The Rise and Fall of Doc Rivers' Tenure with the Orlando Magic

By admin

Doc Rivers is a well-known figure in the basketball world, particularly in the NBA. He has had a long and successful career as both a player and a coach. Currently, he serves as the head coach for the Philadelphia 76ers. Before his coaching career, Rivers had a successful playing career in the NBA. He played as a point guard for several teams, including the Atlanta Hawks, Los Angeles Clippers, New York Knicks, and San Antonio Spurs. While he was never a superstar player, he was a solid contributor to his teams and known for his leadership qualities.


©2017 TRIGGER / Yoh Yoshinari / ”Little Witch Academia” Committee
©2017 BANDAI NAMCO Entertainment Inc.

Studio Trigger Style Animation Get a glimpse into the world of Little Witch Academia from the world renown Studio Trigger, with Exclusive cutscenes made directly by the Anime Studio. The weird thing is that despite all these gaping flaws, I don t hate Little Witch Academia Chamber of Time, because I can see the outline here of something potentially great.

Little witch acsdemia chamber of timw

While he was never a superstar player, he was a solid contributor to his teams and known for his leadership qualities. After retiring as a player, Rivers transitioned into coaching. He started as an assistant coach for the Orlando Magic in 1999 and quickly proved himself as a skilled coach.

Wot I Think - Little Witch Academia: Chamber of Time

The past few years have been good for TV and film-licensed games, especially anime tie-ins. What used to be a dumping ground now contains a growing stable of games blending compelling mechanics with 3D art that captures the look of the original 2D animation.

Based on the popular Netflix-backed anime series, Little Witch Academia: Chamber of Time is sadly not one of those, but not for lack of trying. It's a game with grand ambitions that go unfulfilled.

The very opening scene of the game felt almost like a warning. The headmistress of the Luna Nova academy for witches is delivering an overlong speech to the students. Rather than present it as a cutscene, Chamber of Time torpedoes the joke by using the default conversation UI for the talking, then cuts away to a screen showing the in-game clock ticking forward to show the passage of time. Repeatedly. It's a microcosm of the issues that plague the entire game's design - there's soul here, but the systems here just aren't built to support it.

Chamber of Time is surprisingly friendly to those who have never seen the show before. The core concept is immediately accessible - The Worst Witch by way of Harry Potter plus a few more explosions - and the early game offers a narrated introduction to each of the major characters if you want to quickly get up to speed on what their deal is. Surprisingly, even the most minor of characters is fully voiced, although the audio is only available in Japanese with subtitles in a variety of languages. There's even a few cutscenes direct from the anime studio.

The story is nicely self-contained too: magically less-than-gifted protagonist Akko and her oddball friends find a hidden chamber in the school on the first day of summer holidays, and find themselves trapped in a time-loop, doomed to repeat the day forever unless they can unravel the mystery of this hidden annex in-between goofing off because it's an endless summer holiday now. It's charming stuff, and arguably tells a better, more coherent story than the anime series itself. It's just a pity that Chamber of Time does so much to undermine itself.

Split into roughly two halves, the game alternates between a gently paced game of wandering the halls of Luna Nova as Akko, chatting with people, eavesdropping on conversations, picking up minor fetch-quests and generally living the anime witch-school dream. The other half of the game is a semi-randomly generated dungeon crawl RPG/brawler hybrid that so desperately wishes that it was even a third as good as Dragon's Crown. These two halves don't so much compliment each other as constantly gouge chunks out of each other.

After an awkwardly paced opening hour, you finally reach your first save point and what had previously been a glorified visual novel with an overly complex map to navigate explodes messily into a twisted ball of interlocking but undercooked gameplay mechanics, all in service of the dungeon crawling side of the game. Inside the Chamber of Time itself is a magic door which leads to monster-filled dungeons. Pick a dungeon type, pick three girls, go punch and zap monsters until the boss is down and loot/XP is gained. If only it was fun to play.

Little Witch Academia's combat is an awkward, sludgy mess. Even using a gamepad, movement is limited to the analogue stick only, and running and dodging are assigned to separate buttons. While some of the seven playable characters are more melee-centric, most just throw blasts of magical energy as their standard attacks, which robs the game of a combo system, and makes close combat with one player character and two NPC helpers so visually messy that it's nigh impossible to keep track of what's happening. Worse still, it constantly commits a cardinal genre sin, with enemies getting stuck off-screen leaving you with no option but to wait for them to slowly walk back into punching range.

Those NPCs do add a little damage to the mix, but for the most part they're just an enormous liability, as likely to run wildly in glitchy circles or insisting in standing on top of a trap as they are to lend assistance. You'll still need to invest time, resources and loot into keeping them levelled and equipped in order to not become entirely useless, but it all just feels like busywork and padding. The dungeons themselves are astonishingly monotonous too. While the tileset may change occasionally, each environment type only has a handful of room types, none of them interesting. At least some of the monster designs are fun.

On top of all of this there are so many related gameplay systems tied into the dungeon crawling. You've got item-enhancing, scads of loot, a remarkably complex magic system (close to a hundred spells, each with multiple upgrades) held back by spells being often-underwhelming in both visuals and impact and the fact that you have to stop with analogue stick neutral and hold a button to prime them before casting. Capcom's Dungeons & Dragons brawlers back in 1993 solved this by letting you cast spells with fighting game style inputs. It's sad to see 24-year-old wisdom forgotten.

The weird thing is that despite all these gaping flaws, I don't hate Little Witch Academia: Chamber of Time, because I can see the outline here of something potentially great. There's vision here, even if this game couldn't make it work. None of the concepts here are inherently bad, and the actual storytelling and most of the dialogue are entertaining, if poorly presented and padded out with side-questing to fuel the engine of pointless nothingness that is the dungeon crawling half of the game.

Even the better half of the game - the wandering, cartoon witch life - has far too much hiking around required before you unlock even the most basic of fast-travel capability. This is made worse by the fiddly sidequest system that requires you to be in the right place at the right time due to the time-loop malarkey. While you eventually get a feel for travelling around the school, repetitively textured hallways and awkward camera angles make even basic navigation a dizzying affair at first.

In a perfect world, Chamber of Time would be a visual novel with perhaps some light RPG elements. It's not so much that it needs the fat cut from its bones, but rather it needs at least two thirds of its tangled, overgrown skeleton removed outright. So many of the systems and menus and even half of the game's core feels tangential to what most would want out of a Little Witch Academia game: the opportunity to explore the world of the anime, interact with the characters and goof around with magic, usually to disastrous, comic effect.

Like Akko on a broom, Little Witch Academia: Chamber of Time never really gets off the ground, but not for lack of effort. There's maybe a third of a good game in here, weighed down by a mountain of big and ambitious ideas, none of them given the time and attention they needed to really function. Super-fans of the show may get some enjoyment out of the story, but only if they can stomach a lot of grind, tedium and wandering through identical corridors, and for anyone else, just stick to watching the anime.

Little Witch Academia: Chamber of Time is available now via Humble & Steam for £35/40€/$40.

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Little Witch Academia: Chamber of Time is heartbreaking. I'm a huge fan of the original anime, and this game does a tremendous job of capturing the heart and personality of that world. Characters look and sound incredible, and getting to explore their school and experience new adventures with them is a blessing. Unfortunately, obtaining that blessing requires a two-mile crawl on your knees through the jagged glass and thorny ivy that is the busted, broken, and simply not fun gameplay of Chamber of Time. Battles are aggravating and exploration is mind-numbing. For as brilliant as the narrative and artistic achievements of Chamber of Time are, it's weighed down by unpolished game design choices that simply make it no fun to actually play at all. Read full review
Doc rivers orlando matic

In 2004, he was promoted to the head coach position. During his time with the Orlando Magic, Rivers had varying degrees of success. In his first three seasons as head coach, the team struggled, finishing with losing records. However, in the 2007-2008 season, Rivers led the Magic to their first playoff appearance in four years. They achieved a record of 52-30 and made it to the Eastern Conference Finals before losing to the Detroit Pistons. Rivers' success with the Magic did not go unnoticed, and he was offered a coaching position with the Boston Celtics in 2004. He accepted the offer and left the Magic to join the Celtics. This decision turned out to be a turning point in Rivers' coaching career. With the Celtics, Rivers experienced immense success, culminating in an NBA championship in the 2007-2008 season. He coached a talented team led by stars like Paul Pierce, Kevin Garnett, and Ray Allen. The Celtics defeated their rivals, the Los Angeles Lakers, in the NBA Finals to claim the championship. Rivers' time with the Celtics was marked by consistent playoff appearances and several deep postseason runs. He developed a reputation for his ability to motivate and guide his players, as well as his strategic coaching decisions. Under his leadership, the Celtics consistently had one of the top defenses in the league. After his tenure with the Celtics, Rivers went on to coach the Los Angeles Clippers for seven seasons. Although he was not able to deliver an NBA championship to the franchise, he led the team to multiple playoff appearances and oversaw the development of star players like Chris Paul, Blake Griffin, and DeAndre Jordan. In 2020, Rivers was hired as the head coach of the Philadelphia 76ers. He inherited a talented roster led by Joel Embiid and Ben Simmons but faced challenges in maximizing their potential. Despite these challenges, Rivers has shown his coaching prowess by leading the team to the top of the Eastern Conference during the regular season. Throughout his coaching career, Doc Rivers has consistently displayed his ability to motivate and get the best out of his players. He is respected by his peers and players alike, and his teams have consistently been known for their strong defensive play. Although he has faced some adversity and criticism throughout his career, Rivers' track record speaks for itself, and he remains one of the top coaches in the NBA..

Reviews for "Revisiting the NBA Draft Picks Made by Doc Rivers in Orlando"

1. John Doe - 2/5: I wasn't impressed with Doc Rivers' performance during his time with the Orlando Magic. He seemed to lack a cohesive strategy and failed to make effective adjustments during games. His coaching style appeared rigid and inflexible, which often resulted in missed opportunities and frustrating losses. Overall, I was disappointed with his tenure as head coach and believe the team could have achieved greater success under different leadership.
2. Jane Smith - 1/5: Doc Rivers' tenure with the Orlando Magic was underwhelming, to say the least. His lack of player development and inability to establish a solid defensive system was evident throughout his time as head coach. The team consistently struggled on both ends of the court, and it felt like Rivers lacked the necessary expertise to take them to the next level. I was left frustrated and unimpressed with his coaching abilities.
3. Mark Johnson - 2/5: As a longtime fan of the Orlando Magic, I had high hopes when Doc Rivers was appointed as head coach. However, his tenure proved to be disappointing. His lack of consistency in rotations and questionable decision-making often left me scratching my head. Additionally, his inability to foster a strong team culture and motivate the players was evident. Overall, I believe the team underachieved during Rivers' time as coach, and I was left feeling unsatisfied with his performance.
4. Sarah Thompson - 1/5: Doc Rivers' coaching during his stint with the Orlando Magic was lackluster and ineffective. His inability to adapt to different opponents' strategies was evident, and it often resulted in the team's downfall. His offensive scheme appeared predictable, and opposing teams easily exploited its weaknesses. Overall, I believe the team could have achieved better results with a more strategic and adaptable coach.
5. Michael Anderson - 2/5: I was not impressed with Doc Rivers' coaching style while he was with the Orlando Magic. His lack of innovation and failure to make timely adjustments hindered the team's success. The Magic often seemed stagnant and lacked a clear game plan, which was frustrating to watch as a fan. Overall, I believe the team could have done better under different coaching leadership.

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