Author: MrBlueSky

  • Adventure Quest Worlds

    Adventure Quest Worlds

    There are a lot of things that go into me writing about a game for the blog. Sometimes it’s a sorta desperation, when Sunday roles around and I scrounge around through anything I’ve been playing recently to find something to talk about. Most of the time, I’d prefer it was joy, when I find something exciting or new, something I want the whole world (or at least the portion of it that reads my blog!) to see. Occasionally, it’s a sort of vindictiveness, where my writing transforms into my one little jab I can make at the developer for taking my money (replaceable) and my time (not so much).

    Today we’re not doing any of those, because this is something different. Ultimately, this is a post about nostalgia, and frankly, it’s probably more about me as a person then it is about Adventure Quest Worlds.

    Just to be as clear as possible: If you do not want to listen to 30+ year old man ramble about a flash MMO from his childhood, now is the time to leave.

    The Adventure Quest Worlds logo.

    Adventure Quest Worlds is a Flash based pseudo MMO by Artix Entertainment. I call it a pseudo MMO rather then a true MMO because most zones are instanced at low player counts, but if you’ve ever played an MMO, you’ll be familiar with most of what’s present here: fairly slow combat, fetch quests, grinds, all filtered through the lens of Flash, and what’s technically capable in Flash in 2009.

    Normally where I’d elaborate on mechanics, but I don’t think that’s really necessary here, because even in the context of the game itself, most mechanics can be ignored. The one thing worth touching on is the class system. Unlike most MMO’s, classes are an equipable item that can be swapped while not in combat.

    An image of the game Adventure Quest Worlds with the class selection menu open.

    In theory, this is useful because it lets you swap from tank to healer to DPS on the fly! In practice, it lets you swap from your trash clear to your boss sustain class. I quite like it, and getting new classes was my primary motivation for playing in most cases.

    Now that you’re caught up, put on your rose tinted glasses, pull out your finest rage comics and le reddit memes, and step into this time machine, because we’re headed back to 2009.

    Welcome to 2009

    Welcome back! It’s Obama’s first term after the Bush administration, there’s literally any hope for the future, and I’m in high school. It is a better time then middle school, but still not a great time. My interest in games growing, and there’s just one problem: I never get to actually play them. My screentime limit is 20 minutes a day and the family computer is a Mac.

    Enter Adventure Quest Worlds. It’s Free*. It’s engaging. And it plays in a browser, so I can play my account anywhere. Home. Library. Friends house. Relatives at Thanksgiving. Home again.

    It’s this ease of access that is going to define my experience with the game. Please remember that the iPhone is only 2 years old at this point in time. I won’t even get an iPod touch until 2013. While PC gaming and many of its all time classics exist, (TF2, Myst, Doom, CoD4) they are completely out of my reach.

    An image of combat in the video game adventure quest worlds.

    From this standpoint then, Adventure Quest worlds is going to define my gaming habits until I finally get a personal Mac laptop, and move on to things like Starcraft 2, Team Fortress 2, and other Steam offerings.

    In a world controlled by parents and tech limits, it is quite literally the first time I have ever played a game like this, and unlike Runescape, the only actual competitor, it’s much simpler. Even better, it’s got weekly content drops. There is always something new, always something to do.

    Glasses off, analysis on.

    With the value of hindsight, there isn’t actually much that Adventure Quest World does that it hasn’t been beaten to punch by other, bigger games. Everquest has been around for a decade. Wrath of the Lich King has just released.

    It’s defining feature to me, a highschooler living on a day to day basis, are its weekly updates. These incremental storylines, drip-fed advancement and progression content dropped each Friday. I’m sure that other games had things like this, but I suspect that what defines Adventure Quest Worlds was just how consistent these things were. Some were just quest chains and zones, but some were wars, events in which the community had to work together to defeat the oncoming horde or all would be lost!

    As a cynical adult, I look at these and suspect that the story would continue on regardless of the communities success or engagement, but as a teenager, I wholeheartedly believed that if failed, if we faltered, the entire narrative would shift.

    The defining feature then, of AQW, was that it truly optimized the live service game before we were even using that term to describe video games.

    Rose Tinted Glasses Back On Now

    I look at these things now as a cynic, but back then I was fully onboard. I loved the design notes, a sort of a patch update combined with lore that would be published each week with all my heart. AQW and the Artix Entertainment team is perhaps the only thing I’ve ever felt some sort of deep parasociality for. Of course, that wasn’t a word we would have used for it back then. We didn’t have that term.

    But it existed! I wanted to be them so badly. They were the reason I got interested in game design. They were the reason I started to try to teach myself Flash. More then anything else, this game probably defines my taste in music, to the detriment of my friends and anyone else unfortunate enough to pass me the aux cable. Voltraire, Paul and Storm, these were things I learned about through Adventure Quest Worlds.

    An image of the webcomic Ctnl-Alt-Delete of the comic loss.

    If you want to know how old Adventure Quest Worlds is, there is a cross-promotional area with Cntl-Alt-Delete. Not the keypress, the webcomic. That webcomic. The one loss is from.

    If I had to describe how foundational this game was to my personality, it might be this: At some point in Highschool, my family took a trip out west to visit the great American national parks. Outside of glacier national park, I remember very little of it.

    But I remember being in the very first PvP match of Adventure Quest Worlds, because I was matched into Artix, the owner of the company, and just being completely and utterly awestruck. I have no evidence that this is a real thing that happens. I doubt even he remembers.

    From 2008-ish, to 2012, this game, the developers, the community, and everything about it was such a critical portion of my life that it remains in my heart over a decade later. A little part of my soul that cannot be taken from me.

    Returning to 2026

    I recovered access to my AQW account sometime month. I was thinking about the game again after a 10 year stretch because the company ran a crowd funding campaign to try to modernize it. They netted a bit over 2 million dollars for the effort, not exactly chump change, but not anything exciting enough to be in the headlines.

    Disclosure: I was some of that 2 million.

    I cannot really recommend playing this game as who I am now. Despite it’s update cadence, it’s surpassed in every way by other games. It’s a worse grindathon then Runescape, it’s less mechanically exciting then any other premium MMO on the market, in an era of Roblox and Fortnite it’s less interesting or accessible.

    The story is at best mediocre, and at worst bad. As a weekly adventure serial, it was compelling. As a constructed story whose beats I have spent the last two weeks working through, it’s deeply underwhelming. It’s end-game hyper grinds are the sorts of things that provoked a sort of twitchy, nervous reaction from me, the sort that I get whenever I’m playing a clicker game, and I find myself opening up the AutoHotKey documentation. Or even worse, looking at Github repos of bots!

    But in 2009, I can’t see any of that.

    Back to the Past – 2011

    This infatuation won’t last forever. In 2011, Minecraft will release. It runs on Macs, I have a personal laptop now, and college is on the horizon. Adventure Quest Worlds will fall by the wayside to modded Minecraft servers, and trying to run a server myself. I’ll try to write my own mods, but will be so overwhelmed by the complexity and community that I’ll give up.

    There’s probably a true story of Adventure Quest Worlds. One that tracks the drama, the weirdness, the major players. One I’m not part of, not in any meaningful way. I was never more then a player. The game means more to me then I do to it.

    Please Step Back Into Your Time Machine

    This isn’t really a proper game review. In a real review, I’d break down and give examples of why the story doesn’t work (relying on parody more then anything else), I’d dissect why the games player base has cratered (failing tech stack, poor mechanics, and lower ease of access) and I’d skewer the monetization (why grind 2 weeks when I can spend $5?). If I wanted to take a positive spin, there’s probably a strong piece in considering how well the SVG art style has aged, even if the re-use of rigging for animations has not. But I’m not doing any of those things.

    Here we are! 18 years of Adventure Quest Worlds. It’s still alive. You can still play it. It’s outlived better games. Fucking hell, it’s outlived actual honest to god human people I know.

    But here it is. Here I am.


  • Sol Cesto

    Sol Cesto

    It’s been a strong 12 months for games about are coin flips. Unfair Flips was ultimately about taking a coin that always flipped tails and beating on it until it flipped heads. Q-Up was a game about taking a coin that could flip heads or tails, and trying to bend the world so it didn’t matter which happened.

    To continue this metaphor, Sol Cesto is a game in which you want a coin to flip heads. You can manipulate reality to try to make it more likely to flips heads. But it’s necessary to plan for what happens when it flips tails 10 times in a row.

    A graphic image of the Sol Cesto splash screen.

    After about 12 hours, I’ve found that while I like what Sol Cesto is trying to do, I don’t know that I love how it does it.

    Gameplay

    The idea is simple. The sun is gone, lost at the bottom of the dungeon, and someone must get it back. That someone is likely to be one of several unfortunate souls—your first choice is the peasant, and you’ll unlock additional characters via meta-progression.

    Each character is a bit different, but they generally have a set of starting consumable items, a passive ability, an active ability called a talent, and a stat score for wisdom and strength. It’s these last two that will determine how most interactions go.

    An image of a 4x4 grid, filled with monsters and treasure chests in the game Sol Cesto.

    You’re dropped onto a dungeon floor, and you have to visit a certain number of rooms to unlock the door to the next floor. Each floor is a 4×4 grid of tiles. Each tile is a room that contains either a monster or a treasure.

    Here, then, is the coin flip. You don’t choose which room to visit. Instead you choose a row. The game then randomly drops you into one of the open rooms in that row. If it’s a treasure of some sort, great! Heal yourself, or grab some gold. If it’s a monster, it’s time for combat.

    Combat is simple. You will always kill the monster in the room, but as it dies, it will inflict damage to you equal to the difference between it’s stat and your stat. If you have three strength, that means you can take out three-strength and below monsters for free. If you only have a single wisdom, every three-wisdom monster is suddenly a loss of two health. Given that most characters have six or less starting HP, damage starts to add up quickly.

    An image of the players health bar, stats, and talent in the game Sol Cesto.

    The primary loop of Sol Cesto, then, is simple: look at the screen, and make the best choice to maximize your odds of keeping things going in a favorable way. Run out of health, and you die, being sent back to the surface to begin again.

    And again.

    Then do it again.

    There are, of course, more twists to it, but they are just that: twists. As you get deeper you’ll encounter monsters that buff other monsters, monsters that get bigger as you kill other monsters, dark screens that can only be lit up by killing other monsters. There are consumable items that you can use to tilt choices in your favor. The characters’ unique talents charge up as you clear rooms, and can be used to shift choices; the wizard links two rooms together and the knight can select a column instead of a row. There are teeth to be wrenched from stone statues and jammed into your own jaw, modifying the odds at which you’ll be dropped into certain rooms.

    An image of a stone statue with several brightly colored teeth embedded in it's jaw from the game Sol Cesto.

    Despite all this, I don’t find myself wanting to play more.

    Metaprogression

    The game that keeps coming to mind as I play Sol Cesto is Spelunky 2. It’s probably a bit of an aesthetic similarity, as both trade in some sort of sacrificial Aztec temple theme. This theme is one of the things I actually have no complaints about with Sol Cesto, as I find its unearthly wall-carvings-come-to-life art style as quite appealing.

    No, the problem is gold.

    Opening treasure chests gives you gold, and gold is both the currency used to both buy items from shops during a run, and they way you unlock meta progression options AFTER a run. And as you can see below, there is a LOT of metaprogression.

    This is, frankly, a tension I find deeply unfun. Do I try to win and push my current run forward, or do I just cash out so I can keep unlocking more options, unlocking more abilities, and generally increase my chances of eventually succeeding? Do I take teeth that make me more powerful and tilt the odds in my favor, or do I take the ones that give me more gold?

    My goal on a run of a roguelite/roguelike is to win the run. When I fail, I want to fail because I made a mistake that I need to learn from, not because I haven’t farmed enough yet. Spelunky was the king of this, because when you died in Spelunky, it was always your fault. Somewhere along the line, you made choices or took risks that resulted in your own demise. With Sol Cesto, that doesn’t seem to be the case.

    A hand hovers over a bucket, about to drop a gold coin in. From the game Sol Cesto.

    The other thing is the length of runs. Sol Cesto runs are not short, and if there is some sort of shortcut, I haven’t found it yet. My first run to get through 100 floors was something like 40 minutes, and I had to spend the first part of that piloting through floors of enemies I’d already seen at least a few dozen times.

    I’ve already proven I can solve these, so why do I have to keep doing them again and again?

    I’d be ready to put Sol Cesto down if it wasn’t for one other thing.

    Secrets

    Edit: 4/30 – Someone pointed out that this next section has spoilers, so if you’re playing and enjoying Sol Cesto, or decided you want to try it yourself, you may want to skip this bit.

    Spoilers ahead! You have been warned.

    Fairly early on in Sol Cesto, I figured out that you could grab the shopkeeper’s nose. It was a neat little visual thing; a little Super Mario 64 inspired goof.

    Except then I realized that if you drag it back far enough you can launch it into his head to stun him for a few seconds and steal everything in the shop.

    Then I noticed that on the pail that lets you cash out gold for use in a future run, one of the bricks in the background was a different color, and leaning out of the wall. So clicked on it until it fell out, and I found some more cash.

    An image of the shop in Sol Cesto, with the shopkeepers nose being pulled back.

    There’s more of these sorts of things. Some elements on the screen can be clicked on for gold when they show up. Full clearing a screen gives a single extra gold coin. You can bomb teeth statues to get buffs, and use reroll dice on most screens.

    And this is why I’m hesitant to entirely give up on Sol Cesto. I keep wondering if there’s some secret that cracks this thing wide open… some trick I haven’t spotted yet. Something I’m missing that changes everything.

    Maybe clicking on a specific tile secretly increases your odds of landing on that tile?

    Maybe using items on the smith can let you get extra stat points?

    ….

    Maybe this dungeon is just making me go crazy. I think I need some sunlight.

    Sol Cesto is $14 on Steam.

  • Secrets of Strixhaven – Prereleases and Thoughts

    Secrets of Strixhaven – Prereleases and Thoughts

    Another month, another Magic: The Gathering set. This month, it’s Secrets of Strixhaven. The OG Strixhaven was a magic school-themed set with a focus on instant and sorcery spells. Secrets of Strixhaven is another swing at those themes, bringing back the same colleges of magic with new mechanics.

    Set mechanics, and other context

    Secrets of Strixhaven’s marquee mechanic is prepared. This is a mechanic that lets your creatures cast copies of instants or sorceries printed on them under certain conditions, a bit like an inverted version of Adventure. All colors get some prepare cards, and some are a bit better then others.

    An image of the Magic: The Gathering trading cards Abigale, Poet Laureate, and Lluwen, Exchange Student.

    Here are the schools, and the single color mechanics!

    Quick Overview of the 5 Archtypes in Secrets of Strixhaven.

    Lorehold – Red/White – Flashback/Repartee; Graveyard manipulation payoffs

    Prismari – Red/Blue – Opus/Increment; Payoffs for casting spells, bigger payoffs at +5 mana.

    Quandrix – Blue/Green – Increment; Get +1/+1 counters, and slow the game down a bit by flicking things back to your opponents hand.

    Silverquill – Black/White – Repartee; Very aggro beatdown decks that reward going on the offensive.

    Witherbloom – Green/Black – Lifegain; Get rewards for gaining life. Gain more life. Stall out the game until you have advantage.

    Also, this set brought back common two color tap lands, and Terramorphic Expanse, so splashing a third color is fairly reasonable.

    A splash image of Green text over art. The text reads "Secrets of Strixhaven".

    I went to two Strixhaven prereleases. Let’s get right into it. Here are the two pools.

    Event 1 Pool – 1 win, 2 draws. – Witherbloom splashing blue

    Event 2 Pool – 3 wins, went to top 4. 2-1 in semis, knocked out 0-2 in finals – Quandrix splashing black

    An image of all the cards in a Magic: The Gathering decklist.

    Pre-Event Prep

    I didn’t do any test pools this time around, which came back to bite me. Secrets of Strixhaven sealed could turn into some really grindy matches, and if I’d known that earlier, I might have adjusted my strategy.

    I also might have recognized that Silverquill was the aggro deck.

    Going in, I thought Secrets of Strrixhaven would be bomb-heavy, with a lot of removal. I think that was generally a correct read! What I didn’t fully anticipate was how that would impact game pace.

    Event 1 – Lessons Were Learned

    There’s not much to be said on this event that isn’t really said by the pool itself. In matchups into non-Silverquill decks, games tended to get slowed down, mostly by small deathtouch creatures. Burrog Banemaker, and Noxious Newt were responsible for a lot of this.

    An image of the Magic: The Gathering cards "Burrog Banemaker" and "Noxious Newt"

    Everyone had combat tricks, but no one wanted to drop their combat tricks first. And in a set where every color pair has a mythic flier, using hard removal on little guys feels like it might be a bad idea. So games tended to stall out until someone dropped a bomb.

    For example, my first opponent had a Dellian Fel. As far as planeswalkers gon he is fairly vanilla. But it turns out that being able to gain life, draw cards, and destroy creatures, while having a synergistic emblem you can get on your second turn after playing him is pretty good! I’ve also seen a few other matches where the paradigm cards just kinda shredded people; mostly Decorum Dissertation and Germination Practicum.

    An image of the Magic: The Gathering cards "Professor Dellian Fel" and "Decorum Dissertation"

    Anyway, I wasn’t the only person getting match draws. The friends I went with also got some, and other folks also drew. It was pretty weird honestly.

    Long term readers will know that I consider anything less than complete victory a loss (this is not a good character trait!), so having “lost” like this, I wanted redemption.

    Event 2 – Back to School

    I’d learned a few things at the first event. Primarily: I needed to find a way to aggressively close games out before they went to time.

    Usually in a sealed event, there aren’t many ways to influence your pool. But Strixhaven has a seeded pack for each college in each prerelease kit, and the Fourth Place (my store) allows trading sealed kits with other folks in the event before it starts. So I swapped my Witherbloom kit for a Quandrix one.

    Witherbloom wasn’t bad, but it wasn’t good. Even running pretty half of the rares, they just didn’t do enough to actually win me matches. So I needed an additional source of bombs, and I thought Quandrix could do that for me with cards like Pterafractyl and Fractal Mascot

    An image of the Magic: The Gathering cards "Pterafractyl" and "Fractal Mascot"

    I was mostly right! I managed to convincingly smash my way through my first two rounds, then struggled a bit in round 3 before managing to take the win. This put me into top 4, where I pushed through semis to finals.

    And then I got absolutely butchered in the finals. Some of this was the Silverquill deck I was playing into. Some of this was just making a large number of blunders. I’m of the opinion that Silverquill, with just a few good cards is much, much stronger than almost every college in this set, because it’s the only one that really gets rewarded for going on the offensive. Repartee and Prepared spells are just incredibly synergistic, much more than having some +1/+1 counters, or a bit of lifegain. And with games stalling out, cards like Summoned Dromedary and Inkling Mascot just do so much.

    Overall Thoughts

    I generally liked Secrets of Strixhaven. That said, I have some thoughts about the seeded packs.

    I haven’t minded seeded packs previously. Both Khans and Avatar used them, and I thought they were pretty good. To be more specific: I didn’t feel like I lost games in those sets because my opponent had a ended up a with a better color of seeded packs.

    That’s not really true of Secrets of Strixhaven. Both events I went to, Silverquill just absolutely cleaned people out. I did some free play against a friend’s pool yesterday. He rebuilt it into Silverquill, and… I got cleaned out again.

    Some archetypes are going to be better in some formats, and some pools are going to be stronger. But it felt like some Strixhaven sealed pools would always go to time, and some would absolutely run over anything in their way with value commons and uncommons. And you could sway your odds if your pool was Silverquill-seeded.

    I didn’t like that much.

    Also, bring back foil year stamps on promo cards! I know you can do it Wizards. Wizards said they did it to “reduce the number of cards that store owners have to care about, and to make things easier if release dates change” but like… they are doing special versions of Japanese-only alt arts exclusively found in collector boosters.

    You can add a single special card to prereleases, you cheap weasels.

  • Chico’s Rebound

    Chico’s Rebound

    I’m just kinda sitting here, staring at my screen and trying to figure out how to introduce Chico’s Rebound. You can probably tell that it’s not going great, and that I’ve been forced into meta-narration. Because otherwise I am going to sit here until the flesh rots off my bones and the sun burns out.

    An image of the header screen from the Steam Page for Chico's Rebound

    Chico’s Rebound is a sort of follow up to Chico and the Magic Orchards, a game I wrote about a few years ago. It’s also not really a follow up, because while the characters are the same, the core gameplay isn’t at all. Magic Orchards was a light puzzle game with some exploration elements.

    An image of the player in Chico's Rebound. The screen is one of the early levels, with the player setting up to bounce the nut around, and tutorial text on the right.

    Rebound instead takes its inspiration from that classic iPod1 game breakout. If you’ve played Breakout, you know the basic deal. If you haven’t… well. It’s pretty simple. You have a ball, and at the bottom of the screen you have a paddle of some sort. You bounce the ball off the paddle, and when it hits bricks, they disappear. Get rid of all the bricks to clear the level. Pretty much just PvE pong.

    I really hope we all know what Pong is?

    Anyway, that’s what Chico is cribbing off of: a souped up version of Breakout with more mechanics. It also has some other mechanics, including overworld exploration and some puzzles, but the less said about these, the better. They’re not particularly fun, and I found myself struggling a fair bit with them when it felt like I shouldn’t be2.

    Instead, the main gameplay is the variants of Pong. There are a lot of fun ideas here. One world has fire and water powerups that interact with growing and burning down plants. Another ghost themed level lets the ball swap between corporeal and phantom states, ignoring platforms in the other modes. Another world has a set of mushrooms that swap colors when hit, and can only be destroyed by hitting a matching colored switch.

    An image of the game Chico's Rebound in one of the games later worlds. Several blocks are ghost blocks, demonstrating that worlds mechanic.

    These are good, and pretty fun. Unfortunately, this is where most of my praise ends, because Chico’s Rebound is doing some really weird stuff with its controls. To explain why, we need to talk a bit more about Breakout and how progression in Chico’s Rebound works.

    Most of the time in Breakout, any connection of the paddle to the ball launches the ball back up. The ball only resets if you drop it and it goes off the screen. In Chico’s Rebound, however, you can regrab the ball by just touching it. If you want to keep the ball bouncing, you have to do an input to do a tailspin. If you fail to do that input, Chico just grabs the ball, and then you can relaunch it.

    This would make the game trivial; you could just clear all the blocks with no risk. Except Chico’s Rebound has a scoring system, and to cut to the chase: unlocking more levels ultimately requires beating previous levels at certain score thresholds. Getting higher scores requires high combos, and losing the ball offscreen or catching the ball both drop the combo.

    An image of Chico's Rebound scoring screen, showing how a certain score is necessary to get the games seeds.

    The end result is that you need to do the tailspin input constantly, and if you mess up at all, even if you were in the right part of the screen…. you probably have to restart the level.

    It doesn’t help that the controls feel inconsistent at times, and I found myself dropping hits I’d thought I’d done an input for. I found that the frustrating controls overwhelmed most of the enjoyment I got out of the game’s unique level mechanics.

    The game also has bosses. I generally liked them, but some require you to patiently regrab the ball and wait. Those are a bit less enjoyable.

    Chico’s Rebound was $8 and 4 hours long. I don’t really regret it, but I wish I could recommend it more strongly.

    1. Apparently iPods are retro now. If this makes you feel old, you are welcome to join me in this shallow grave I will be digging for myself shortly. ↩︎
    2. There’s nothing intrinsically wrong with Chico’s Rebound’s overworld, but it’s so disconnected from the game’s main mechanics. Imagine each time you wanted to play a level of Mario, you had to solve a crossword first. That’s the energy here. ↩︎
  • Welcome to the slightly newer and mildly improved version of Gametrodon.

    Welcome to the slightly newer and mildly improved version of Gametrodon.

    Hello there.

    You might be looking at the website today, and wondering if my WordPress installation has finally been compromised by Russian bots.

    Have no fear. This is still the same old Gametrodon you politely tolerate and read occasionally. For better or for worse, I’m not planning to change anything about how I run this blog. Well, mostly nothing.

    Gametrodon has been an interesting project, probably approaching 5 years in length. Like any project, that means it’s been around for some ups and downs in my life. I’ve posted on it with remarkable stability all things considered.

    That said, there’s a ridiculous amount of cleanup that could be done on the site. There are close to 430 posts, and more than 800 images. Most of the posts are lacking in metadata and featured images, and virtually none of the images have alt-text for folks who are visually impaired.

    This layout adjustment is mostly so that I can start changing things up; I’m aware not everyone wants to hear me talk about game events I go to every two weeks. This is a game review site, and I’m sure you’d rather read my thoughts on games, even if they do sound like they’ve come out of the mouth of a slightly concussed sloth.

    The end goal is turn Gametrodon into something a bit more user friendly with a modern theme (I will figure out how to add search bar to mobile) and let folks see all my recent posts, while ignoring stuff they might not be interested in.

    It’s been a weird 5 years. Here’s to another, better, 5.