A character reference based on all four Steps of Our Life! It's only "sort of" a height reference as well since obviously they're not 100% accurate (the devs don't have specific heights for everyone to my knowledge).
I did dig into the code to try and get characters at their "normal" heights but there are other matters at play too (example: Nicolas is obviously "taller" than he should be because he needs to be pushed upwards to be visible enough above the game's text box; likewise with other very short characters).
Still, this should serve as either a nice reference guide for every character or a "height reference" in the sense of getting an idea of which characters are shorter/taller than others.
I'm also going to detail some extra notes below the break, including posts from GB Patch's Tumblr that reference any defined heights (with Cove being the obvious one) or general height things, as well as some more stuff about the MC's height in comparison to the three love interests depending on what you pick.
Cove's height is listed on GB Patch's FAQ as 4' 1" in Step 1 (also stated as "mostly average, perhaps a bit on the short side"), 5' 4" in Step 2 (in-game this is defined as "very tall" on the MC's potential height spectrum, as that is the only option considered on par with Cove's height), 6' 0" in Step 3, and 6' 4" in Step 4. A fun fact is that Cove's final height was originally 6' 3" (191cm) instead.
Derek in Step 2 is under five feet tall (this post also lists Cove as "around 5 and a half feet tall" which you could take as either close enough to 5' 4" as stated above or a potential original height he had that got changed). In-game, he's "short" but not "very short", as having your MC be "very short" will prompt narration telling you that you're shorter than Derek, whereas "short" only has you relate to him in smolness generally.
Step 4 Derek is "mostly average." He wouldn't be considered tall nor would he be considered short. His youngest brother Nicolas will "probably end up as a similar height to him" once he's more grown up.
Step 4 Baxter is "taller than average, but not especially tall."
I've been informed that, on the Our Life Patreon Discord, Step 4 Derek's height is listed as 5' 9" (175cm) whereas Step 4 Baxter's is listed as 5' 11" (180cm), so those are their defined heights. Before that, both of their heights had jumped around somewhat. A post from 2019 said that Derek was 5' 11", but a post from June 2021 said that Baxter was 5' 11" and Derek was 5' 9" (so consistent with the Discord). Then there's also another post from July 2021 (you'll have to scroll down for this one) that listed Baxter at around 5' 10" while Derek was 5' 8"/5' 9". If you're insane enough to try and use the character reference too, then Baxter would actually be around 6'1" at minimum since he's taller than Step 3 Cove (though you could also make the same argument that this means the mom trio of Pamela, Noelani, and Kyra must be decently tall as well since they're so close to Cove on the character reference).
I don't have any experience with GB Patch's other game, XOXO Droplets, so I don't know what ages the characters are in it, but since both Shiloh and Jeremy are characters seen visibly in Our Life, I thought I'd also mention that they're listed as 5' 10" and 5' 5" (or 5' 5 1/2") respectively in XOXO Droplets. Jeremy also apparently grows to 5' 8" in his 20s and he's 22 in the Our Life Cove Wedding DLC (I don't think this is spoken of in the game specifically but he's labeled as 22 in the code).
As for the MC and how their height plays into things, "tall" and "very tall" as well as "short" and "very short" tend to be considered the same for the most part in the game's code. It's not that there isn't a difference at all (I would say it's still notable), it's just that sometimes the game may be more vague about height differences. My post about Errands references this where you don't need more athletic points due to being "very short" instead of "short" to give Cove a piggyback ride.
A guesstimate I'd make is that about 5% of the time, the game will take note of whether you're "very tall" instead of "tall" or "very short" instead of "short." Otherwise, you're either "generally tall," "average," or "generally short." There are also other instances (usually with Cove) where the game might just check if you're either generally tall (around Cove's height) or not generally tall (i.e: definitely shorter than him).
This is actually relevant to the heights because, following all above information, one would assume that Step 4 Derek is average, Step 4 Baxter is tall, and Step 4 Cove is very tall going off the MC's potential "height spectrum" of very short, short, average, tall, and very tall, but it's not entirely the case.
A "tall" MC (generally tall) will look "down" at Step 4 Baxter just as he will look "up" at them or they'll look directly at each other if the MC is "average," same as Step 3 Baxter, but--
when the game has any instance of differentiating between "tall" and "very tall" (they never do this for Step 3 Baxter so the base assumption would have to be that he's just average height), things change.
During Baxter's apology in the wedding of his Step 4, Baxter dips his chin to look at the MC if they're "short"/"very short," levels his chin to look at the MC if they're "average"/"tall," and then lifts his chin to look at the MC if they're "very tall." A generally tall MC still has to lean down to kiss him if they choose to do so though.
Also, during the intimacy scene with Baxter (either in his office or his living room), if the MC is "very short," "short," or "average," it states that Baxter is taller than them. If they're "very tall," then Baxter is shorter than them, but a "tall" MC is "almost the exact same height" as him.
This is all a really long-winded way of saying that GB Patch referring to Step 4 Baxter being "taller than average but not especially tall" might mean that he's some infuriating middle ground between average and tall where he's not quite one but not quite the other either (which honestly is very Baxter of him so I can't even be mad).
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Macbeth Q&A 18th Jan 2024 Part 1
Was lucky enough to get a ticket for the Member's Event at the Donmar Warehouse that took place on the 18th...with the price of the patronages I sure never thought I'd have gotten the chance, but luckily, they also let in some non-members 🥹❤️
The brilliant performance of Macbeth was followed by a very quick cleaning of the stage - thought for sure it would've taken them longer to remove the blood than like 5 minutes - followed by a lovely, little Q&A session.
The Q&A was led by Craig Gilbert (Literary manager) who talked to Annie Grace and Alasdair Macrae (Musicians and part of the acting ensemble) as well as Cush Jumbo and David Tennant.
Anyway, just gonna write down some of the stuff they talked about :) sorry if it's a bit messy! Might be spoilery if haven't seen it yet but is going to!
To begin with Craig remarked that he didn't think he'd ever seen that many people staying behind for a Q&A before (While I was just wondering why some people even left!? Stressful!).
David introduced himself with "My real name is David "Thane of Paisely" Tennant - while Cush introduced herself with "I´m Cush Jumbo - there's only one of me".
First question was Craig asking them what it was that brought them to the Donmar to do Macbeth - to which David pretty much just replied that 1. It's the Donmar! 2. It's Macbeth! One of the greatest plays of all time in an amazingly intimate space - and that the theatre is famous for its quality of work. So he found it quite hard to think of a reason not to do it!
Cush said she'd worked there before and loves the theatre, how it's so intimate but also a great workspace. Followed by her saying she said yes because David asked her. She talked about how important it was for this play to do it together with the right actor playing opposite you.
David says Max Webster asked him about a year ago if he wanted to do the play - he gave him the dates - and since there weren't any obstacles in the way, David didn't have any excuse not to do it.
He then said that he had slightly avoided Macbeth - there sorta being the assumption that if you're Scottish and has done some Shakespeare plays before you have to do Macbeth. Which he joked was a bit odd since it's not like every Italian has to play Romeo. Then he mentioned that Macbeth is probably a bit more of a jock than he is - that it seemed more like a part for big, burly actors.
Max had laid out his initial ideas to David, a lot of which are in the final production, and David thought he seemed lovely, bright and clever and inventive plus it being the Donmar Warehouse! To which joked that he had last worked there 20 years ago - when he was 8 years old! "It's just one of those spaces" - friendly and epic at the same time where it's such a pleasure to be on the stage.
When Craig asked his next question concerning the sound of the play someone asked him to speak louder as she couldn't hear them - to which David joked that they've gotten so used to whispering. But also said sorry, and that they would!
Alasdair explained a bit about the process of the binaural sound - bit I find it a bit difficult to decipher it all correctly, sorry. He did say that a interesting part of it is that it allows them a controlled environment where they can put all the musicians (and even the bagpipes!) behind the soundproof box so "Poor David and Cush" doesn't have to shout over all the racket.
Craig asked David and Cush what their reaction was when they heard about the concept of the binaural soundscape - to which David replied that it didn't quite exist when they first came onboard - Cush joking they were tricked into it. Then she talked about her and David going on a workshop with Max to get a feeling of how it would all work - and get a sense of how it would sound to the audience, as this was one of the few times, they got to hear that side of it. Their experience of the play being completely different to the experience the audience has.
Cush said they can hear some of the sound - like she can hear some of the animal sounds and David can hear some of the stuff from the glass box - but most of their cues and information comes from timing with each other. She said they won't be able to ever hear what the audience hears - to which David joked "We're busy".
It felt like mixing medias - as it all went quite against their natural stagecraft instinct - but Cush found that in the long run it made things very interesting - like they don't have to worry about getting something whispered to each other - as the audience will hear it anyway.
David said the odd thing is that they don't really know what the experience truly is like. He mentioned that to the sides of the stage there's a speaker for them where they will get any cues that they need to hear. Like they can hear the witches - but they can't hear where they are "positioned" - so they have to learn how to place themselves to fit with what the audience hears. They don't hear everything, though. And the audio they hear is quite quiet, so it doesn't disturb what comes through the headphones.
He thinks it's been exciting - that it's a bit like a mix between film and theatre. It's happening live - but it's also like post-production is happening between them and the audience as it's going on. They just have to trust that the audience is hearing what they are supposed to for it all to make sense.
Cush said she thinks in 10 - 20 years, as these technologies has developed, doing theatre like this will feel a lot more normal - not that they will do it ALL the time, but that they will be doing it - whereas now it's still like an experiment. What Cush really like about the concept is that if was done in a much bigger theatre - then people in the cheapest seats would be able to have an experience much more similar to those in the most expensive seats - they'd be a lot more immersed into the action.
David then talks about how it feels extremely counterintuitive to not go on stage and speak loud enough that the people in the back row can also hear you. And usually, if they can't hear you, you aren't doing your job right! But then it felt very liberating. He loves it.
Cush then talked about how it felt odd waiting in the wings for a cue you can't hear - where you traditionally wait backstage and you can hear your cues, you can hear the rythm and know when it's your turn - so it was quite disconcerting to hear silence. So it's basically down to them now knowing the show and each other's timings - like if David is standing at a certain point, she knows how long she has before she needs to say/do something. So you have to watch each other more closely and really focus on what the others are doing.
David asked the musicians if they can hear everything inside the box, to which Annie replied that they get everything except some extra bits in the soundscape. But they can hear the actors on stage. Annie said it's actually a bit of a mystery to all of them what the audience actually experiences - how the big pictures actually look like - they just have to trust that it's there "Is it there?!".
Someone asked if they had had any adverse reactions from audiences to having to wear the headphones. Quite a bit of laughter all around :P then David said "There's the odd person" and something about if someone hadn't gotten the memo before turning up...but not sure how he ended the line. Then once again says that yes, there's the odd person who doesn't like it and that's fair enough.
The same audience member then said he could see the advantage of it in a big theatre where the distance is big, but not in a small place like the Donmar - to which David very quickly, rather passionately replied that it's not about projection, it's about being able to do things you wouldn't normally be able to do live - where they can speak so quietly that they can't even hear each other when standing next to each other. So even in such a small place, people wouldn't be able to hear that. It's about creating a different play - which isn't to everyone's taste and that's fair enough. But for a play that's been done a hundred and seven million times he thinks it's very valid to try and find a new way into the play - even if it's not for everyone.
Part 2
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