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#Like Too Many Thoughts
goombasa · 5 months
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Thoughts on the Super Mario RPG Remake
So hey, guess what I got for Christmas?
Okay, so, to give a bit of context to this, the original Legend of the Seven Stars on the Super Nintendo is one of my favorite games of all time. I played it backwards and forward and I've probably played through it start to finish more than any other game on the SNES. I love the world it created, and felt like one of the first big proper expansions to Mario's universe, rather than just being an incidental new place where the game was taking place. I love the new characters we were introduced to, particularly Geno and Mallow, and I was always disappointed that we never saw them again. I mean, I get WHY we didn't, the game was made by Squaresoft pre-Enix merger, and as such, most, if not all of the game's original characters were the property of Square and not Nintendo.
Oh, and of course I love the fact that this would be the impetus for other Mario-themed RPGs down the line, including Paper Mario, its sequel, the Thousand-Year Door, and the Mario and Luigi series… not that either of those series are in particularly good shape these days. But this was the start of it all.
So imagine my surprise when Nintendo announced during the Nintendo Direct in June of 2023 that there was a remake of this game in the works for the Switch, AND that it was going to be released later that same year, just in time for the Holidays!
I never thought it was going to happen, but it was happening. One of my most favorite games of all time, was getting remade, from the ground up, and brought properly into the third edition! Holy crap! AND GENO AND MALLOW WERE COMING BACK, BABY!
But… the more that I thought about it, the more my excitement died down. How would the gameplay hold up? Were they going to change a bunch of stuff about the game? Would they add a bunch of superfluous fluff? Who was even making it? It wasn't made by Nintendo or Square-Enix, but by a third party called ArtePiazza, a studio that up until this game came along, I hadn't actually heard of before. I was worried, and that worry was only exacerbated by how much this game meant to me personally.
Thankfully, all my worry was for nothing. This is not only a very faithful remake that makes changes only in what I personally consider the right places, but also a reminder of how much these older games tended to be better about respecting a player's time.
And now I'm gonna talk about it all.
The Developer
As it turns out, ArtePiazza has a long history of working with Square Enix, and were actually the primary developer behind a lot of the remakes of classic Dragon Quest games, as well as the CG designs and scenario designs in others, so they definitely know what they're doing when it comes to RPG remakes. It's not really surprising that I hadn't heard of them before, as they were more a background studio that offered assistance rather than main development.
This isn't the first remake they've been responsible for, like I mentioned, and I definitely think they did a great job with it, but I kind of wish I knew a bit more about the studio as a whole now, but information on them is a little bit on the sparse side, aside from the list of projects they've worked on which mostly consists of the Dragon Quest series, and a small handful of other RPGs here and there.
The Story
Hokay, so, this is a Mario game, but it's an RPG. That basically means that you have a very typical RPG setup, and at no point does it feel like the game is treating itself very seriously. I say that as a positive, because the story is paper thin here, basically an excuse to have Mario and friends go all over the place in this weird and wonderful world that has been created here.
The story itself wasn't really changed at all from the original. It is as close to the original as possible while at the same time altering some of the weird mid-90's quirks of the script. Most of the changes are minor, like removing the Bruce Lee name drop just before the Bowyer fight, and a few of the names of certain characters and enemies were changed. The only one that I kind of wish they hadn't changed was Mack, the first commandert of Smithy's forces that you fight in the game. His name was changed to Claymorton in the remake, which does make sense, it's still a pun on his weapon of choice, but in the original, he was known as Mack. You know, as in Mack the Knife? Pun on the song? Because he's a sword, but still… kind of a knife?
Okay, I get why they changed it.
Point being, if you are a fan of the original, nothing here is going to ruin any sort of memories you have of the story, simple as it is. Whatever changes they made are negligible and it retains the same flow, and most of the sillier moments are preserved perfectly here in the remake.
The Characters
Like the story, there's not a huge amount of characterization here, so if you were expecting the remake to suddenly give more depth to anything here, you're going to be disappointed.
At the same time though, none of these characters really needed much in terms of depth. Their designs and personalities are more than enough to carry the game. The villains barely get much of an introduction in this game, simply showing up at designated points to be the antagonist for that particular chapter of the story, and yet every single one of them has such a striking design and an interesting personality (for the most part; the aforementioned Claymorton is about as generic as it gets, save for his design and pogo-sword gimmick) that I don't think ‘depth’ is every really an issue. Entertaining is probably the best way to describe the characters here. Even the most minor of characters manage to leave enough of an impression that you are never going to mistake one person for another as you journey across the Mushroom Kingdom here.
This is something that carries over beyond Smithy and his gang to the one-off minor villains you run into, like the fame-hungry Punchnello, the underwater pirate Johnny, and of course the completely detached from reality Booster and his Amusement Tower.
Also, you fight a sentient wedding cake at one point, and the ending to that fight is legitimately hilarious.
And then there are the playable characters. Mario is given more of a mischevious bent in this game, and I was really surprised to see that they kept in some of the less flattering moments for our hero. There's a point where Mario's ready to just deck a child in the face for basically saying he isn't as good as Geno. And there are the many moments where Mario, rather than just recapping past events to other characters will just mime his way through what's happened, basically playing every character at once, and it's fantastic. This was one of the first times in the series where Mario had a lot of character beyond just being a heroic jump man and I think it did a very good job at conveying that character.
Also, you can make Mario say some real mean things to people in this game and just be a dick, which doesn't really have any sort of consequence, as most of the ‘yes/no’ questions, you do have to eventually agree in order to progress, so there's generally no reason NOT to make Mario talk negatively at least once or twice, just to see the other character's reactions to him just flat out refusing to be a hero for once.
Princess Peach is how she always is. She spends the first good chunk of the game in her usual role as a damsel in distress, and even after she joins the party, she doesn't really get a chance to shine on her own. Mechanically she's one of the most important party members, but in terms of personality, she really doesn't stand out much once she joins your party. I kind of feel like she had more dialogue before she was rescued than after. It's not a terrible portrayal, but you can definitely tell that this was written during a time when Peach's role was mostly to be the damsel, and the fact that she was part of the main party was enough to celebrate, whereas steps have been taken in future games to give her a bit more personality, and to make her a more active element in the story. It's especially noticeable when you compare Peach to Bowser's portrayal.
Bowser is fantastic in this game. This was the first time Bowser was shown to be anything more than just a big, evil brute in the games. Back in 1996 this was pretty unprecedented, and it really made Bowser into the more endearing, well-loved semi-villain that he is today. Like, yeah, Bowser is evil, but at the same time, he's also a bit of a dork with self-confidence issues who thinks he's way smarter than he is, and it's just… it's just so great. It's to the point where, even in RPGs where he is the main villain, Bowser is just as much comedy relief as he is an antagonist. It's the same here. After defeating him early in the story and then slowly watching his forces dwindle down to nothing as he tries in vain to defeat smithy on his own, Bowser is just a delightful curmudgeon to have on the team… even if, in terms of mechanics, he was actually the character I ended up using the least throughout my playthrough.
But then there are the newcomers, Geno and Mallow. I love them both, from an aesthetic point of view. Mallow, being a little cloud creature does fit right into the Mario world without issue. Geno's a bit more unique looking, but his role as the guardian of the Star Road fits right in with the occasional character guarding a super powerful area or relic or long lost power source that seems to crop up, even in the regular platformers now and then. And as they aren't really Mario characters, at least not in terms of the main canon, the writers did have a bit more freedom with these two, though not a huge amount was done with that freedom. Geno is about as static as Mario, Bowser, and Peach, though he's certainly a talkative character. I never really got much of a vibe for his personality though, as much as I enjoyed his design. Mallow is unique amongst the main cast of the game in that he's really the only one of the five that has something resembling a character arc. Orphaned as a child, wanting to find his real parents, and learning to be more confident as a result. It's really simple, much like most other subplots in the game, what few there are, but it does give his character more agency in the plot beyond the shared goal of wanting to stop Smithy from taking over the world.
Speaking of Smithy, can I just say how much I love the idea behind him. He's an alien blacksmith who literally forges the enemies that you fight, making sentient weapons that are completely loyal to me. It's an intriguing idea for a villain and I kinda love it. It almost makes me a bit disappointed that he just exists to be a villain. We don't know anything about him, what he does, where he comes from, whether or not he's done this to other worlds and so forth; Like I said before, we don't really need all that stuff for this to be a great game and an enjoyable story, but the fact that I'm not disappointed and yet I'm still asking these questions about the villain does tell me that I think he's at least an interesting force, especially with how much he's built up over the course of the story before you finally confront him. He might be one of my favorite Mario villains just for his concept alone, and that extends to his minions, all of whom are based around various weapons, their names a pun on the weapon they're based on. It's great stuff.
What the characters lack in depth or complexity, they more than make up for by just being absolutely off-the-wall strange, and I am here for it.
The World
Exploring the world in this game is a pretty straightforward experience. Folks tell you where to go and what to do, and then you do it. You pretty much will never find yourself wondering what you're supposed to do next, and that's without the need of a waypoint or a radar or even anything to really remind you of what you should be doing, though the remake does give you a handy journal function to remind you of recent events and any interesting information that you've gleaned from talking to people.
While the original didn't have any journal or fast travel functions in it, moving around the map was fairly snappy (actually much snappier than in the remake) and the areas and dungeons were small enough that revisiting them for whatever reason never felt like much of a chore. However, adding in modern sensitibilities and accessibility options for the convenience of the player is something that I will always welcome, especially since they slowed down traveling on the map quite a bit for the remake.
But that's about the only thing that feels like it's been made slower. Mario no longer needs a button held down in order to run on the overworld, running is just his standard mode of movement in this remake, and his speed is a very happy medium between his walk and run speeds from the original, and it works perfectly for getting around quickly enough and avoiding enemy encounters, not that you'll really want to, as combat is really fun, but I'll get into that later. Platforming also feels better in this version as well. The original wasn't bad perse, but the sprite-based isometric layout of the game combined with the strange ascent and descent speed of the jump could make platforming a bit tricky. And yes, the game does have platforming, usually in optional mini-games
While the areas themselves are small and even somewhat linear in their layout, the isometric layout of everything does make exploring worthwhile, and of course there are always hidden treasure chests and enemies to keep a lookout for. There are even invisible treasure chests scattered all over the world, with a particular NPC in the game that will even tell you how many hidden treasures in the world you haven't found yet, how nice of them! You can find a bunch of stuff just by talking to the individuals and poking around in every nook and cranny, whether it's directions to a hidden treasure room in the forest maze, a challenge to hit a certain number of consecutive bounces using your jump attacks, or hitting a button in Booster Tower that opens up a completely new screen in the previous area. And that's to say nothing about the rush that you get when you grab an invincibility star and just plow through a ton of enemies in the overworld.
And you get Experience Points for it!
The Combat
The combat is fantastic, from all angles, and is probably the part of the game that was both the most heavily altered, and the the most improved in this remake. And make no mistake, it was already pretty solid to begin with. The timed hits mechanic, where you can push a button to either increase the strength of an attack or defend yourself against an incoming attack or spell and potentially eliminate all damages if your input is timed well enough.
However, the old game, for as good as it was, could be somewhat vague about what you could and could not block, and also what the timing was for certain attacks. It also limited you to only using three out of the five characters at a time and you couldn't change characters mid-fight. Also, Mario always has to be in your party, so party composition couldn't be super varied. The remake addresses most of these issues, and in pretty decent ways.
First off, if an attack is unblockable, it will say so in the corner when the attack name is announced. Then, whenever an attack is used against you, or you use an attack, an exclamation point will apear above the character's head, letting you know when you should be hitting the A button. While decent timing will get you a small bonus to damage or defense, if you perfectly time the button press you'll either completely eliminate any damage you take (defending) or you'll dish out extra damage AND cause a small shockwave that will cause a small amount of damage to all other enemies (attacking). It's a smart system, and encourages you to learn the tells for both your enemies and allies. to maximize your offense and defense.
Oh, and that exclamation point? It doesn't stick around all the time. After you've successfully gotten a few perfect hits and blocks, the indicator will stop appearing. However, if you start missing the timing frequently on the same attacks, it will come back to help coach you into properly hitting that sweet spot. Depending on your team composition, you'll also get bonuses to certain stats if you manage to keep a combo chain going of successful attack and defense. And speaking as such a big fan of the original, I actually needed that help getting the timing down. With the new 3D models, the animations are far smoother, and also a lot quicker too, leading to the timing feeling a lot trickier. This game also has a lot more attacks that can be blocked with a button press, and I'm not sure if they could always be blocked in the original, or if the timing was just that strange. To be fair, the timing on these particular magical attacks (Diamond Saw, Bolt, Storm), they're really tricky to get down, even with that helpful little indicator.
The ability to switch in party members from idle during battle is also more of a boon than I thought it would be. In the original game, you were stuck in combat with whatever characters you had in your party, and generally I never switched out specific party members, save for some very specific fights. I'd almost always go with Mario, Bowser, and Peach, and end up leaving Geno and Mallow behind. It isn't like the game ever forces you to use them again anyway. But in the remake, you can swap out a character without wasting their turn, something that becomes very useful for characters afflicted with status ailments or knocked out, or when you just want to experiment with other characters' abilities against certain foes.
And by far, the biggest quality of life improvement to the game's battle mechanics were with its special weapons. The system itself remains unchanged, you have a pool of flower points that is shared by all your characters that they use to utilize their special attacks. In the original game, these were, by a large, kind of useless, at least in my opinion. Apart from some specific fights, all I would use special attacks for was for Peach's healing abilities (which makes her super powerful in this game, she can basically keep everyone hale and hearty all on her own so long as you don't let her get KOed). It is true that plenty of enemies in the game have weaknesses to elemental attacks that party members have in their special attacks (Mario's fireballs, Mallow's thunderbolts and snowy powers, and so forth… also Mario's jump attacks count as their own element too), but there was very little indication about whether or not using a special attack on an enemy was actually affecting them any better than your regular attacks. Add in the fact that powering up the special attacks required more involved button inputs (pressing the D-pad in a clockwise rotation, rapidly pressing the attack button, holding it down and releasing it at a certain point, etc.) and sometimes I just wasn't sure if I was even using them right.
The remake on the other hand, gives you plenty of ways to know just what would be best to use against your enemies. First, when you use Mallow's Thought Peek ability (Psychopass in the original game), you not only get the enemy's remaining HP total, but also a list of everything they're weak against, including status ailments as well, which can also encourage you to use all those items and spells that inflict statuses on your enemies rather than just having those collect dust. When you use an attack that hits an enemy's weakness, or a resistance, it will TELL you that, letting you know that, yes, you are doing something right. And those special attack inputs I mentioned before? The game gives you a visual cue that not only makes it very clear what you're supposed to do, but gives you visual feedback on how well you performed the action, so you're always sure exactly how well you're performing them.
I don't want to say that the original was terrible in this aspect, but the original never really made special attacks feel like a necessary piece of the puzzle beyond healing abilities, and some early game fights that benefited from Mallow's screen-hitting attacks. It was balanced in such a way that using your regular attacks was still perfectly optimal. In the remake, not only was I more often switching out party members to change up my strategies during fights, but I was using special attacks a heck of a lot more often because I could be sure that it was something that would be effective this time around, which in turn made both Mallow and Geno feel much more helpful overall. This is actually the reason why I ended up using Bowser much less than I did on the SNES version, as he is a useful tank, but I found Geno's status as a glass canon and Mallow's ability to cover and reveal multiple weaknesses to be a lot more useful compared to Bowser's interesting but underutilized ability to inflict a lot of status ailments. Combat just doesn't last long enough to make status ailments useful to use.
I would even go as far as to say combat overall feels much faster  than the original. Not that it was slow before, but the animations just feel much snappier and more fluid and the lack of really needing to think too hard about what you're doing from turn to turn means that most regular fights are going to be over within three turns. The game's balance is just perfect in this regard, especially if you're new to RPGs. Speaking of which…
Breezy Mode
Look, the original Mario RPG was not hard. At all. And that was by design. It was built to be an RPG for people who didn't play RPGs but were familiar with Mario as a series. Combat was simple, the numbers were kept small, the level cap was very low, and the timed hit button presses kept people engaged and alert during combat, rather than just encouraging them to mash the attack button the whole time to get through the fights quicker. You're never confused on where to go, the few puzzles the game throws at you are very easy to figure out and dungeons are relatively small, quick affairs with only the occasional gimmick to spice up a boss fight here and there, such as Bowyer's ability to lock down a button.
I've gone on record in this post saying that accessibility options are a good thing, and I mean that. More options and more difficulty settings will always be a good thing, and there, it is no different. I just personally find it funny when a game that is already built to be easy and accessible goes even further and gives you an option to make the game even easier. It's a good thing, to be sure, and it's especially helpful for those struggling with the timed button presses. Heck, if that was all this mode did, it would have been a perfect accessibility option in general, but it also decreases the EXP needed to level up, and decreases the overall battle difficulty, lowers the HP for all enemies and bosses while still keeping the story the same. They took an introductory RPG and made it even easier to get into for anyone who is even remotely curious about the genre, and with how many RPG series are transitioning into more active combat systems and leaving the old turn based systems behind, I think this is a great way to introduce the concept of how these older RPGs functioned to people who just didn't grow up with this era of games.
The Post-Game
So, this is basically the biggest thing that was added to the game. As faithful as the remake is, one thing I'm very glad to see being added is a little bit of post-game content. There's not a lot of it, but it is there, and I felt compelled to talk about it.
The original game had no post-game. At all. In fact, there wasn't even anything after the credits, which was the style at the time. Games would usually just end, and stay on their THE END screen until you reset or turned off the console. Here though, after beating the main story, you unlock a brand new questline that will take you back to past locations to rebattle harder versions of bosses you fought during the main story, like Booster, Punchnello, and Johnny, and these fights do something very interesting: they really dial up the gimmicks. I mentioned before that gimmick fights weren't really all that prevalent in the main game. I mentioned Bowyer, but off the top of my head, there are also the two fights against Belome where he'll either eat one of your party members (the first fight) or clone your party members to fight alongside him (the second fight), and the second phase in Johnny's fight which turns into a one-on-one duel with Mario. However, each of these extra fights dials up the gimmickery quite a bit, to the point where they can feel somewhat like puzzle fights, as each one has to be fought in a very particular way.
You fight Booster, and if you let him finish his work, he'll drive a train into your body, dealing max damage to everyone on screen, basically guaranteeing a party wipe if you don't interrupt him and take out the snifsters, who are going to be encouraging him the whole time. You fight Jinx, who will instantly KO a party member if you fail to land a properly timed attack. You fight Punchnello, who has built up his defenses so high that the only way he can be hurt is by turning his bombs around towards him. There's even a rematch with Johnny that is once again a one-on-one with Mario, but this time you can't even use items, meaning that surviving the fight is going to be down to learning how to defend properly against all of Johnny's attacks. All of them CAN be blocked, but he has some pretty annoying timing for all of his attacks.
This all culminates in a rematch with the game's hidden superboss, a Final Fantasy inspired villain known as Culex. You fight him in his original 2D form during the story if you find the key to his door, but during the rematch, he has achieved a perfect 3D form, and man oh man, is he a challenge, well worth it if you're craving something that's actually pretty difficult in a game meant to be more welcoming to new players.
What I like about these fights is that they are essentially tests to see how well you've mastered the game's timed hit mechanics, and it makes you feel good for properly mastering them. Even if you're at or near max level (which is pretty easy to do in even a casual playthrough), these bosses will challenge you. You even get some new equipment for each of the extra bosses, usually super-powerful golden weapons for party members that didn't really have an ‘ultimate’ weapon the way that Mario and Peach did (the Lazy Shell and the Frying Pan respectively). You don't really have a reason to use these weapons since at this point you've basically done everything else in the game at this point, but the fact that there is a tengible reward for doing this post game stuff is always fun. And your ultimate reward for beating all the extra bosses and then defeating Culex? You gain the ability to fight Culex as much as you want, and see how fast you can beat them. It's not the greatest reward, but the fact that the developers went out of their way to include something to do after the credits roll in a game that initially just ended after that? I think that's really cool, especially considering just how much tougher these fights are compared to everything else in the game. It's just nice to see something that challenges you and your knowledge of the game's mechanics beyond what is usually required during a basic playthrough.
The Future
If I haven't made it clear at this point, this is a fantastic game. The original is a fantastic game, and it isn't often that I find a remake that can stand toe to toe toe to toe with the original, and while there are differences between the two, they mostly balance each other out. Both can be played and enjoyed easily, and while the remake does have a lot of very helpful quality of life improvements, the original version's more deliberate timing with its more limited animations still makes it very fun to play, it's just a different feeling.
I hope this game continues to sell well, and my biggest wish is that this means that the future for classic style RPGs will continue to be strong, or maybe we'll see some more new Mario RPGs that are quick, snappy and simple like this one, rather than these strange pseudo-RPGs that the Paper Mario series has turned into, or the drawn out, boring slogs that the Mario and Luigi games became.
But between this remake, and the upcoming remake of The Thousand Year Door that's supposed to be coming out some time this year, I have hopes that Nintendo is using these to guage interest for another original Mario RPG game.
I'm also hopeful that we might be seeing Geno and Mallow in games beyond the one they originated from. I'm not going to pretend that I know the details of whatever agreement Nintendo and Square Enix reached to make this remake a reality, but I'm hoping there was enough wiggle room for Nintendo to actually do something with the characters and concepts contained therein. At the very least, maybe Mallow and Geno will be able to appear in games outside of their origin in a form that's a bit more than just a glorified PNG, or a little background element cameo. Again, because I don't know the details of the agreement between Square and Nintendo for these characters, I can't be sure if this is just really wishful thinking on my part (game publishers are notoriously controlling over the IP that they own, with Nintendo being cited as the biggest example when it comes to their characters), but hey, I never thought we'd ever get a remake of this game, let alone one as polished and fun as this.
Thanks for reading all the way to the end of this post, it ended up a lot longer than I actually meant it to be, I just couldn't help myself and needed to gush as much as possible about a remake of a game that I have held dear to my heart since childhood, and I hope that this is a sign of more RPGs of this nature from Nintendo, or featuring Nintendo characters.
Who knows, with all of these remakes, remasters, re-releases, and smaller scope games that are coming out for the Switch as of late, this might be the year that we get some ideas about what Nintendo's next console is going to be, and what sort of games might be on it. That might be something to talk about down the line.
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druid-for-hire · 5 months
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[images ID: three images of a comic titled "one must imagine sisyphus happy" by druid-for-hire. it is a visual narrative beginning with someone with wrist pain (depicted by bright orange nerves) working at a drafting table. the reader is shown the same wrist as the person uses it for many everyday tasks such as carrying a grocery basket, pushing elevator buttons, typing, and doing dishes, until the pain dissolves all the panels into chaos. the person then performs several physical therapy exercises until the pain subsides. they sit back down at a desk with their laptop, sigh, and begin typing. a small spark of pain reappears. end id]
a fun little piece i made during the semester and submitted into our school comic anthology! (which you can buy at the Static Fish table at MoCCAFest in NYC ;] ). it's about artists and injury
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astearisms · 9 months
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fionna and cake drawings before and after watching the episodes so far. it’s nostalgic and somehow cathartic and poignant and relatable and—it just started
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egophiliac · 3 months
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You can’t pick Lilia for this. But who is your other favorite short character in Twst?
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I like the angry little king boy 🌹
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isjasz · 5 months
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☀️⭐🌙👁️👑
This is the way you are supposed to play this game.
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poorly-drawn-mdzs · 7 months
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The indescribable tension between an overworked and underpaid smut writer, and his biggest fan hater.
(for @frummpets)
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museaway · 2 months
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✍️ more fic writer asks!
reblog & your followers can send asks with the questions they’d like you to answer!
the last sentence you wrote
a character whose POV you’re currently exploring
how you feel about your current WIP
a story idea you haven’t written yet
first sentence of the fifth paragraph of an unpublished WIP
the word that appears the most in your current draft (wordcounter.net can tell you)
your preferred writing fonts
if you had to write a sequel to a fic, you’d write one for…
start to finish, how long did it take you to write the last fic you posted?
what is the longest amount of time you’ve let a draft rest before you finished it?
a WIP you’d like to finish someday
a trope you’re really into right now
a fandom you’re thinking about writing for
where do you get your inspiration?
favorite weather for writing
favorite place to write
talk about your writing and editing process
if you keep them, share a deleted sentence or paragraph from a published fic
the most interesting topic you’ve researched for a fic
in what year did you publish your first fic?
when did you publish your most recent fic?
do you ever worry about public reaction to what you’re writing? how do you get past that?
pick three keywords that describe your writing
how do you recharge when you’re not feeling creative?
besides writing, what are your other hobbies?
are you able to write with other people around?
your favorite part of the writing process
your least favorite part of the writing process
how easy is it for you to come up with titles?
share a fic you’re especially proud of
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verflares · 4 days
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(draconifies your zelink) oh whoops lol
+ an extra pic of em hanging out together :]
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bubblingsteam · 26 days
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wardingshout · 6 months
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I'm also having a lot of fun with this game!!
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Eowyn's blue golden mourning dress in 4k
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knox-knocks · 7 months
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Maybe exy is a little boring to him — but andrew doesn’t just not care about exy, neil notes in the beginning of tfc that he seems to outright resent it. boredom doesn’t bring about resentment. but do you know what does? the idea that a sport you barely give a shit about is the only reason anyone gives a shit about you
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bpdohwhatajoy · 1 month
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“You see, that’s what abuse does to you. You know? Made me this sticking plaster for all of life’s weirdos. This open wound for them to sniff at.”
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chiricat · 1 year
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honky star rail stuff 🍡
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laiamadej · 7 months
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Anyway johnshi angst?
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I wish i knew you wanted me - kenshi probably
The 'more than friends, never lover' trope stuck in my head for weeks , so i draw a bit of it cuz why not🤷🏻‍♀️ also part 2!
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poorly-drawn-mdzs · 20 days
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Danse Macabre
[Commission]
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