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#I'm writing this as objectively as I could based on observing these 2 characters interact
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Friends to Lovers Tournament: Round 2, Side A, Match 7
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propaganda under the cut!
Junnana:
Oh they are so very silly and I adore them. They basically spent the anime being the most married couple there, the game amplifying that and the movie burning that all to the ground (or Nana did that) before vowing to start a new later. They're just a girl reaching for her dreams without a ton of natural talent and a girl who enjoys helping her friends shine instead of herself despite being super skilled but even though they have slightly different goals on the stage they both respect each other so very much to the point where things only go wrong in the movie because Nana lost a bit of the respect for Junna that was always so fundamental in their dynamic. The Overture manga gives a bit of insight into what their early interactions were like especially in their respective focus chapters (3 and 9), with 3 showing that Nana was planning on becoming their class president rather than Junna but stepped down just because she had so much trust in her abilities while still making it clear that Junna could rely on her while in 9 the mutual reliance came back in the form of Junna being the one to make Nana realize she wasn't alone. Carrying onwards to the anime, some time before the whole thing, Nana decided "hey time loops are pretty cool" because she was afraid of her and her friends growing up and separating. This was not a fact known by anybody but her and that one giraffe and did not affect the early plot, where for the most part Junna was more focused on due to her struggles being highlighted from the moment revues were introduced and Nana was just constantly around her. Then Junna ended up being the first person Nana actually told about them directly (and not in a very vague way in a revue because otherwise Hikari would be the first) because it was looking like said loops were about to end because the childhood friends to lovers dynamic as a whole decided to say nuh uh to her. Then she did in fact lose her next revue which made the idea of continuing her repetitions a little impossible but Junna ended up recovering from that whole shock pretty quickly, and went to comfort Nana and help her learn to start anew. 
Then there's the game which. yeah there's so much stuff in there that I can't even explain it all. In the main story we get the arc of Nana starting her overprotective bs once again, getting stopped and then being given more courage to move forward by Junna since she was realizing that she kind of messed up (since she decided to object to the concept of plays just having lead actors in general. as you do), but there's so much stuff outside of the main story. Highlights include: Junnana literally making up their own ship name, Nana deciding the best way to practice for a role centered around an observant character was to observe Junna specifically, Nana writing a self-indulgent Phantom of the Opera adaptation with herself as the Phantom and Junna as Christine in an event where it turned out she relates to the Phantom (red flag #1 as far as I'm concerned) and wrote Christine based on Junna (Junna was very okay with this but I find it hilarious that she made her adaption of a famous play basically self insert fanfiction), the actual Junnana kiss (stage kiss?? real kiss?? we'll never know), the Valentine's Day event where Junna kept saying things like "oh I'd go to any lengths for Nana" while talking about making chocolate of all things, the time Junna talked about how she wouldn't let anybody take her place of staying right by Nana's side if she had to because she loves being there completely out of the blue to Nana's ex of all people (not a canon ex but a lot of people who know about her whole deal with Nana at least agree that they had something going on. and let me tell you Junna telling the person who constantly regrets not having the strength to remain by Nana's side how much she loved being with Nana was not a smart choice, even though Hisame, the girl in question, took it very well), the Steins;Gate collab where a good chunk of the plot is just Junna being worried about Nana, a play where it turned out that the whole time Junna and Nana had both taken inspiration from each other for their roles, the time they had to actively stop themselves during separate interviews from just rambling about each other, etc. There's so much. Also I forgot to mention it during the main story part but there's also an alternate universe briefly discussed where one of their friends just does not exist so Nana is one of the two best actors in the class and gets the lead role in the play they perform every year, and there's a scene after their performance where Junna talks about how, in the play which is a tragedy involving two lesbians in love, Nana's performance made her think that, if she had stood as her co-star, she would have simply been built different and prevented the tragedy from happening. The plot ends with one character falling form a tower and another being imprisoned within it, and Junna is like "if I was this tragedy and I was with you I would have simply taken your character's hand and never let her go". They're just so married in the game and I can't believe them for it
And then there's the movie. We don't talk about the movie but I kind of have to. Okay so you remember those two friends I was talking about who act very married and ultimately have a lot of their relationship based around their mutual respect for each other? What if Nana stopped respecting Junna entirely one day? That's their movie arc. This movie covers the girls "dying" as stage girls (ie. losing what made them true stage girls/actors in the first place) and then being "reborn" as them, and unfortunately Nana is of the opinion that Junna could just simply have her symbolism death and not the other part. During their revue, Nana talks a lot about how beautiful and dazzling (using those exact words. she even called Junna heartbreakingly beautiful in the dub) Junna was when she was foolishly reaching for a role she wasn't likely to get, but put it all in past tense, and encouraged Junna to let herself die as a stage girl in a brilliant manor rather than trying and failing to grasp her brilliance and dying out like that. also she called her an ugly fruit which sure is something. Then Junna was like "???? no I won't do that actually???" and took one of Nana's swords from her to engage in a sword fight since Nana had destroyed her usual weapon. Which was not a great matchup briefly because Junna never used a sword in her life but after Nana realized that the Junna she was fighting was different from the Junna she knew, and didn't match the role she had assigned for her, Junna ended up telling Nana that her own role was something she'd define for herself and not something Nana could assign for her, and ended up winning against her. After the revue was over, Junna still wanted Nana in her life, and promised her that, one day, they'd reunite on a stage which belonged to both of them, even though they had to find their own stages before that could happen. Before they departed, Nana lamented that Junna was dazzling, contradicting her previous belief that she was only dazzling in the past, all while beginning to cry, and Junna nearly turned around to comfort her, but ultimately decided to continue onto her next stage as Nana carried onwards to her own, knowing that they would both need to grow before their reunion. I also want to mention that, during this scene, a picture of the two of them, one which Nana had stabbed through the middle as she was telling Junna how dazzling she thought she once was, had since been moved to a little pond in the background of the scene (and of the background of the start of the whole revue, so it was there the whole time) that was nearly identical to the one where Junna and Nana had had their moment of comfort at the end of episode 9 of the anime. With the middle of the picture being soaked in water, it ended up sinking just enough for the new cut in the middle of the picture to appear almost mended, showing that, while the damage Nana had done and the rift between them was still there, it was already starting to mend as they once again regarded each other as equals. This scene lives in my head constantly and haunts me daily. Congratulations to Junnana for having a divorce arc as high schoolers
Kuroken:
childhood friends!!! admittedly i'm quite rusty on haikyuu so im sorry i can't provide better propaganda for the kuroken nation but i do remember that kuroo literally centered the entire nekoma high volleyball team around kenma and had this whole gay ass speech about how kenma is their brain and the rest of them are the blood like why are you as a man the blood to another man's brain??
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hishoukoku · 3 years
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"your opinion on _____Kataang" . I genuinely wanna know why altho ik hate itYou can even choose not to answer this..
Okay...I've seen this one coming as I've thrown in hints (and anti posts) without fully explaining myself, so here goes.
I understand the things I might say may not be new, it's just my own POV as well.
Why I don't ship Kataang:
1. The crush:
Atla has thrown in crumbs of Aang developing a crush on Katara from early on, too early on. They set it up in a way that Katara is indifferent towards him, as anyone would be, there are bigger things at stake than romancing a child she just met.
Even so, you might think hah that's cute, except the forced crush narrative went at great lengths so that we don't forget who Aang's crush is and for whom he would foil the actually neatly setup main plot narrative (yk the one that should be more important)
It's almost as if there's no way to 'show not tell' this narrative, it's like there's no romantic spark or connection that would speak for itself in this relationship. Spoiler: there isn't.
Bryke needed to constantly remind us that "Aang likes katara (likes her 'like that..') don't forget guys, otherwise the ending we planned will make no sense." Spoiler: It doesn't!
2. Katara being Aang's guardian:
At the exact same time the big crush happens, we see Katara repeatedly being portrayed as Aang's motherly figure. If you think "wait I thought that was cute too" then I need to ask "In which way exactly?"
The sad truth is, women being written as their male partner's motherly figure has been happening ever since cishet male writers picked up a pen for the first time. Some people view this as typical normal behaviour.
I think it's unfair.
Unfair to whom? Mainly & more importantly, to Katara.
They deliberately set it up so that Aang is her rebellious child (but then also lover? helpno) that needs discipline and her 100% unbridled attention as to not stray from the right path or to lift him up when he's down.
Of course that alone is fine, Katara doesn't complain, she's the strongest of the group, she's been doing the same with Sokka since they were little, the responsibilities she carried, she did so proudly without question, for her brother.
So, is Aang her child when he loses focus and track of the real objective, when he's moody and afraid, when he can't tell right from wrong...and THEN her lover when he 'saves the world'?
Because 1. that's a bit F-ed and hypocritical and 2. that sounds like Katara would be his prize for having defeated the villain and carrying him all the way.
3. Lack of mutual trust and understanding:
Sure, they've known each other since episode one, sure they've been next to each other all the way, as we're all constantly being reminded...so how come after all that Aang cannot truly understand Katara's feelings and is so quick to judge and offer subjective advice when she's in real need of moral support, comfort and understanding.
I'm not saying he took her for granted when he himself had troubles but he took her for granted when h-
Aang dismissing and brushing off Katara's feelings and forcing his own views and beliefs, isn't proof of him caring for her. It's proof of him (most likely unknowingly, due to inexperience) belittling and suppressing her grief, until she forgets and forgives.
Which isn't what she needs, which is unhealthy.
I'm not blaming him per say, because he couldn't do better. He didn't understand her enough to do better in that situation. He never saw that side of Katara, because she wouldn't let him see it. She dealt with everything herself and took on with dealing with his problems and the responsibility he carried instead. (like a mother should). And that's fine, when the narrative is intended to show you this is who they are (see point 2) ), but it's not fine when the narrative has plans for them to have a 'love story(?)'
4. Inappropriate kissing + storming off like a child who has just shown his parent he's mad + cut to married ending?....... - need I say more here?
Anyway this got too long and I also tried to keep each point short. I admit, I wanted to do this for a while. So thank you for the ask, nonetheless.
ask game
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innuendostudios · 3 years
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Thoughts on... some funny games
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[no spoilers to speak of]
Thoughts on Lair of the Clockwork God
The wisdom of the gaming cognoscenti insists that comedy is hard to do in video games. Having grown up with Monkey Island and Zork, I've never found this convincing. But one true thing is this: it's hard to write about comedic games. The ineffability of humor is hard enough to describe in less-interactive media; I can't even explain to my partner why Gretchen saying "I met January Jones once!" on You're the Worst busted me up, and they were sitting right next to me when she said it. Throw in the "you had to be there" nature of the player's active participation and I lose myself in a cornfield. The thing I found hilarious might come a beat to early for you, or not at all, or not be funny in text like it is in gameplay.
Why did I like Lair of the Clockwork God? It made me laugh.
The premise and particulars are a lot of "that could go either way." Ben and Dan - stars of Ben There, Dan That and Time Gentleman, Please! - have returned. Ben is still an adventure game star, but Dan has adopted platforming mechanics in an attempt to get with the times. So playing the game involves switching back and forth between a character who can leap across canyons but can't pick up items or talk to people, and one who can combine inventory but can't climb over a 3-pixel rock.
Does that sound potentially funny? Potentially grating? Yes to both!
The plot centers around our heroes trying to save the world from several simultaneous apocalypses and having to teach human emotions to a supercomputer in order to do so. (Don't ask.) These means, rather like Ben There, Dan That, traipsing through a number of fantasy worlds (read: computer simulations) until the correct emotion is provoked. This requires cross-genre cooperation: finding ways to get Ben to areas only Dan can access, getting Dan new power ups by combining objects in Ben's inventory (an act Dan insists on calling "crafting").
The best bits are at these intersections, when Dan's platforming is the puzzliest and Ben's puzzles take advantage of Dan's skills. Periodically the game gives you a Dan-centric platforming gauntlet the controls are NOT precise nor pleasant enough for, or a Ben-only moon logic puzzle that leaves you googling the walkthrough.
But I liked it! A lot. The genre-hopping seems to have invigorated the developers, Ben Ward and Dan Marshall. I discussed my favorite joke in Ben There, Dan That (in what is probably the least popular video I've ever made that wasn't asking for money), but was also dismayed that the game was never that clever again. But this one is, several times over! Progression here involves cheating your way to a better respawn zone, goofing around in game menus, exploiting "glitches," exiting out and loading up entirely other games. There is a lot of poking and prodding at what a game of this nature can or should be.
But, honestly? The only real selling point is... it was funny. The humor is as anarchic and metatextual as in previous titles, but it feels good-natured in a way BT,DT didn't. And there are, here and there, little bits of meat on its bones - the characters wondering if, as a couple thirtysomething white guys, the world hasn't left them behind, no longer comfortable with the juvenile humor of their youth but not really understanding the youth of today, but having not yet fully escaped the mentalities they used to hold. (There's an unspoken humor to Dan's idea of "modern" gameplay being 2D platforming mechanics, especially at a time when adventure games are significantly more popular than on his last outing; this is a good joke whether or not it's intentional.)
Also: this game contains the most poignant urinating-on-a-grave puzzle in gaming history, and you may quote me on that.
Having finished it months ago, I can't even remember what all the gags were that tickled me at the time. Comedy fades from memory faster than drama or frustration. Mostly I just remember having a good time.
Thoughts on The Darkside Detective
Here's a hook: sometime after the mayhem ends in Ghostbusters, The Exorcist, Evil Dead 2, or some other paranormal blockbuster that you watched over and over in the 90's until the VHS wore out, some overworked detective has to come into your town and piece together what the hell happened.
This is his story.
It's a good gag, and the devs wring every drop from it. Existing in a world where these things are commonplace and you have to fit them into some notion of "police procedure" is just funny. Like, it's one thing to have a running gag where you keep observing the moon in outdoor scenes, commenting, with increasing hostility, that its behavior is suspicious (it has been present at multiple crime scenes); it's a slightly different thing when, given the things you've encountered, the moon being the Big Bad is actually somewhat possible.
The game is divided into six main cases and three bonus DLC missions (which come included in the base game now, and the third of which is the proper ending/setup for the sequel). You are the cop tasked to deal with The Other Side - and, when The Other Side bleeds into our own world, its cops have to deal with you. You have a sidekick with a mental maturity of about 6, which I guess makes you the straight man. (You have to grade on a curve to find a straight man in this game.) And you solve tasks like rounding up escaped gremlins or finding an AWOL lake monster all juxtaposed with mundane problems like inter-office squabbles and having not bought your Christmas presents early enough. It's (pleasantly) lo-res and sparsely isolated, so the dialogue and premise do most of the work, but they are ably up to the task.
The gameplay... not so much. I'm an adventure game lifer, so I can put up with a lot of nonsense. It's mostly straightforward inventory puzzles and occasional minigames. Most of the puzzles are fine enough. As the cases progress, things get more involved, and the DLCs especially involve some awful moon logic. And the minigames are not above using that same jumping peg puzzle you've solved in a dozen other games already. So gameplay ranges from serviceable to irritating, but it mostly exists to string together funny lines and silly images. (Christmas mall elves being secretly in service to Krampus - that's the kind of thing we're talking about here.) You won't feel much guilt for opening up a walkthrough; the puzzles aren't why you're here.
The sequel has just been released, and both games are cheap, so check them out if you feel like smiling.
Thoughts on The Procession to Calvary
It's rare for a game to be hilarious to look at.
The Procession to Calvary takes its name from the Bruegel painting. It also takes all it's graphics from Renaissance oil paintings, and the designer delights in making famously rendered heroes and religious icons steal, stab, fart, and swear.
A strong Terry-Gilliam-with-After-Effects vibe is what we're describing.
You play as a lady knight from a war that's just ended, which sucks for you because, in this age of peace, you're no longer authorized to kill. And killing's, like, you're whole thing. But the one person your new, pacifist king wouldn't stop you from killing is the warlord you just deposed, who fled to the South. So you embark on a nonsensical journey to seek out the one human on Earth you are authorized to kill, because killing is just The. Best. Ever.
Of the three games we're discussing, this is the most overtly cheeky, and, at times, the most scatological. I could've done with a bit less scatology, if I'm being honest, but the cheekiness is very winning. As with Lair of the Clockwork God, a lot of jokes could go either way - a field of people being tortured and a woman on a blanket selling commemorative torture merch could be painfully try-hard. But something about the victims being seemingly everyone ever crucified or broken on the wheel in a famous painting, and having them writhe on their crosses in a way that is both gruesome and goofy, and having a cacophonous soundtrack of their screams and moans that you will now imagine every time you look at one of those elegantly elegiac paintings from now on... it works. That the music score is being played by an extremely jaunty piper who dances behind you just out of sword's reach as you traverse the field pushes it over the top.
Oh, and the puzzles, while never hair-pullingly obtuse, will leave you stumped at times. Push past that to get the proper ending, but, if you're sick of trying, you can, at any point, just start stabbing your way through problems. Which, again: it takes a very deft touch to make "protagonist resorts to violence" actually funny rather than lazy and obvious. And maybe, in another game, the perfect timing of every animation, the clever quips, the careful contrast of cathedrals and high-society music halls with gleeful sword-swinging wouldn't be enough. But something about it being frickin' Renaissance paintings carries it the last mile.
This is probably the basest game of the three, but it's also the one that made me giggle the most. Having a BFA that required several art history classes may have something to do with it. But check this thing out.
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