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#I wonder what else is in the game?!
charletsart · 5 months
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resharing this post on here but omgg blursbian on twitter found this scene with no music playing and you can hear alan say 'yötön yö' more clearly like what, i never seen that before 👀 (it's if you turn off music and sound effects in the settings in alan wake 2!!)
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meringuejellyfish · 2 years
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is herobrine behavior/lore not common knowledge anymore .... has the world really forgotten about the 2x2 tunnels .. trees with their leaves all gone ... the sand pyramids in the ocean ... the herobrine shrine that would apparently summon him ... the lost to time brocraft hoax livestream that further popularized herobrine as a concept (of which herobrine was just a painting from a texture pack, later removed to which the streamer would continue to act freaked out until the end) .. the original forum post from sometime in august 2010 that detailed encounters with a pseudo-player in the distance on a singleplayer world which included this screenshot
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does anyone even care at all. about a herobrine so small
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aegagrusscholarship · 4 months
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familiarity, the lack thereof, and the only way it could have ended.
the thing is, ultrakill is a very diegetic game. near everything, from the style meter to the bottomless arsenal to the shitass graphics themselves, are explained in some way by some in-universe fact.
so, what with violence and the implication that V1 was designed to counter earthmovers
what with 7-4 and the fact that it is a culmination of this implication
i wonder. when V1 looked up at that earthmover, did it know, with whatever passes for instinct in a machine, exactly what to do? and if it did, then, how is this conveyed to the player?
diegetic as the game is, how does it engineer a situation in which the player, themselves, knows exactly what they have to do?
the biggest factor, i think, is the fact that the earthmover's health bar appears the moment you lay eyes (or camera, or whatever) on it, and it does not leave until you have finally killed this colossus.
but this factor is much more subtle than it appears at first glance. yes, big honkin' boss healthbar on screen for the entire level, what more to it. there's a good deal more, it turns out.
first off- this is the shortest leadup by far to any bossfight in the game. you slide through a single vent, and you are greeted with benjamin right out in the open. even P-1, devoid of any other hazards as it is, gives you a long trek down the spinal staircase before you reach the flesh prison. 7-4 has none of it. you enter the level, you enter the stage, and there you have it. you know exactly what you are up against right from the outset, and it's not quite a feeling of familiarity but it tells you exactly what you have to do. which is the point of this all, isn't it?
7-4 is also... not a bossfight! it is a full level! it is a full level framed as a bossfight. the health bar frames this full complete level as a bossfight.
and on one hand, this is not new news. on the other hand, i think this is the crux of it. the thing is, most bossfights are near-to-entirely new. you do not know how the boss acts. you do not know their attack patterns. you do not know their capabilities. you are learning something new. levels, though, you have done a thousand times over and so the player knows how they need to play through this bossfight in a way that is not quite present with any other boss in the game.
the content of the level is new, of course, because that's how it goes. but you know the motions. you have done this for two acts prior, you know the motions. you know exactly what to do.
also! this level does not exist in a vacuum. what i am saying is this: the rest of violence layer shifts its storytelling and its tone and even its graphics. it is something completely new in contrast to the rest of the game. 7-4, though, returns to environments and graphics more akin to what you have experienced before, bringing you back to familiarity and again knowing what to do here in a way the rest of violence hasn't let the player experience.
one more thing about this level: it plays directly into expectations. which is something that the rest of the game actually does not tend to do.
the game, at base, is just not a typical FPS. it gives you movement like a roguelite or a platformer, it takes guns you expect to know the mechanics of and goes utterly wild with how far the archetype can be changed.
in a smaller scope, here is a comparison of the earthmover and the corpse of king minos as two separate colossal bosses foreshadowed in similar ways. and i mean, minos's bossfight isn't unprecedented in other works. but i think the thing that matters here is that you are not, in fact, the underdog as is the case with so many other bosses of its ilk. riven of many voices, destiny 2, similar bossfight similar scale. you are hiding from her you are a fireteam of many you are triumphing over a dragon larger than life. project gestalt, madness project nexus, you are pulling out every stop you can to take down something so far over your head (both literally and metaphorically). corpse of king minos- V1 looks up, stands its ground, and parries his god damn fist.
and the thing is, the earthmover plays into a different expectation, but it's playing into an expectation nonetheless. you look at this thing and you climb it and you dismantle it from within, like you have done in many games prior. you know what your goal is from the moment you see that healthbar and you hook onto the conspicuously placed hookpoints that tell you- you will climb this machine; you will fight your way up to whatever its core is and you will kill it. you play through the entire level with this expectation and you get exactly this expectation. you destroy its core and it begins a countdown, and so very many games have countdowns before the collapse of whatever level you have just beaten, and you know exactly what you have to do.
i don't know. i love diegetic storytelling. i love this level.
it's just familiarity, i think. this level runs off familiarity. it gives you, the player, things and tropes and designs you are familiar with. it signals to you that you should know what to do, and it lets you do exactly what you expect to do.
if i were any more cheesy i could absolutely end this by restating something about the only way it could've ended, but uh. i am not that cheesy. this time.
aw crud now i don't know how to end this oh well goodbye then
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ninjasmudge · 1 month
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[puts my hand on your shoulder] bro the 'is the lamb amab or afab' question is so stupid dude, canonically the answer is neither. in that world, anyone can have kids with anyone, these characters very clearly arent from a species with two sexes, there is no male or female in here, gender is entirely separate from biology in this world dude. this is not an either/or situation, all the followers are both bro, theyre hermaphroditic, can you hear me?
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mikashisus · 1 month
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no but just think about how much of an influence mondstadt has had on our journey thru genshin.
we started out there (probably for a reason that will be explained in future lore) and we met the god of freedom who also had a HUGE influence on our journey thus far.
and like, it makes me wonder what would’ve happened if we started out in any of the other nations. would the traveler have had the same mindset and/or morals they do now? would they have the same views on venti? or mondstadt?
i wonder what would’ve happened if the traveler didn’t go to mondstadt until much later. venti’s influence would be different, the traveler’s views on him would be different, as well as their whole mindset…
and most importantly, they’d probably be more aware of venti’s lies and deception. if mondstadt’s quest came out after sumeru, the traveler would’ve known first and foremost that venti is most likely the most powerful archon.
and they might’ve been wayyy more wary around him bc they wouldn’t have had his influence of “im the weakest so i have little to no power, therefore u shouldnt assume im dangerous”.
they might’ve believed that venti is a threat bc of his power instead.
there’s so many “what if”s. rlly makes u realize how much of an impact mondstadt has had on the game and its playerbase.
also the thought of the anemo archon being faceless and a whole mysterious entity with lore scattered EVERYWHERE until his release is extremely funny to me
like just imagine if venti’s character was entirely faceless and the only things we knew about him were him as an archon from lore crumbs scattered throughout the game and npcs in different regions. and then his eventual reveal that would bring a lot of hype
also i feel like his kit would be more cracked if he was released later in the game. but that’s just me
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Just to minimize my chances of being genuinely misunderstood OR deliberately misinterpreted, and crucified for something I don't think, How Dare You Say We Piss on the Poor website etc...I'm gonna say this right up top. I absolutely understand why people don't like Thessaly as a character, if anyone does completely unironically stan her as some kind of feminist hero who Did Nothing Wrong uwu, I personally see it as a bit of a red flag. I don't like terfs real or fictional. In a vacuum, I could even completely sympathize and agree with the people who want her cut.
HOWEVER.
It's really something to me to see people clamoring for her to be cut, because she carries and expressed an ugly indefensible prejudice (transphobia) in words towards (1) person. Meanwhile Hob fucking Gadling enacted one of the most violent forms of antiblack racism I can even think of against thousands no, millions of people, the ripple effects of which still affect billions more today. Just a little light idk, profiting off the fucking slave trade and had to be told by someone else that it was bad...and he's a fan favorite.
People are saying Thessally being Dream's love interest reflects badly on him or is somehow endorsement by the narrative (?!?!?!?!?!? Didn't she (SPOILER ALERT AS IF IT MATTERS BY NOW) help participate in his extended assisted suicide? She's not painted as a great person to me just another character what are y'all SMOKING whatever fine. It's fine this is fine.) But shipping Dream with Mr. Former Slaver is not only not verboten or frowned on widely in the fandom but its THEE most popular pairing by far. So...why the difference?
Like where are the same fans who are saying Thessaly shouldn't just be more clearly shown to be wrong, she shouldn't even be in the show at all when it comes to Hobert's crimes??? Yes, transphobia is indefensible. Isn't racism?
And I hear the cries of "it's fiction!!!" Already rallying (if anyone who needs to hear this even sees it lol) to which I say:
HORSESHIT. I KNOW you don't, deep down, really agree because if you did, why get upset about Thessaly being included??? Why does what she said to one person matter if it's Just Fiction You Guyze. Fictional characters are allowed to do bad things and fiction isn't reality sweaty....except when you only apply that standard to fictional racists you like and simp for, but fictional transphobes you don't are SO HARMFUL they shouldn't even be portrayed in fiction.
Like. Give me a big fat BREAK. This looks like bullshit, no? I'm sorry, but I'd love for someone to try and give any other explanation besides one personally offended you or hit home for you, and the other doesn't.
And if that bothers you or you feel like it says something negative about you...idk what you want me to say??? You can't control how other people perceive you and that's how people outside this majority-of-the-fandom bubble see it. You don't need to respond, I just wish and genuinely hope this gives you a moment to think about why fans who ARE bothered by both (and not just paying lip service to being bothered by the one but railing against the other) are so frustrated with people saying everyone is welcome but in practice only bending over backwards for the comfort and emotions of themselves, and people they can easily relate to.
You don't have to like Thessaly (I don't. I find her an interesting antagonist, I don't stan her. And frankly that's not the point of her character) but you'll pardon me for feeling more than a bit cynical and side eying people's motivations for what seems a...pretty obvious double standard, on what fictional crimes related to real world issues matter to y'all, and which clearly don't. Either actually bring the same energy to the table for fictional people who committed atrocities, even if against a group you're not part of and thus don't feel the need to empathize with, or just carry on, but accept that you don't have the SLIGHTEST room to talk about cutting characters who do immoral things. And you also need to accept that you look like a hypocrite when you do.
#thessaly#wanda the sandman#hob gadling#I could've cried sexism!!! Problematic Male vs Female Characters except 1) I don't actually think that's the main reason *here*#2) there are WAY better examples of that particular double standard in this fandom#also i can admit when I'm a bit of a hypocrite or was.#i used to dip my toes into the dreamling stuff too early on#but idk. It just got too sour seeing ppl whitewash (lol I know I'm a comedian)#what he did over and over. And I genuinely had started to wonder#if the show hadn't included that particular crime and I'd just imagined it from the comics because#my memory is shit sometimes and I guess I was naive. I *wanted* to believe someone would talk aboutit#if it had made it in. but ultimately i went back and checked and no#and seeing how the whole fandom behaving affected my non-white mutuals some of whom...#like these are my friends man or ppl I just respect and I can't just. Ignore their feelings and their pov#and act like they werent making points or it doesn't matter#like it's all just fun and games for everyone on the same terms. And seeing how easy it was#for everyone to ignore was so unsettling. I couldn't keep pretending it was just fiction and didn't affect anyone real#Call me a bully a t3rf apologist (fuck you and for the record. no)#a puritan or a Fancop (actually stop comparing#people disagreeing with you online to what cops do. For fucks sake you just make it look like nothing is really real to you outside fandom)#whatever man. Whatever helps you sleep. I'm just gonna block you#if you're clearly sticking your fingers in your ears. engaging with you is a waste of time and energy then#Hell I have sympathy for anyone who doesn't like thessaly#especially trans fans. Especially rn. But lbr that sympathy for a lot of the white trans/queer fans only goes one way!!!#never gets extended to anyone else's issues. Like THATSthe issue. And it's shitty!#(sorry this post is not about me in the confessional lol that's why I put this at the bottom#I just had feelings to get out and yes its my blog but i didn't want to clog the airways)
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harmonysanreads · 3 months
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i wish you would write a fic where vampiretham realises he is as simple as a mere mortal when it comes to things (you) and that he tries to redeem himself by not being so simple (a simp) only to realise he is simple (a simp)
What I'm getting from this and the previous ask is that you guys want to see Vampire!Alhaitham suffer lmaooo
At his core, Alhaitham is simple, yes, regardless of what au we put him in. Vampiretham's revelation that he's not-so-rationally enamored (beyond help) with you changes the orbit of his life. He tries so hard to be 'normal' around you and gatekeep the extent of your power over him but he just.. can't, not very successfully anyway.
Sometimes he feels frustrated by how easily you turn his brain to mush, it's agonizing, feeling his control seep through his fingers like sand and not having any motivation to reclaim it. No, although he's not one to verbally declare that you could put him in a collar and keep him kneeled like an obedient dog, he never tries to save himself either, even though it'd be easy for him. Any other yandere would've gone insane down this path but, he makes it look so casual as well.
You don't need to have him wrapped around your finger, he wraps himself around it.
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gummi-ships · 6 months
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Kingdom Hearts Dream Drop Distance Items - Drop-Me-Not + Drop-Me-Never
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presiding · 6 months
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a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want] dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
#are you a dh1 enjoyer but less so a dh2 enjoyer?#have you ever wondered why you don't love dh2 as much?#here's 1.8k words that might articulate some of that.#light reading.i guess#this essay wasn't meant to cover everything - just the core of the plot and why its important to integrate story & gameplay#and to compare dh1 & 2#dishonored#dishonored 2#dishonored 2 spoilers#emily kaldwin#daud#corvo attano#this week i'm cracking things out of my drafts!#<333 don't get me started on doto.#some of this might be contentious. idk i try to live in a bubble#the meme version was easier to read i know i know#this essay would have been a lot longer had i integrated more references from the game#i know a few others have said this but imagine if they went a different way with emily#like she realises shes not fit for the job and maybe no one is and says fuck the system cause shes got a rebellious streak#and does a kickflip on the monarchy and institutes something else. i dont even care what. make it funny#and then for the sake of continuing the trend we spend dishonored 3 undoing the horrible leadership emily instates <3#i think they really loved emily as a character. i FEEL the love i believe its there.but didn't think enough bout how she would be perceived#there's a good couple comments from baldur's gate 3 devs about how much work goes into writing women to account for sexism#there's more that i could have added to this essay but for brevity's (ha.ha) sake i'll leave it there#other textposts about this game that i see around tend to romanticise dishonoreds story a little more
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jo-does-things · 6 months
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Not to post about the game changer trailer on main but omg Nathan Drawfee Hi!!!
Also Caldwell and SungWon Cho fuck yes.
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basilacademia · 24 days
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Disappears for months then reappears with a warmup of a ship you've never seen me draw before
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shorlinesorrows · 2 months
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qpr jean and neil. that's all i'm gonna say.
do you see my vision?
#i might add onto this later but right now I'm too busy crying#“misplaced forever partner” ARE YOU KIDDING ME THAT DESTROYED ME#neil ordering a hit to keep jean safe changed my brain chemistry#i need them to be friends#i need them to call each other and gossip and send each other stupid memes that only they understand#i need them to slowly grow closer as they heal until one day they can finish each other's sentences#and they ocassionally make super dark jokes about their trauma out of the blue (they bet on how people will react competitively)#i need them to call each other derogatory names but get Super Upset whenever anyone else talks shit about the other and offer to kill them#and i would love them to reclaim the spots next to each other that riko set#and make them their own#they're not partners on the court but they sure as hell are partners in life#the mcs ever#at one point andrew and jeremy are just looking at each other across a table at a restaurant as these two bicker#and realize they have somehow both become the Third Wheel despite the fact that 1) there's four of them and 2) jean and neil aren't dating#the amount of queer platonic pining i could fit in these traumatized people#the: “i'm lowkey obsessed with you but I Really don't like you romantically and I don't know what to do with it”#and the: “oh thank hell me too i thought i was even weirder than i already am. wanna go harass the fbi with me?"#jeremy and andrew watch this trainwreck both exasperatedly and proudly you can't convince me otherwise#cannot convince me that these four won't somehow end up living in each others pockets even if they live 1000 miles away#kevin pops in frequently as his usual wonderful diva self#anyway i'm going insane how yall doing#neil josten#jean moreau#all for the game#the sunshine court
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elvhendis · 6 months
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Anyone else on the side of tiktok where Spiderman fanboys and the rest of the gaming fanbase give each other shit because BG3 won all of the awards and Spiderman 2 won zilch lmao
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felixravinstills · 4 months
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Actors Being Interviewed (1/4)
—Predator or Prey: Making The Ballad of Songbirds and Snakes 8-Part Documentary
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yellowocaballero · 2 months
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Been a fan of your fics for YEARS. I was just telling my friend how despite how much I read fics I never actually love them, with some of your fics (especially TMA) as the exception. Felt the need to reread some of them and saw you reblogged some ISAT fanart. So. Any thoughts on ISAT you'd like to share?
Hope you have a wonderful day!! So happy I found your fics again!!
I avoided answering this for a while because I was trying to think of a way to cohesively and coherently vocalize my thoughts on In Stars and Time. I have given up because I don't want to hold everybody here all day and I have accepted that my thoughts are just pterodactyl screeching.
I love it so much. I have so much to say on it. It drove me bonkers for like a week straight. I have AUs. It's absolute Megbait. They're just a little Snufkin and they're having the worst experience of anybody's life. Ludonarratives my fucking beloved.
I am going to talk about the prologue.
The prologue is such a fascinating experience. You crack open the game and immediately begin checking off all of the little genre boxes: mage, warrior, researcher, you're the rogue...some little kid who's there for some reason...alright, you know the score. You're in yet another indie Earthbound RPG, these are your generic characters, let's get the ball rolling.
Except then you realize that these characters are people. You feel instantly how you've entered the game at its last dungeon, at the end of the adventure. They have their own in-jokes, histories, backgrounds, adventures. They get along well and they're obviously close, but not in a twee or unrealistic way. They have so much chemistry and spirit and life. I fell in love with them so quickly.
But Sif doesn't. Sif kind of hates them, because they will not stop saying the same damn thing. They walk the same paths, do the same things, make the same jokes, expect Sif to say the same lines. They keep referencing a Sif we do not see, with jokes we never see him make and heroic personality he never shows - they reference a Sif who is dead - and Sif can't handle that, so he kills them too.
They become only an exercise in tedious frustration. Sif button mashes through their dialogue, Sif mindlessly clicks the same dialogue options, Sif skips through the tutorial, Sif blows through the puzzles. Sif turns their world into a video game. Sif is playing a generic RPG. Sif forgets their names. They are no longer people with in-jokes, histories, backgrounds, adventures. They're the mage, the warrior, the researcher, and...some random kid.
I did not understand the Kid's presence at first. I had no idea what they contributed to the game. They didn't do anything. As a party member in a video game, they're a bit useless. Why is the Kid there?
Because Sif's life isn't a video game. Because the kid isn't 'the kid'. They're Bonnie. Bonnie, who the party loves. Why is Bonnie there? Because they love them. There is no room for Bonnie in the boring RPG that Sif is playing. And then you realize that Sif is wrong, and that they've lost something extremely important, and that they'll never escape without it.
Watching the prologue before watching ISAT gave ISAT the most unique air of dread and horror, because you crack open ISAT and you see the person Sif used to be. You realize that Sif used to be a person. Sif used to be the person who made jokes, who gave real smiles, who interacted with the world as if they are a part of it. And you know you are sitting down to watch Sif lose everything that made them a person, to lose everything that made them a member of this world, and turn them into a character in a video game who doesn't understand the point of Bonnie at all.
At the climax of the game, when the others realize that something is deeply wrong and that Sif physically cannot tell them, they realize that there is nothing they can do. So Bonnie declares snacktime. And for the first time they have snacktime.
What is snacktime? Classic JRPGs don't have snacktime. There's literally no point to a snacktime - not in a video game, and not in Sif's terrible life. It's not fixing this, because nothing can fix this. But Bonnie gives Sif a cookie and Sif eats it.
It's meaningless. It's a cutscene. It didn't save Sif and it didn't change a thing. It will make no difference in the end.
But it did make the difference. It made all of the difference in the world. Bonnie is a character who you really don't understand the point of before you realize that Bonnie was the entire point.
ISAT is about comfort media. Why do we play the same video games over and over again? Why do we avoid watching the finale of our favorite shows? What is truly comforting: a story with no conflict, or a story where you always know what is about to happen? Do you want to live in a scary, uncontrollable world, or do you want to play Stardew Valley? Do you want a person or a character?
When I beat Earthbound for the first time (and if you don't know, the prologue/ISAT battle system is just Mother) and watched the ending cutscene where the characters part ways and say goodbye...I felt a little bit sad. I wanted them to be together forever. But that's something only characters could ever be.
#these aren't deep or unique thoughts they're just the specific aspect of ISAT that made it one of the most interesting gaming experiences#i actually like the prologue much more than ISAT for just this reason#its honestly a video game art piece that's created to give the player a very specific experience#that makes them an aspect of the narrative that is told#it's. incredible.#in stars and time#start again start again start again#start again: a prologue#isat#god and there is so so so so much more to say here#what a rich and complex and fascinating game that made me cry like a baby#i dont even kin sif. we arent similar at all.#i cant imagine how devastating this game would have been if i did#but I do have a deep relationship with escapsim#and i write about it a lot#and video games about being video games are wonderful#as are stories about being stories#and why we consume stories. how we use them. how they save us and hurt us.#never played a video game that used its medium so well#i bet undertales also pretty good at that but this is more so i think#stories about stories have to be about why we love stories#and im not an artsy person and i roll my eyes a bit when people talk about the spiritual neccesity of art#i think people need stories because the world is sad and hard and boring and we want to think about something else for a while.#some people need to be anywhere but here#and sometimes if you're Lil Depressed-Ass Snufkin that looks like being here forever#baby cringe-ass snufkin big hat idiot
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samarecharm · 2 months
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i love makoto so much but fanon does her so much better (the good parts of the fandom) because in the game her character is so lack luster. they butchered her confidant it is so borning and not even about her. they made her a cop. A COP. they pushed this "canon waifu" role onto her (before sumire came along and did it Even Worse). and it SUCKS because SHE IS SO MUCH MORE!!! SHE IS SO MUCH BETTER!!!! SHE COULD'VE BEEN SO MUCH BETTER!!! the way i feel about canon makoto is the same way i feel about the canon ryuji events post komoshida where he's horribly mistreated and used purely as comic relief: i ignore them <3 my game now <3 never happened <3 my ocs <3
You are so right. I generally apply this to all characters in p5 bc the game does such a shit job of staying consistent with character arcs and personalities. Theres a desperate need to throw in perverse jokes at the expense of female characters and a need to show that the police (as a whole) are reliable people who are not influenced by things like money and power; only the BAD cops do that. Not to mention this obvious fatphobia and homophobia but i feel likes thats a given.
But back to Makoto. Shes a victim of bad writing just like everyone else. Ryuji during the kamoshida arc was fighting with self loathing and genuine anxiety, and aside from the like. One comment on Panthers outfit in the metaverse, hes more than well behaved. All of that is shelved as soon as Kamoshida is gone and replaced with him being weird comic relief (and the focus of alot of sexual jokes that were nonexistent in the beginning of the game). Anns arc about self love and empowerment is completely dropped as soon as the nasty bad guy is put away (so that its good to be weird about her w the Good Guys). Makoto loses her a chunk of her personality to be the mature waifu which is INSANE to me bc shes like. Not okay or normal at all 😭😭😭 she THINKS shes responsible and so does everyone else on her team, but its an act! She doesnt know shit! And she doesnt know that she doesnt know shit bc shes respectful and adults dont care about anything as long as u respect them!
Its very telling that for literally every single thief (and goro), you can see the exact moment the writers gave up on adding anything of worth to their characters outside of the social links. Its like they didnt know what to even do w the characters at their disposal after their main arcs were complete. No mention of friends hanging out without you, no mention of having group hangouts. Everyone is treated as a core, important member of the friend group DURING their arc, but outside of it, they are acquaintances at best. Theres nothing in the game that convinces you that these guys are legitimately friends who care for each other and do Friend Things. And i describe it like that bc there IS a game that treats them all as friends, and its strikers! Strikers/Scramble genuinely feels like the game p5 wanted to be; a road trip w your team where they stay up at night talking to each other and hanging out and doing things together that dont necessarily include you, the player. Its refreshing and lovely but it sucks that u get that kind of attention to detail in a ‘spinoff’ title
#chattin#i hesitate to use spinoff bc its a pretty big game#and theres an amazing plot with wonderful characterization#and their handling of jails and jail owners is LEAGUES better than the bs they tried to make up w palace users#and all the thieves feel like family. and not in the annoying fandom way; like#were family in the same way a family is forged and tended to. i love you. no one is left behind. no one is made to feel inferior another#its really good and honestly if u want more interactions between everyone i really recommend a playthrough#but yeah#p5 sucks#i love it but i love the version of it i made in my head LMAO#maybe p5r did a better job w the dialogue and some questionable scenes#(i wouldnt know. i didnt play it lol)#so maybe thats what people need to be using as a point of reference#but i only plyed p5 so this is what i have; a group of people who show up for meetings and then go about their life#and that kinda sucks. why make this wholly unique experience in which these teens can only relate to each other#make them bonded over their shared experience w this unbelievable world#and then not only make them NOT interact; but have the end be ‘okay by akira.’ and leave it at that#they just. didnt know what to do w anyone#they needed their girls to be waifubait and the boys to be an afterthought#they needed a buffet of older woman for pathetic men to fuck through their self insert#and they needed a story convoluted enough to keep people stuck trying to figure it out themselves#its bad. its so bad. its so fucking bad. but i have to be here. WE have to be here.#bc who else is going to take these characters out of hell and treat them right ??!!!
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