Calling golden age Clark an anticapitalist/socialist paragon is only true for prewar golden age Clark (1938-42). The instant the US entered the war and the character started to be used to sell war stamps, he couldn't act as anti-authoritarian; destroying a car factory for its use of unsafe, inferior materials (action 12), trapping a mine owner in his own mine to force him to improve conditions for his workers (action 3), or tearing down tenement housing in order to force the government to build better, safer apartments (action 8) are all actions that would be seen as actively traitorous in the wake of Pearl Harbor. The Superman office contributed enthusiastically to war propaganda in all the forms of media the character was appearing in (comics, newspaper strips, radio show, and the Fleischer animations). By the end of the war Superman the Character was firmly established as Establishment. Postwar golden age Superman is still devoted to doing the right thing, of course, but now he helps raise money for charity, donates his time and labor to build orphanages, that sort of thing. He's not trying to tear the system down... much as I wish DC would let him try.
Instead of Siegel's original justice cryptid, the furiously kinetic Champion of the Oppressed outsider Superman, postwar to modern day we get a Clark who shifts back and forth on the spectrum of establishmentarianism depending on the writer, but who is generally not allowed to act directly against institutions (Wolfman, Morrison, Waid, Byrne, and Maggin for example all have WILDLY different takes on the relationship between superman and Authority). My personal favorite Take is that Clark as a person is not establishmentarian, but the establishment of superheroes and their conduct codified (or calcified, if you prefer) itself around him and his personal conduct. Both in a Doylist sense and in the continuities where he's the First Superhero a Watsonian one. How does your behavior change when you know people are looking to you to determine what's right and what's allowed for themselves? How does that constrict you, when your actions are dissected and taken for justification? That's why I always think of him as a person whose natural inclination is to be chaotic good, but who restrains himself into being lawful good. Clark would sure LIKE to Solve Capitalism. But he both can't, and will never be allowed to... and that tension, far from being a bad thing, can fuel a good interpretation.
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another thing I like about Chlonette is the fact one of them gives too much, and one of them takes too much.
Marinette gives too much of herself to other people, be it as her or Ladybug. She gives and gives and gives. It's concerning sometimes but it's kind of second nature to her.
Give. Be kind. Help.
Meanwhile, Chloe takes and takes. Takes a lot of power, takes a lot of time from her friends, takes a lot of things she can't promise. It's how she grew up, it's how she's taught to survive.
Take. Be one step ahead. Win.
But then it's them facing each other. Marinette tries giving and Chloe tries taking. But what could Marinette give to her rival? Pastries? She has money for that. Gifts? She could just order her butler. Friendship? She's...not sure but she tries.
Chloe tries to take it. She can't.
She tries again but it keeps slipping off her fingertips. She's getting frustrated, what was she doing wrong?! She was doing everything the people around her taught and did and yet she couldn't take what Marinette was giving. She couldn't keep it.
Marinette is getting agitated. Chloe isn't taking what she's giving and it feels wrong and strange. So she tries again and again, and again.
There's a boundary and suddenly they're more distant than close.
Chloe starts giving, but only to her. Only to Marinette. She starts giving what she has which she's aware isn't much. She looks down at her hands and she wished she wore her heart more on her sleeve.
And Marinette? She takes what she's given. She takes and takes. Even if it's small, even if it hurts a bit.
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the adhd is strong today and i am essentially writing 2 fics at once
i just finished a big batch of fandom au and have switched to streamers now, but the muscle memory is still there, so like,
every fcuking time i have a lil tumblr break, i tab back to the wrong fic
and have to see THIS SHIT
LIVE FOOTAGE OF ME RUNNING INTO STREAMER AU LIKE GET ME OUTTTTTT
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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.
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Fire the headcan(n)on: Problems with long-term management of biotic resources for maximum strategic potential in the Alliance military
It is obviously not ideal* for a ship's CO to be running risky ground missions, but the issue demonstrated by Commander Shepard actually brings to light a larger dilemma that's been discussed within the upper echelons of the Alliance military for years. Biotic personnel are a huge asset as front-line troops, and any still able-bodied biotic moving off the front lines is considered a net loss. This poses a potential retention problem, since the usual route for advancement would remove them from where they're considered most valuable.
A trail of internal communications dating back over a decade (recently acquired by Westerlund News) documents how the Alliance instructed recruiters to push biotics to enlist (with exorbitant sign-on bonuses) rather than attend school for a commission.
It's worth noting that when faced with a similar recruitment-and-retention problem for pilots, the Alliance chose to offer commissions, while technically-skilled Specialists can be brought in as officers or warrant officers, depending on their pre-military career and level of education.
Alliance military doctrine suggests preventing a "Shepard Problem" not by restricting a biotic CO to their ship, but by making sure they'll never command a vessel in the first place. If at all possible, biotic personnel should not be given the opportunity to advance to senior command positions until they are physically unable to serve on the front lines.
*Understatement
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