mega Man games, but barely manage Mega Man 9. Why? Because Mega Man 9 does not flow like the game that made the franchise known. MM 9 and 10 wage a war against all that Classic series stood for, just like Mega Man X8 waged war against all the previous X-series games. Yes, even X7.
Mega Man was an arcade game. Easy to get into, decent difficulty curve and designed to chomp your quarters. As they added stuff, they become more console games. Too much stuff most of the times thou, like the different Rush Armours. Arcade games weren’t about getting the highest score or something like that, it was about getting to the next level and see the rest of the content, and Mega Man really follows this. You want to see the end of the stage, you want to see the boss’ weapon and use it. You want to go beyond those initial eight stages. X-series made the right move with the Introduction Stage; beyond it, the rest of the game followed. I have to admit that CAPCOM did right about rewriting a new game engine to Mega Man X8. Sadly, all potential that X7 had is now all but lost.The game was released unfinished, and unfinished it shall always stay and mark one of the darker moments in Mega Man history. That doesn’t make X8 any better thou.
CAPCOM isn’t against impossible expectations. The general audience has an idea of what Mega Man is and how it works. As always, pandering the small Red Ocean market is not really the best way to make good products, as was with X8. And X6 and X5. And the Zero-series. And the StarForce. And ZX. Well, and the latter half of Battle Network really. And to an extent, the Legends series.
Where am I getting with all this?
Download the game from somewhere else. Don’t let them have the downloads. I hate to say this, but giving this game hits would mean that CAPCOM would do yet another bad game we’d get all hyped for. It’s not worth it. If you must, download it from some other server. Ask somebody to upload it to somewhere else. Personally, I will watch a Youtube playthrough if one ever pops up.
Quarter of a century. That’s a long time. Out of those 25 years some 15 or so are truly noteworthy, especially the first ten. I really don’t want old Mega Man games anymore, we’ve got those three times over by now. I’ve played them through and through and so have you. I’m on the deeper Blue Ocean, waiting CAPCOM to do something new and good with their franchise that would fetch my money.
I will most likely buy the revised R20. That much love I have left for the series. If they decide to publish all those cool Japanese comics in English, I’ll most likely buy them too. That’s good business; giving the customer what they need while making profit. Even when CAPCOM is saying that they’ll celebrate the whole next year we know that it’s a hollow promise. During these past two years we’ve seen nothing but cancellations.
As I’ve already iterated some time ago; Mega Man’s dead. Downloading this game won’t help in the matter at all. Let’s stop shooting Metal Blades at the dead horse, even if the meat is delicious in sausage. We need a proper change in Mega Man, the like of which we haven’t seen since… Mega Man X? Shit, the series has always been about evolution, and while it did evolve, nothing changed. We, the hardcore, were happy but the general audience is right; it was the same thing over and over again.
Unbeatable love does exist, she sings.
Y’know, Makenai Ai ga Kitto Aru was the song that kickstarted my study on a certain language. Yeah, learning a language because one song…
This is what you call ART. This is people doing shit for the sake of shit, or art for the sake of art. You like it don’t you? All of CREATIVITY, all of this ARTISTIC approach.
It’s a fucking Social RPG.
This shit is on the same level as those sprite comics that flock the Internet. This is what happens when they just don’t care any more. Mega Man, the flagship and unofficial mascot of CAPCOM, is now nothing more than a fucking iPad side project. Why does this game even matter, you ask. Do notice that it is an anniversary project. On a fucking iPad.
Granted, whoever owns CAPCOM nowadays doesn’t give two shits how his company is doing. If you check CAPCOM’s stock values from the last five years, you see that they’ve been falling all the time, and they continue to fall because of shit like this and DMC Devil May Cry. What the fuck’s with the new Devil May Cry name anyway? It’s Devil May Cry Devil May Cry if you want to be accurate about and the developer is idiot enough out his own goddamn face unto Dante’s, but this isn’t DMC post, this is how CAPCOM managed to fuck Mega Man in the ass once more. No, this is about the industry at large as well.
CAPCOM, do you enjoy NOT getting money? Do you enjoy losing money? Are you not happy that I would like to give you money?
Just like Nintendo, CAPCOM doesn’t care any more. They’re doing whatever they want to do; art for the sake of art. And what we have because of that? Bunch of shitty games that do not sell.
Rockman Crossover is nothing short of completely stupid shit that nobody wanted or expected. Just like modern Zelda, the new NSMB for the 3DS or Metroid Other M. This is the same level of incompetent shit that eventually lead into the Second Crash of the video game industry in the 80’s. And you know what? CAPCOM isn’t strong enough to survive the crash, not without arcades. And arcades are dead. Barcades do no count as they do not get new arcade games but old arcade games from eBay and closing stores. CAPCOM isn’t going to see a dime from those profits, unless they start producing CPS-2 boards again.
Y’know what? I’m tired of seeing this shit, I’m tired of bad games. I know you are too.
I’m not a game apologist. Modern games are shit. It’s a big industry allright, but fuck that when the products they sell are not selling. What’s the profit like when your product takes six fucking years to make and takes millions upon millions from your pocket, and then sits in the store shelves for another six years and doesn’t sell. Whenever I got a local store here I see Skyward Sword there, slashed in price and it doesn’t sell. I see six copies of Metroid Prime Trilogy at 55€ and it doesn’t sell. I would’ve bought this if it was just Metroid Prime for Wii. I’m not paying for shit like Prime 2 and 3. I see The Last Story and Xenoblade selling, and so does Pandora’s Tower. Then I see the exact same copy of motherfucking Super Mario Galaxy on the shelf that has been sitting there from Day 1. But there’s no hints of New Super Mario Bros or the collection. They’ve all sold out.
Crash the industry. We’ve got enough good games for now. Let the industry crash and burn for five to fifteen years. It’ll rise from the ashes when people are starting to craft games again for us, not making art for themselves.
Excuse me for now, I think I have something in my eye.
Mega Man MEGAMIX is a storyline over a decade old that started under the name “Rockman REMIX” in its first iteration. The mastermind behind this work, Hitoshi Ariga, is very well known for this comic and for a good reason; his art is distinctive and unique, serving well in the story settings that are told extremely well. However, the most important part in Ariga’s MEGA/GIGAMIX series is the atmosphere, the feeling and the heart, as every line on the pages convey something that can only be called as “Mega Man.” You get the same experience, the same feeling and the same excitement from reading these as if you were playing the games. They’re just that good, and I usually have far higher standards than most people (or so I’ve heard.)
This song has a very special place in my heart, as it helped me to overcame a pain that I had held inside of me for some time
In these some sixteen years Ariga has worked with Mega Man its clear that art has been improving constantly, and in the latest editions of MEGAMIX he went back and retouched some scenes that just didn’t work. While it’s nice to see an artist to go back and fix his works, it always loses some “originality,” but quite honestly it doesn’t matter. No product is never truly ready, they’re only at a point that they can be given away. Ariga’s style, thou evolved, has always looked very similar and the evolution is barely noticeable to an untrained eye. However, if you read MEGAMIX and GIGAMIX back-to-back you’ll notice how everything builds up to the finish both story and art perspective.
Compare this to the Rockman REMIX cover and you’ll see how Ariga’s style has been refined rather than changed
The story of MEGA/GIGAMIX is based on the Mega Man games, the little they have. Ariga basically took the basis, took a look at the characters and their nature (every character has a defined set of traits, believe it,) and rebuild the story using those elements to tell the same story, but in far more grandiose, important way. Every characters gets their chance to shine like a star in the sky, every character has a specific function in the stories, and every set of characters is utilised to their maximum extent in the frame of the story.
Ariga also explores themes that are pretty much forgotten by fans and CAPCOM in Mega Man; the theme of robotics and their relations to humans, friendships, rivalry, what is to be a human being and what is it that drives us. The latter is far more important to the Mega Man X series, but Ariga’s robots are more freeroaming Robots than their game counterparts. At times Ariga’s Robot Masters act far too much like Repliroids of the X-series, but I’ll give it to him gladly, as the is willing to explore those themes to long extents and still keep the action and comedy at top of all.
The characters are fleshed out and that’s all fine and dandy, but Ariga’s skill to bind multiple games together becomes clear in the GIGAMIX storyline, which includes Mega Man 3, Battle & Chase, Mega Man V/Rockman WORLD 5 and parts of Mega Man 8. It’s so well made that the little fanboy in be screamed like a little bitch he is. Actually, Ariga managed to tie down parts of the Mega Man Legends as well, but lets not go into that now. The way he did this was to take certain elements of the games’ stories and combined them into one larger whole. These games have points that fall well between each other, like Mega Man 3’s Robot Masters searching for Energy Crystals in space, Battle & Chase being a middleshow, Mega Man (WORLD) V having extraterrestrial Star Droids coming to destroy the Earth and Mega Man 8’s mysterious white giant ridding space of evil, DUO. Ariga actually uses large quantities of unused material here and applies it to the story setting, a thing that makes my inner fanboy cry tears of joy to insane extents.
How does it all fare up in the end?
Without a doubt, Mega Man MEGAMIX and GIGAMIX are the definitive Mega Man experience outside the games. I’ve put them into my personal TOP 5 of comics of all times even without regarding what my own feelings towards the series is. You can’t ask more from an adaptation comic that this. Ariga’s story goes far beyond what anyone was expecting him at any point, and you can feel that he too is a big Mega Man fan himself. These pages are filled with love and care. It’s a comic that tells you how much Mega Man means to so many people.
I would recommend this to anyone who has ever graced Mega Man, and even to those who haven’t even heard of the Blue Bomber. If you value a good set of comics that is both well written and drawn, you’ll most likely like this. There’s very little wrong with Ariga’s masterpiece, and even those faults are soon forgotten when everything around them kicks in. It’s a well thought out product that has become legendary in the Internet, and now you finally read it.
Rather than ending with a low note (as CAPCOM has done with Mega Man) let’s end with this
Today I finally read Mega Man GigaMix 2, the second book in the GigaMix series and fifth of Hitoshi Ariga’s Mega Man comic.
The following synopsis has spoilers and is intentionally blocky and wooden. I do not have the skill to represent the events in their full scale.
The book opens with with a dark scene in space where GigaMix’s Mega Man 3 took place, on Asteroid Alpha. The asteroid gets shattered to pieces by something white, and something strong. This giant repeats words about destruction of evil and proceed towards Dr. Wily’s hidden island, and literally decimates everything that stands there. Shade Man knocks Wily out so that Shadow Man can take wounded doctor away while he distracts the white robot.
Shadow Man brings Wily to Dr. Light & co. Roll takes care of the wounded Wily and takes him off just as the white giant arrives, instigating battle against Mega Man as he protects evil. After a battle never witnessed in Classic Mega Man lore, the white robot is defeated… only so that the Stardroids, the most dangerous foes in the series, are released from within the white giant.
At this point I staggered. I had to wipe a tear drop off my book. The writing is brilliant, scenes are beautiful and pace is perfect. This is standard Ariga Mega Man, but why did it strike so hard? This is, by far, the best Mega Man story I’ve ever read. It takes CAPCOM’s lazy stories from the games and turns them into a completely different entity altogether. The white giant naturally is Duo in his original form. Using Duo as a prison for evil, ie. Stardoids is something seems simple trick, but in all reality, nobody had thought it before. The battles against Stardroids are completely one sided; out heroes, that is quite literally all the robots in the whole world, are nothing against of the Stardoids. Ariga uses thus far unseen robots from Mega Man 6 here to show them defending their own nations, as well as fan designed robots in massive double spread page, where near hundred robots are going against Terra, the leader of the Stardroids.
All hope is lost. Light doesn’t want his children to fight and suffer any more, but here we see why Wily is his rival: Dr. Wily beats some sense into Light with verbal abuse in order to remind him why these robots where built in the first place. It shows both of their nature and relationship between them. It’s not that Dr. Wily is megalomaniac scientist with wants to conquer the world, he is a megalomaniac scientist who wants to conquer the world on his own skills against the only person in the world who can match him. If he isn’t there, Dr. Wily has no reason to exist; his insane dreams are nothing more than competition, a twisted form of Light’s own dream of peaceful coexistence of humans and robots.
This still doesn’t answer why I began to cry. A great story can make dwelling emotions into a raging storm. This time it wasn’t the story or the art, superb they may be. It was the love towards Mega Man, care towards the story and the characters, the inspirational will that seeps through the pages. It’s all about what Mega Man games are at their finest. It’s all about how Hitoshi Ariga himself sees in Mega Man, alongside with thousands of other people.
It’s love that has been lost in the people who have control over Mega Man. By reading this I realized that Mega Man GigaMix will be the last time when I will have in my hands something that is genuine Mega Man. When GigaMix 3 is released, it will end an era to me. That the is the day when I am cut from all that is to come regarding Mega Man. The series is no more alive and is merely a shell what it used to be. There is only a handful of people who know how to treat the characters let alone the games; Keiji Inafune, Hitoshi Ariga and Iwamoto Yoshiro, and few other individuals. Sadly, none of them work at Inti Creates.
I should feel empty, but I feel content in this matter. I will still have everything that has been made and I can play the games as long as I live and the equipments allow me to. Whether or not the future will provide a new real Mega Man product, be it game, comics or toys, I’ll be there. I wish all the best for the franchise, but I see no future in it as it stands now.
This realization, that something I deeply have loved is now lost because of corporate bullshit, finally hit me.