it is all chaos and entropy. the thing is that the chaos and entropy make it beautiful and lovely.
yes, it's true that nature and the universe are uncaring and unspecific, and that is terrifying. i have lived through some of the unfairness - i got born like this, with my body caving into itself, with this ironic love of dance when i sometimes can't stand up for longer than 15 minutes. i am a poet with hands that are slowly shutting down - i can't hold a pen some days. recently i found a dead bird on our front porch. she had no visible injuries. she had just died, the way things die sometimes.
it is also true that nature and the universe are uncaring and unspecific, and that is wonderful. the sheer happenstance that makes rain turn into a rainbow. the impossible coincidence of finding your best friend. i have made so many mistakes and i have let myself down and i have harmed other people by accident. nature moves anyway. on the worst day of my life she delivers me an orange juice sunset, as if she is saying try again tomorrow.
how vast and unknowing the universe! how small we are! isn't that lovely. the universe has given us flowers and harp strings and the shape of clouds. how massive our lives are in comparison to a grasshopper. the world so bright, still undiscovered. even after 30 years of being on this earth, i learned about a new type of animal today: the dhole.
chance echoing in my life like a harmony between two people talking. do you think you and i, living in different worlds but connected through the internet - do you think we've ever seen the same butterfly? they migrate thousands of miles. it's possible, right?
how beautiful the ways we fill the vastness of space. i love that when large amounts of people are applauding in a room, they all start clapping at the same time. i love that the ocean reminds us of our mother's heartbeat. i love that out of all the colors, chlorophyll chose green. i love the coincidences. i love the places where science says i don't know, but it just happens.
"the universe doesn't care about you!" oh, i know. that's okay. i care about the universe. i will put my big stupid heart out into it and watch the universe feast on it. it is not painful. it is strange - the more love you pour into the unfeeling world, the more it feels the world loves you in return. i know it's confirmation bias. i think i'm okay if my proof of kindness is just my own body and my own spirit.
i buried the bird from our porch deep in the woods. that same day, an old friend reaches out to me and says i miss you. wherever you go, no matter how bad it gets - you try to do good.
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small little thing abt botw/totk and the future of zelda games considering it seems likely that future zelda games might be in the same style as those two and how i feel like botw/totk don't actually feel like zelda games (kind of messy i just typed this out in a kind of informal or whatever way) (this post is long af btw so uhhhh yeah)
im part of the group that claims that botw/totk aren't 'real' zelda games but... i guess they are technically 'real' zelda games, but... they sure as fuck don't feel like it, and because of that, i'm not at all excited with the idea of future loz games being in the same style, especially with the pitfalls these last two games have fallen into having been things that past zelda games did especially well, it feels like things have been sort of flipped on their heads in terms of what's being valued or whatever
like... the best parts of older zelda games were things like the story and the characters and the puzzles and the dungeons and stuff like that... the best parts of botw/totk right now are just the gameplay. people enjoy these new characters, but they dont have the narrative backing that older games do, they don't have the same impactful arcs or roles allowed by a more linear story
the point i want to get at though is how botw/totk honestly don't feel like direct evolutions or steps up from past zelda games but rather just... entirely different game styles (open world games) with the zelda flavoring and worldbuilding and story styling slapped on top.
i mean... i feel like a half-decent example of some other well-known franchises that have jumped on this (honestly kind of thoughtless) open-world bandwagon are mario (mario odyssey) pokemon (sword/shield and scarlet/violet) fire emblem (kind of. with some free-walking segments in 3 houses and engage) and the soulsborne type games (elden ring), these are all other well known and storied game series' that have somewhat made the move to open world, and i think that switch was a bit smoother, kept the core and integrity of the games that came before much better than botw/totk did
elden ring is the easiest to explain- the gameplay loop and core mechanics are the same and build upon past games' you just have more room to run around and get killed in with some little open-world flourishes like material gathering.
fire emblem is... a bit less flexible in terms of changing up the core gameplay, and the addition of open-world segments are added to add bonuses to the strategy gameplay and allow for more support-building oppourtunities and little minigames, and its more or less evolution from echoes' dungeon-crawling bits and the customizable castle in fates. the core gameplay still effectively works the exact same, just with some little class or mechanic tweaks and additions.
mario odyssey, though each world was pretty massive, still had your typical 3d mario platforming, and the new hat stuff fit in pretty well with olderpowerups and gimmicks, and the boss battles feel and work pretty similarly to the way they used it- odyssey does feel like an evolution from past mario games (ps. playing two-player with one person as cappy snaps the game in half. its the secret easy mode lol)
the new pokemon games are pretty much just the same as past pokemon games, theyre just open world and buggy as fuck rip have extra little open-world flourishes that build on what past games set up. the battling works the same as ever and the progression is the same with a number of powerful trainers you have to battle to continue forward.
with botw/totk... the progression is dramatically different in terms of power-scaling, world presentation, item-gathering, puzzle-solving... pretty much everything in the established zelda format. i get that it was pretty much the aim with botw to have a fresh start and throw out a lot of the old standards but it just makes them feel so dramatically alien to past zelda games; theyre completely different experiences in pretty much every single way, and as such they dont feel like what we've (well, people who have started with and spent a lot of time with other loz games) learned to associate with the zelda titles.
with open world games in general it's a bit harder to have a truly impactful narrative akin to those in past zelda games, anyways. i will admit that botw was a good execution of trying out something entirely new, and the narrative and gameplay and world actually complement each other very well, so despite what i've said in the past I can't really fault it's narrative too much since it's a less traditional sort of narrative and effectively does what it aims to do very well.
totk, on the other hand, proves that this style of game does not mesh with the old style of storytelling at ALL. linear games can have proper narratives with coherent stakes, developing characters, twists and reveals and building emotion and mood- and all of that is thrown out the window with totk when they decided to try and have both a more linear story with actual reveals and development and emotion, while also letting you literally spoil it for yourself out the gate.
you can't really have a well-executed story when players are capable of doing things drastically out of order and of jumping into story beats without the prior buildup and straight-up ruining what could be otherwise emotional reveals, and players being capable of doing this is hard-baked in how the game fundamentally works. I honestly feel bad for people who found the fifth sage by accident before anything else.
you can't effectively have a linear story with character growth and plot developments and impactful moments while also allowing it to be experienced out of order and with massive time gaps in between; with this kind of stuff, you can't really have your cake and eat it too. say what you will about the linearity of past zelda games, but i bet you that midna wouldn't be as beloved as a character as she is if it weren't for the linear order of the story and its events. certain parts of storytelling may demand for a linear manner of telling that story.
botw's story works because none of the memories reveal anything groundbreaking taht you don't already know; they are optional and merely give you more information about these characters from link's past and simply inform you about the girl keeping ganon at bay. if you find a late memory first, that's fine- it technically doesnt reveal anything too important to you, it just fills in some gaps for you and your player character. it makes sense within the story itself for the world to be so open and for you to be able to do what you can; the story is not the focus, nor is it even needed to beat the game. the story was made with the gameplay and what you are allowed to do in mind, and as such doesn't include things such as in-depth character development or important plot-twists.
on the other hand, you can easily spoil totk's biggest plot twist in a handful of different ways completely by accident, just by getting curious about the world around you. this can shatter a lot of the mystery or tension in the plot and this can happen completely by accident to someone playing the game organically and blindly. the story itself doesn't take this into account, it reads more like a linear story that would be more suited to a linear style of play, coming across things in order to ramp up the stakes and let things be revealed at the best possible time. (tbh totk's story doesnt seem to take the player into account in general, if the game forcing you to watch basically the same long cutscene four fucking times says anything, jesus christ)
narrative pitfalls aside, botw/totk put heavy emphasis on gameplay, but not in the same way older zelda games did, and as such trade away the unique items and gimmick-y game-specific mechanics for a small toolset handed to you out the gate. what botw/totk do- giving you everything you need from the start and having very little true varation in the gameplay from then on out- make sense and works just fine for an open world game. there is, however, a lack of actual depth to that gameplay that other open world games do have (off the top of my head, the ability to unlock and upgrade abilities and have general character upgrades in fenyx rising as well as the impressive depths of elden ring's combat and character customization system). the most depth botw/totk has to the actual gameplay is just the fourish different weapon types and the ways you use your fourish abilities (saying fourish bc for real ultrahand and fuse are fundamentally the exact same thing). there is also just raising the little defense numbers on your armor and getting more stamina and health, but that does absolutely nothing to the actual gameplay but make link more durable.
i mean, sure, health in past loz games just makes link more durable, too, but thats how health upgrades in any other game work.
the gameplay switch makes sense, considering the switch from a linear puzzle-adventure concentric game to a more sandbox-esque open-world game, but it does not mesh with the former loz formula at all, so while the shift in style makes sense, it makes me think that you can't have a previous-style loz experience in an open-world sandboxish sort of game. especially with how in totk you can very easily bypass most of the fire temple just using the mechanics handed to you at the start. you can't have the same type of zelda dungeons in a game where you are allowed to do it 'wrong' and the game itself does not allow for the same kinds of puzzles.
i am of the opinion that so long as future zelda games work the same way botw/totk did, we will not get old-school zelda-style dungeons again.
the loss of a variety of items used for specific puzzles and environment switches is the loss of a varied dungeon experience and the loss of the same kind of world and character progression as past zelda games.
you are handed everything you'll ever need at the start of botw/totk. the only thing that will meaningfully change is how much damage you do. there are no alternate strategies opened up by new items that can double as weapons, no new traversal options or routes opened up by things such as grappling hooks or clawshots or whips or specific wands. even the battle system is drastically different, instead of being enemies that take specific amounts of hits to die while you can obtain progressively stronger swords, enemies are just damage sponges and you can get all kind of weapons that just do different numerical amounts of damage.
the bosses themselves- big staples and draws of zelda games- also work extremely differently. instead of having to leverage specific items to expose weak spots or having to fight in a specific manner to do damage, you are just asked to... do damage. even in totk's bosses, where sage abilities are most certainly helpful, the only boss i found to truly require a sage ability was the lighting temple's boss; the others i either hardly used the sage at all (i didn't use yunobo at all in the second phase of the fire temple boss and hardly had a need for tulin with the wind temple boss [esp considering i was using a 3-shot lynel bow to make the poor fucker a cakewalk]) or found that alternative solutions felt better, like resorting to splash fruit on repeat water temple fights instead of wrestling with having to activate and use sidon's ability. the sages are honestly fairly poor replacements for dungeon specific items.
this kind of causes botw/totk to play more like a poor man's dark souls or just like any other open world rpgish game. i don't play botw/totk for the experience of a zelda game, i play it because it's an open world game that i can walk around in for five minute before switching to something else because i liked something in that other game better.
the combat in botw/totk isnt designed in such a way that makes it feel good. mineru's mech is fucking dismal, but since it's just either shooting with a bow or attacking with one of three types of melee weapon with some timing for a dodge, it can get stale fast. it doesn't necessarily even feel good, since there's not enough variety for it to get really engaging. (this is def an uneven comparison, but elden ring's combat feels considerable better with the different dodges you can do and the amount of attack options you have with just one weapon, not to mention the amount of control you have over your general fighting style.) combat in botw/totk at hour 1 is the exact same as combat in botw/totk at hour 100, the only different being the amount of damage you do or how much of a beating you can take.
it just... the styles of botw/totk can't allow them to feel the same as older zelda games. the shift in style was clearly a good move to draw in series newbies and shake things up, but it comes at the caveat of making them feel distant from their predecessors and uncomfortably similar to other games like them. it's hard to avoid comparisons with elden ring when on the surface they are very similar games, one just feels more true to its core identity
this all is said without mentioning the way in which botw/totk lore feels almost dismissive of past series staples and seems intent on not looking back while also taking every fucking attempt to nudge you and say 'hey, remember that zelda game' and honestly all that shit does is make me want to play a different zelda game.
botw/totk seem altogether very desperate to distance themselves from past zelda games while also being unable to really tear itself from what came before and it just culminates in me spotting linebeck island on the map and going 'damn i miss linebeck' and turning the fucking game off to play phantom hourglass instead. say what you will about phantom hourglass, but it certainly handles its story progression and character development infinitely better than the game that lets you accidentally shatter the impact of the story by deciding to check out that cool temple in the distance of the depths
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magnus is that genre of Teenage Boy that has the frame of a lumberjack but the build of a wet spaghetti noodle. given 5 more years and consistent nutrition he would've been a certified Hunk Of Meat™️ but instead he is stuck looking like a particularly poorly made scarecrow for the rest of eternity. tragic.
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hii, it's the anon that asked about red earlier. thank you so much for explaining I understand now! but also I would love to hear what inspired u to ship w/ red👀
(no pressure tho, I love reading about what drew ppl to their f/os, in a way it's like their story of how they met)
WELP OKAY HERE GOES!!! (thank you so much by the way, im always so happy to know there's people out there who enjoys my rambles!)
alright... these pictures should help get the idea first
so, almost a year ago - I actually started selfshipping with THIS red, but the twist is that he's a creepypasta equivalent for pokemon! or pokepasta I should say. keep in mind this isn't jaide :3 this is emme! she's only exclusive to the pokepasta media
this red design was taken from frid.ay nigh.t funki.n's community created mod named hypno's lullaby which basically revives the classic "scary" stories you'd hear back in the day but they turned it into a rhythm HORROR game ALSKAKKEKEKAA (if you know fri.day n.ight fun.kin then you probably know how this game could look like. it's so high quality for something that's community created.)
^^^ LOOK THERE HE IS ^^^ MY EDGELORD BABYGIRL
anyway so while I was busy crushing on this red, (he is named glitchy red here!) I kinda got curious how he actually looks like (my common knowledge for pokemon was very poor at the time) and mind you, I did not play pokemon yet. at least, I didn't get addicted yet 💀 so I went to check, saw the many iterations of red via his gallery etc etc and then... i saw sm red 😭 and I just ???????????????? hello???? that was the first time I saw him
.... and then I saw the fanart..... 💥💥 (which means. i now dig him too.) and that's how it happened 🧍i simultaneously like the spooki and normal one :3
thank you for listening ☕
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Your tags under the pokemon poll are SO TRUEE and it hurts how many people dont understand that
I grew up in the change from pixel art to 3D and have nostalgia for bw, xy AND sm. So i think because of that, I can see the good and bad in all the games but don't feel like any of them 'peaked''. They're all different games, so they are really hard to compare.
On a related note tho, its so sad to see so many fans praise one of my childhood games and not the others. And like, I get it because gen 5 is more similar to what they grew up with.....but every time I say I love xy, sm and even swsh i get told they are terrible and usually imply that I shouldnt like them :/
That only happens online, though......irl all the fans ive met, no matter their ages, just say something like 'i didnt like it, but i'm glad you did!'. Growing up in irl fan spaces and having to move online during corona was AN EXPERIENCE omg
Yeah! It's super interesting how much we are affected by nostaglia.
There's usually a pattern you can notice with this stuff too. There are two lines that go up as time goes on. The one everyone talks about as being great and the newer one people hate on, usually to do with nostalgia of the now older original audience of the game.
My full reply got long so putting it under a read more skfjsh
My first Pokemon game was Colosseum, so gen 2/3 pokemon and gen 3 sound effects are pretty nostalgic to me.
Then I grew up mostly playing Diamond/Platinum/PMD2/Ranger2. I LOVED Team Galactic. I restarted the games so many times just so I could play through the story again with Cyrus and the Galactic Grunt theme. (I have also played through pmd2 many many times). I remember in my early teens seeing people on the internet hating on DPPt a lot and it making me sad. I recall someone saying that the gen 4 Pokemon sucked and I remember thinking "aw I guess they're right, some of these pokemon are really boring or annoying" and then I learned later that the pokemon I was thinking of were all gen 1 pokemon sdfkjsh
Gen 5 was hated when it first came out because it wasn't very fun for new players. I bet it also didn't help that the advertising for B2W2 was pretty poor and also came out after the 3DS did. I didn't even know it was a sequel until years later. That's why they went in the complete opposite direction for gen 6, and added gimmicks!
I have heard multiple people call the designs from gen 5 horrible over the years (And they're all wrong). Those comments are nowhere NEAR as frequent now, but they almost always come from people with nostalgia for the ones they grew up with.
I was 13 when BW first came out. I think I've only beaten it once, MAYBE twice. I'm not entirely sure why, because I was still replaying DPPt a lot. I would guess it's because the game is super linear in terms of gameplay and every playthrough will start exactly the same. You don't really get to make decisions on your team and how you play until later. Kid me loved the beginning of the main pokemon games the most because they were the most fun bits to play usually. So I suppose when you've already played it once, the beginning becomes quite boring.
And to compare. I did not like XY when it first came out. I was 16 and very against change and also my fav types at the time were dark and dragon so fairy type was the worst thing ever. I said previously that I really liked Team Galactic, so Team Flare was just a bootleg version of them to me. BUT I did immediately replay the game when I finished it. The character customisation plus the huge dex gives the game a lot of replayability. Because while I didn't like a lot about the game it was still fun to play, and it was the first time online was really accessible to me. I went back to 2013/2014 on my blog and there's SO much positivity about the game it's amazing! Over time people only remembered the bad parts and started hating it. I bet there'll be an influx of nostalgia for it before long. We can even see it in the hope people have for SV having Kalos DLC.
I need to replay sun/moon or play USUM because in my brain currently it sucks. But I'm very aware that that's because I only played it once, it's been years, and I played it when I started to grow out of Pokemon. So I'm excited to play it again now that I can appreciate it better. (Also the Sun/Moon anime is my fav so I have a lot of love for the characters now)
And finally, I loved SWSH! I didn't finish it the first time I tried to play it. Mostly because I spent HOURS trying to get a shiny hatenna before doing the fire gym skdfjhs. But then I SPED through the game with a bug type only run before Legends came out and I really enjoyed the story! One of those things that's more enjoyable if you're only focused on enjoying the story (and playing the game through with a joltik as the lead and trying to make sure they stay strong enough to beat the game with pfft) Also Leon was the first ever Champion I actually thought was cool and enjoyed seeing while playing the game (as ridiculous as his outfit is)
If I were to logically plot out the best for me based on how nostalgia works and taking into consideration that public opinion ABSOLUTELY influences me. I would have said BW was the best and XY(or SM) was the downfall, even though I had way more fun playing XY than BW as a kid
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you ever autism blast about something that isnt even one of Your Things its a thing a friend is into but somebody brought it up and youre autism blasting basically just what that friend has told you and you have to clarify to the person youre talking to that you Are just spewing bullshit and do not know anything about the media yourself. but you do love your friend.
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playing pokemon black... started tearing up at skyarrow bridge
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pocket monster ideas
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i finished pokemon violet! And i have some thoughts to share on it!
1)-
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Bold of nintendo to think that a little “draining your life force by accident” is gonna scare me away from adopting Greavard into my home, I’M A LOW ENERGY SLEEPY BITCH ANYWAYS
C’MERE POOKA!
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Whichever one of you is cobaltfighter on pokemon go, I do very much love all the postcards you send. and the stickers too :3
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I wanna hear about the pokemon ttrpg 👀
WELL SINCE YOU ASKED—!
Ok. so. You know how in the pokémon games there’s always those Team-Badguy grunts who challenge you to a battle then run away afterward? That’s my character:
Renn is literally an ex villain-squad punk who’s finally been released from house arrest in Starting Town & is taking the opportunity to go on a “normal pokémon journey” don’t mind the baseball bat officer I SWEAR it’s for self-defense :)
Other cast members include
Kestrel, a mysterious and kindly young doctor with an eyepatch and a knack for finding evolution stones
Vincent, a weirdo from the woods with an uncanny connection to pokémon and a mission to speak with the gods
Jiro, a gifted chef with a knack for battle on a mission to someday open his own restaurant
Emilia, a cheerful photographer who is god’s gift to the enemy not always completely prepared for the impact of her pokémon’s AoE moves
Douglass, an incredibly sheltered pokémon councilor who just wants to show his beloved Psyduck to the world and is also coincidentally Renn’s cousin
And the way my friend is running it — instead of standardized region starters, it was a potluck. Everyone chose one 3-stage pokémon that the other players might pick.
There was a Trapinch on offer. She was small, orange, and sweet— so Renn named her Clementine.
We are now best friends. I love her big ol’ head. She’s a long way from evolving, but I love her just the way she is.
Anyway, we left town as a group, me and the other trainers. It’s been pretty chaotic since then. I’ve been showing my cousin the ropes of living in the Pokémon World, Kestrel’s been paying me good money to stop extorting politely asking strangers for pocket change, Jiro’s on his way up in the world, and the Wiz Kid Vincey met god the other day.
AND. and. We’re slowly but surely on our way to BigCity — my old hometown, where Team Badguy runs the streets and Big Tech Corp runs everything else — and.
And. I’m on the trail. They took my beloved Zubat when I got arrested — but my little Echo is still out there. I got a lead that my little buddy might be in BigCity, and. I swear. I’ll burn the world if that’s what it takes to get her back.
I can’t wait to play again!!
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Was talking to a tutoring coworker about how I think I wanna reward myself with a switch after graduation, cause I haven't played zelda since middle school on my ds and I fuckin miss some of those Nintendo games, and he told me "I can sell you my switch" with a grin on his face, and oh boy does that sound appealing.
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Oh fuck. Ashton and Orym are probably getting new art next episode, if they haven't already.
I don't think I'm willing to re-do the fashion frame I themed around Ashton on Warframe but I might be okay with changing the outfit for my Orym dragon on Flight Rising. Especially since I'm not actually going to be able to finish the latter until December unless I suddenly become willing to pay a premium for some apparel. (Stupid wrong-color crystal moon ball I don't even know what I want to use for the second moon *grumblemutter*)
The pose on fae dragons really makes me wish some of the accessory apparel had more than one option for placement because as it stands if I want to give him a shield I can't give him the vines and flowers on his hands because they get covered up. The compromise I came up with was to put it on the fae dragon's tail but that's kind of unsatisfying.
It's probably a good thing that I haven't even started on the outfit for an Ashton dragon on FR because the idiot wildclaws I'm trying to breed keep spitting out the wrong color ranges. I really don't want to do an all-wildclaw breeding project but I refuse to compromise and settle for a different dragon. I doubt I'll have a suitable dragon for Ashton this year unless I get absurdly lucky in a search.
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Mainseries Pokemon characters who can be argued to be bisexual-coded (due to their implied crush on the player)
1. Shauna (Pokemon X and Y)
Kalos takes place in France, and Paris is the city of love. So, in the words of Junichi Masuda, "I wanted to implement some elements of romance with Shauna when playing as a boy and express a deep friendship when playing as a girl."
However, due to the VERY few dialogue changes between female vs male protags (as well as actions Shauna takes that are intended to imply romantic interest being the same across all player types, such as her staying behind with the player in the early-game forest), this can be argued to be unintentional bisexual-coding.
2. Lillie (Pokemon Sun and Moon)
Lillie is implied to have a crush on the player. When the player character is female, on Exeggutor Island, she says, "I want to become a Trainer, and learn all the things you know, Selene..." When the player character is male, she says, "I think... I'd like to become a Trainer, too. And travel together with you, Elio..."
Obviously, the difference between these two dialogues makes it pretty clear that they want her dialogue with Elio to be interpreted as more romantically-inclined. However, much like Shauna, Lillie's actions and dialogue varying VERY little otherwise between female vs male protags can be read as unintentional bisexual-coding.
3. Kieran
Kieran is the first character here to receive absolutely zero dialogue changes across player gender. Additionally, I'd say he's the character that we get the strongest hints regarding romantic feelings towards the player with.
Kieran has multiple moments where he's implied to feel romantically towards the player. These include, but are not limited to:
His sister saying that he's "been all googly-eyed over you" since you met, and that he "wouldn't stop talking about you - even at home. I seriously couldn't get him to shut up." Kieran reacts with embarrassment when she says this to the MC.
Him saying, "You're...you're special," before pausing, then getting embarrassed and rushing to change the subject.
When the MC calls him a friend, he responds, "What?! R-really?! We're friends? F-friends... I feel all tingly and funny hearing that... Ehehe..."
After the MC changes into their festival outfit, Kieran says, "Whoa...", when seeing them for the first time.
The player can even seemingly flirt with Kieran; when Kieran describes letting Ogerpon move into his home, the player can teasingly ask when they, themself, can move in with Kieran.
These are all very common romantic tropes. I think Kieran is the closest thing that we have to a canonically bisexual mainline character at this moment.
4. Carmine
Carmine has a fewer number of specific moments compared to her brother, but she can still be easily read as having feelings for the player.
Her extreme reaction to Drayton asking the player on a date is the best example, with her bringing her hands up to her face, and saying, "A wha-?!" Once Drayton leaves, Carmine continues fuming. (This can also be chalked up to her general dislike towards Drayton and how he can be manipulative, but the fact that it's that request that sets her off specifically makes this also easily read as jealousy.)
And speaking of...
5. Drayton
While, like Kieran and Carmine, Drayton doesn't have any dialogue changes between if the player is male and female, it's not really clear how he actually feels about them.
He tells the player, male or female, that they can go on a cafeteria date to talk, which the game fully acknowledges as a romantic phrase via Carmine's extreme reaction. He also tells the player, "From one charming catch to another..."
This is very obviously him flirting with the player, but, due to his laid-back and just-a-liiittle-bit-sleazy nature, this more so comes across as him trying to tease the player character, rather than anything earnest.
If nothing else, he's at least confirmed to be comfortable with romantically teasing male classmates, which I would consider a win.
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