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#grief's design is based off of his concept art ^ ^ also the art where lara has a headscarf is so cute 2 me.
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HEY MA THE DOLLS ARE ACTING LIKE THEYRE ALIVE AGAIN
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its-gettin-weird · 1 month
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"I want to be an admirable person. Like Mother Fortuna, who’s my role model. Or Geuse, who’s so kind and strong. Like Archi, who kept smiling until the very end, just so I wouldn’t be scared. Or Puck, who always protected me and never left me alone. Like Ram, who wished to do the one thing that would be the most helpful for someone who’s truly precious to her. Like Otto, who does his very best for his friends. Or Garfiel, who never once uttered a word of complaint. Like Subaru, who says he loves me, and does reckless things even when he’s wounded and hurting. I want to earn the respect of each of them. From now on, I want to be the one reaching out to help someone.”
It’s Emilia!
I don’t really have much to say about her in regards to what her powers or wish would be in relation to her design since in my au she hasn’t made a contract (yet… ;) and talking about it here would be spoilers lol), but what I can say is that I wanted her outfit to be very reminiscent of Madoka’s magical girl form (you know, for the Homura x Madoka / Subaru x Emilia parallel) (also some Satella elements like the roses because, you know :) ). I also took note of the spin-off magical girl event in the game Lost in memories where they have magical girl designs for some of the characters, and they happened to have one for Emilia, so I took a lot of inspiration from her outfit used there. Since the majority of y’all voted for her to have the main color in her outfit be white, I went with that for her top and boots and made most everything else a different shade of purple.
A quick aside, I really want to thank all of you who voted on the poll and gave positive comments/ feedback on not just the designs that I’ve made so far but on the art that I’ve been posting here since last year. I know saying this is cliché (and even saying it’s cliché is too) but it really does mean a lot seeing so many people like my art and my ideas. I have been posting art for a while now (on Instagram but I’m pretty new here so bear with me 😂) but I have never really seen as much engagement with my stuff as I have on other platforms and I’m really happy about that :) I have a hell of a lot more to make and show you not only about this au but in general, and I am so glad all of you will be able to see it and I hope you like it to. Thank you for everything so far!
Now with the sappy shit out of the way, I’ll go over a few last thoughts I had about Emilia’s weapon and soul gem.
I didn’t know what to give her for a weapon since in canon she makes a lot of her weapons out of ice, so I just decided to give her a typical magical girl wand/staff since I thought it would fit her and it’s what she wields in the Lost in Memories spin-off. I made the staff look similar to Madoka’s bow (again, parallels) with elements of the concept art for the magical girl rings in pmmm and of Madoka’s soul gem at the bottom. The crystal star shape on top of the wand is also a Madoka reference because it’s the same star on her grief seed and Law of cycles symbol / witch kiss. I also made it crystal sort of call back to Puck’s crystal.
Now for Emilia’s soul gem I made it look like a certain key that appeared in season two… It was based on the comment by a certain someone that said something along the lines of “imagine you are the key.”… This character is very important to this au not just in the world of Lugunica… :)
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ecoamerica · 2 months
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Watch the American Climate Leadership Awards 2024 now: https://youtu.be/bWiW4Rp8vF0?feature=shared
The American Climate Leadership Awards 2024 broadcast recording is now available on ecoAmerica's YouTube channel for viewers to be inspired by active climate leaders. Watch to find out which finalist received the $50,000 grand prize! Hosted by Vanessa Hauc and featuring Bill McKibben and Katharine Hayhoe!
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“Your Daddy”
A self-indulgent Mickey Mouse fic that I just wrote on a whim. Based on a headcanon I made several months ago
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1928
“ LES CLARK! GET IN HERE, NOW”
It has been a.... bizarre three years working for Walt Disney.
Back in 1925, when Les first joined Walt, he was truly expecting a temporary job, possibly washing cels and doing a couple drawings here and there. But what once was thought to be a temporary job turned into three years honing his craft under the careful mentorship and friendship of the great Ub Iwerks, someone Les heavily admired.
But that was not the bizarre part.
The bizarre part came in the form... of Julius the Cat.
When Les entered the studio on his very first day, the toon barreled straight into his gut in excitement at the prospect of meeting someone new. Les, not expecting the greeting, barely caught the doorframe in time to stop himself from falling from the sheer force that was Julius.
Rather than amusement from his new coworkers, he was met with sympathy. Making him realise that this was, indeed, a normal occurrence.
The only one who had looked mildly amused was Walt, who sent Les a sheepish smile as he (rather gently) pried Julius off of him and settled the toon against his hip.
“ Heh, sorry about that Les. Julius here gets rather excited at the prospect of newcomers”, he said motioning to the cat, who was cuddling up to Walt’s side.
Les had accepted the apology and was soon introduced to Ub, who after the introduction immediately moved to scold Julius, who looked sheepish and nervous under Ub’s gaze. The entire interaction between Julius and the two men confused Les until two words came out of the cat toon’s mouth.
“ Sorry Papa”
While he looked nonchalant on the outside, the words had hit Les like a freight train on the inside. 
And thus began Les’ journey into the bizarre absurdity that was the Animation Industry.
Working under Disney led to Les learning a plethora of things, and some of them had less to do with actual animation and more to do with the toons. Sometimes while Ub was teaching him, the man would throw in advice on caring for toons. Any question Les had, Ub would answer and the man was incredibly blunt with his explanations.
“ So you’re Julius’ father?”
“ Yes”
“....But he calls Walt ‘Dad’”
“ It’s co-parenting”
And some answers were... weirder than others.
“ What do toons eat?”
“ Everything we eat and a little more”
“ What?”
“ Julius once ate an entire an entire paint can, filled with paint. Nearly sent me and Walt to an early grave, the little bugger. He didn’t get sick or anything, oddly enough he looked a lil’ healthier after that...”
“... So you let him eat paint now or-”
“ God lord no! We’re not taking chances in case he actually gets poisoned someday”
“ Oh”
“ Another tip, don’t ever let your toon eat erasers. That stuff will make them sick”
“....Noted”
Though it suffices to say, the years leading up to 1928 was an experience Les would never forget.
It was currently well past 11PM when Les entered Walt’s home, Lillian letting him in and calling for Walt, who was in his office, who then called Les to get to his office.
Les peeked inside to see Walt pacing from one side of the room to another. Sitting on a chair in the corner was Ub, holding something close to his chest as he tried to not doze off.
Both Ub and Walt looked like they haven’t slept in days.
Les lightly knocked on the door, announcing his presence.
Walt ceased his pacing,” Ah there you are, Les. Thanks for coming over”.
“ Well it sounded urgent. Couldn’t leave you two hangin’. What happened?”, Les asked concerned
“ We did it”, Walt sighed as he ran a hand down his tired face before looking to what Ub was holding.
Les’ eyes widened when the realisation of what had happened, finally noticing that what Ub was holding was definitely moving and shifting in the sleep-deprived man’s arms. Ub, noticing the attention from the standing men, shifted the being in his arms until Les could properly see him. In his mentor’s arms...
... was a sleepy small toon mouse.
“ When did you-?”
“ An hour ago”, Walt answered,” We made him an hour ago- but that’s not the point of you being here. Wait right here, I’ll be back”, with that said, Walt left the room to go further into the darkness of the house.
Les made his way over to his mentor’s side, dragging another chair closer to him and sat close by.
“ You okay, Ub?”, Les asked concerned.
“ I’m good”, Ub replied looking down on the toon in his arms,” Walt called me out of work to do this”, he moaned tiredly.
“ You were working?”, Les questioned.
“ I had extra work to do for Mintz because of planning with Walt”, Ub explained.
Les was well aware his mentor was working on things for Walt even while he continued to work for Universal. Ub was providing the money they needed to get the studio running while Walt and Roy went out, looking for new distributers after Winkler Pictures and Universal betrayed them.... and took Oswald away from them.
It was tragic watching everything unfold after Walt and Roy returned from their meeting with Mintz. After everyone just upped and left, leaving the four of them behind. Ub was in a fit of rage when he found out and what happened after that was the loudest, most rage-filled argument Les had ever heard between Walt and Ub. It had gone on for nearly a hour before things quieted down. But they didn’t leave the room they were in immediately, they were in there for a few minutes before finally coming out, eyes bloodshot and puffy despite vehement denies that they were crying. But it was clear as day that they were deeply hurt.
Les hoped to never ever have to go through what they went through.
“ What’s his name?”, Les inquired.
“ Michael Theodore Mouse. Mickey Mouse”, Ub stated with a nod,” It was Lillian’s suggestion after hearing Walt’s original name for him”.
“ And that was...?”
“ Mortimer”, Ub gagged.
Les snorted when he heard the name,” Bless Miss Lillian for stepping up where Walt failed in the naming department”, he joked humorously.
“ Amen to that”, Ub said with a short laugh as he looked down on the toon,” Hear that, Mickey. Your dad was going to name you Mortimer. What an unusual unneeded punishment, eh buddy”, he continued as Mickey smiled at Ub with sleepy eyes.
“ He’s very cute”, Les commented with a smile.
“ Of course he’s cute. I designed him after all”, Ub quipped with a smirk.
Les chuckled,” Of course”.
Ub smiled before looking down to Mickey again, this time his eyes filled with sadness. Les noticed this.
“ Thinking about Oswald again?”, Les asked.
“ Yeah. It’s just..... it’s been weeks since Mintz took him away and I haven’t seen him around the studio even while I was working. I’m worried about him and Julius”, Ub admitted,”.... I initially really didn’t want to do this”.
Les raised a brow,” What changed your mind?”.
“ Walt”, Ub said plainly,” We’ve been runnin’ around this for weeks now- well I was. You probably overheard me and Walt talking about this one night at the studio”.
Les nodded. He had overheard the conversation between Walt and Ub one evening when they were doing checks on the Hyperion studio. A mere two weeks before the current moment, Les recalled. It was far from an argument but there was definitely a disagreement. Ub wanted to wait a bit longer before creating another toon but Walt wanted it done sooner rather than later. The man even had a rough idea sketched out after seeing a mouse on the train  heading back to Burbank, Ub just had to create a proper design and then bring it to life. But to Ub it was moe complicated than that.
The man was exhausted, not just from overworking but from the very fact he had not JUST lost Oswald, but also Julius as well. And the guilt and sadness was eating him up from the inside. He was still wounded by the loss and Walt was not letting it heal like it was supposed to.
Not to say Walt wasn’t also facing his own major problems. He was also NOT coping well with losing Julius and Oswald (the latter especially) and his temper was much more explosive than usual from Les’ perspective. He threw himself into his work, dragging Roy everywhere to every film distribution company in the Los Angeles county. Heck, Les wagered Walt’s desperation might even have him go look for distributors in New York. And the man was constantly stressed out and judging by what Walt looked like earlier, even sleep deprived from working this much to avoid his own thoughts to grieve. You could say his desperation and grief was blinding him to his friend’s own grief.
 Les winced at the thought, silently pitying his seniors.
Ub continued on speaking,” Distributors want to see the stars nowadays and not just concept art. They want to see and meet the toon and as charismatic as Walt is, he can’t convince them to wait any longer. So I bit the bullet tonight”, he explained, shifting Mickey as the toon squirmed a little in his arms,” But I’m don’t regret this. I feel a lil’ better after making lil Michael here. He’s just too darn active for me to ignore, isn’t that right buddy”, he said addressing Mickey, who was about ready to fall asleep again.
Les smiled at the sight of the toon,” Well I’m sure this one right here’s gonna be the one to boost us to success”, he said.
“ You think so?”, Ub inquired with a grin.
“ O ‘Course! After all, who could resist this cute little face?”, Les cooed at Mickey before turning to Ub,” AND you and Walt have already raised some pretty big stars. No doubt this little one will follow suit with his brothers”, he proclaimed confidently,” You two are gonna great dads.... again”, he joked lightly.
Ub chuckled,” And I’m sure you’ll be a fantastic dad too, Les”, he stated light-heartedly.
Les frowned, about to ask Ub what he meant before Walt peeked in, having returned from where he went off to.
“ Hey, sorry for the delay, she crawled out of the basket and I had to find her”, Walt explained nervously with a chuckle.
Les raised a brow at the mention of a her but Ub spoke up before he could ask
“ It’s fine. We were distracted with talking anyway. Bring her in already so Les can meet her”
Les was highly confused for a second before registering another toon mouse in Walt’s arms that was quickly transferred to his lap in seconds.
“ Les, meet Minnie, Minnie, this is Les Clark-”, and the next words will forever imprint itself in Les’ mind-
“ -Your Daddy”
“ Wait what?!”
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catboycafe · 3 years
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I Will Now Express Every Thought I Have About Pacific Rim: The Black 
⚠️ spoilers for the whole thing baby
I actually forgot Pacific Rim: The Black was premiering today until I saw it in an article this morning! When I first heard about it months ago, I was decidedly not sold on a Pacific Rim anime. Uprising burnt me the fuck out and I don’t have a lot of trust left in me for new entries to the franchise. But I had heard rumblings of Raleigh and Herc being referenced after going into #pacificrim and I decided I may as well check out to see what was up! I binged it in 4 hours and it sure was a whirlwind, I’ll tell ya
The Plot
I really enjoy the setting and initial concept! We’re so use to seeing Kaiju/Jaegar shenanigans play out within these major cities with helpless civilians everywhere that spending so much time in a lonesome desert and these destroyed civilizations was really cool and indicative of the changes Pacific Rim has undergone in the last few years. I also looooved the Desert Settlement from the beginning!! It seemed really homey and picturesque; I wish we’d spent more time with the other survivors and got to see more of their day to day aside from farming and sitting. 
I also found the first episode set up to be really tight and well written! I was hooked during the initial flashback, Hayley and Taylor’s fight was really poignant and well acted, and the reveal of Atlas Destroyer felt really huge and epic!!
But once we left the Desert Settlement and the plot started actually moving along, the pacing becomes suuuper rough. We spent way too long in Bogan with Shane and Mei; there’s only 7 episodes and we spent, like, 3? 4? within the confines of that camp and I felt it weighed the plot down. Boy is introduced in the 2nd episode and, because the narrative spends so much time on Shane’s evil machinations and Mei’s back story, we still don’t know anything concrete about his origins or purpose 3 episodes later! That felt frustrating to me
The story beats overall were very predictable. I was able to pick up on Mei’s backstory via her dynamic with Shane in their introductions, so her memories felt too built up and too hollow once they were revealed. The same with the reveal of Boy’s Kaiju form; he was in a big green test tube in a PPDC base - I assumed immediately he was a part-kaiju experiment and again his reveal felt hollow, especially after the glacial pace of it’s development. 
Even when events weren’t predictable, they lacked weight. The appearance of several Kaiju Breaches in “Boneyard” felt very cheap for some reason; I wasn’t scared and I didn’t feel tense about these odds mounting against the protagonists. This was just happening and I was just watching. 
The Art Direction and Animation
I’m very obsessed with all the new Kaiju we got from this; I love how Copperhead is rendered, they’re a joy to see on screen!! The Rippers are also very cute and deserve little plushies...i love these neat little dogs. Boy’s Kaiju Form is very intimidating with an interesting color palette and I loved seeing him next to Copperhead’s highly saturated design!
That’s unfortunately all that I liked however; All the human character design is unmemorable to me. Every character looks exactly like another easily identifiable anime character from a different property (Hayley looks exactly like Zero Suit Samus to me, for example. And Mei kept reminding me of both Bernadetta Fire Emblem and Motoko Kusanagi from GitS. The list goes on). 
I can sort of understand why they’re so bland? A franchise going from Live Action to something as heavily stylized as anime is probably a really difficult transition and these designs are probably meant to be more lowkey than more unique anime designs in order to help that transition. But realistically stylized designs can still be recognizable and unique! These feel uninspired and bare bones.
 I have no problem with the switch to CGI animation that modern anime is doing because I know it’s a lot cheaper to produce and it can still be really unique and striking! But The Black’s model animation felt very stilted and inconsistent. I don’t have a lot of knowledge about animating so I don’t think I can accurately describe what I disliked? Wooden is probably the best term. Character movements felt wooden and things like hair and clothes felt plastic. 
Impacts also had very little weight. The fight between Tayler/Mei and Copperhead reminded me of when you’re in a dream and trying to punch something, but you can’t punch hard. It was simply too floaty and too soft. The final showdown in “Showdown” was better, but not by much. It was very immersion breaking seeing these Giant Robots and Giant Monsters unable to throw a real solid hit!
Characters
My favorite character was unequivocally Joel Wyrick. We love Joel Wyrick in this house! Joel’s character has real charisma and charm. I love his flirtations with Loa, how his cocky disposition is juxtaposed with his drinking problem and later insecurities over his lost memories, and his genuine kindness shown to Mei, Taylor, and Boy. No one ever plays with Boy, they just run after him and drag him around...but Joel has this moment in “Escape from Bogan” where he kneels down to Boy and helps him collect rocks. It was sweet!
So of course, when Joel dies for absolutely no reason 5 minutes later - pissed! I was pissed! I yelled “COME ON” aloud in my studio apartment! I was genuinely so excited to see him interact more with the rest of cast then, poof. No More Joel.
His death felt like it was for shock value to me rather than actual narrative development. Why kill him when we still don’t fully understand his and Mei’s relationship? Why were they so close? Were they childhood friends, or just coworkers that happen to become friends? Why did he specifically know all the details of Shane’s abuse towards Mei before she did? 
What did his death accomplish? It made Mei sad...ok? She was already...very sad. Her running away from Shane already had consequences - the consequences of Shane coming after them for revenge in the future. Why did Joel have to become a causality? 
His death is ultimately tied to Mei’s character arc which is, unfortunately, my least favorite :c I find Mei to be a really one dimensional character with a personality, backstory, outlook, and motivation that I’ve seen done a million times before with a million other characters. She feels very out of place in the franchise as a whole - Pacific Rim is, at it’s core, a story about connecting with others. Her self-centric arc and lack of desire to connect outside of drifting really alienates her from the story at large and it frustrates me how long The Black’s narrative spends on her. 
Hayley and Taylor were otherwise very interesting in the pilot episode, but become similarly one dimensional at the story chugs on. Taylor’s unflinching (bordering on unhealthy) faith in their parents was really interesting next to Hayley’s complete acceptance of their parents’ death. But once the two of them make up their differences, they lack an interesting dynamic and become very passive protagonists.
 Taylor especially has no personality - how would you describe Taylor? He’s...brave. He’s the older brother. He’s a leader? He’s nice? There is nothing noteworthy about him at all, which is sad considering I think he has the potential to be a really interesting way to explore the original movie’s influence on The Black’s story.
Hayley’s grief and self-blame are more interesting than Taylor’s...nothingness, but she still falls into this one-note trope of being the naive, excitable little sister. I guess I feel abnormally frustrated about this flat character writing because Pacific Rim’s incredibly unique cast has always been an inspiration to me! It feels sad that this new iteration into the series is full of what feel like stock characters. 
Then we get to Boy. How come Boy can’t have a person name? It’s specifically written in a dialogue between Taylor and Hayley: “I’m not going to call him Chad or Barnaby or one of those names for a baby brother you wanted as a kid,”
Why?
He’s by all accounts a human child when they find him. Yes, he was found in a big green test tube - but he walks and acts just like a human child. The only difference, seemingly, is that he is non-verbal and engages in strange/annoying behavior (running off, eating bugs, etc). So he isn’t deserving of a name?? I don’t know why that makes me so mad, it just does. it’s like they refuse to treat him as a human even before they find out he’s a Kaiju  - it’s super weird! How can the story sell me on the three of them becoming found family (like they’re seemingly trying to do) if the protagonists won’t even treat this kid like a kid??
Misc. Thoughts
The callbacks to Stacker, Herc, and Raleigh were cool! I also like that Herc is a major plot point! We love Herc Hanson and it’s what he deserves. I also find Loa’s connection to Horizon Bravo very interesting...and the fact we’re getting Kaiju cultist lore! Love that! Love that!
Fucked up that the only two dark skinned characters were: 1) removed from the story 10 minutes in with no call back yet, 2) Killed after having 1 line of dialogue and fridged for the character development of the blonde white girl. I really need to know what the deal with those 4 characters leaving in the beginning was about - I absolutely thought we’d see them again by now, but no dice
I don’t know how to feel about Ajax and have no clue what their purpose in the story is. They’re cool, but whats the point? 
If Mei and Taylor are paired up together romantically, I’m putting Craig Kyle and Greg Johnson in the time out box. Very tired of seeing random hetero romance B plots in stories that can’t even get their A plots together
Overall, it’s kind of subpar! It has the foundations of a really interesting story, but the pacing and characters really took me out of it. I’m interested in Season 2! I know season 2 is already ordered and I’d love to see how things continue to develop, see if the character writing gets any better - but I’m not too hopeful unfortunately. I really really love Pacific Rim after all these years and I’m happy to still be getting content and world building! There’s just sooo much I would change about this however. At least fanfiction’s free! 
Thanks for reading all this, I have ADHD and just go on and on if u let me. hmu if You Too have thoughts about Pacific Rim: The Black and have no one to talk abt them with
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amaryllisblackthorn · 3 years
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theory/thoughts on maligula’s identity based on everything revealed so far (psychonauts 2 spoilers!!)
similarly to my other post, this basically involves an indepth look on things revealed in the peaks we’ve gotten into the game so spoilers especially if you don’t want to know what what may happen in the story beforehand based on close inspection of trailers and other stuff (including like, spotting concept art in the background of a video and such)
so based off of everything revealed about the game so far
lucrecia is almost definitely maligula. the only thing that’s an obstacle is the concept design of current lucrecia as a small old lady, but rn there’s so much indicating lucrecia’s maligula. there’s the imdb voice credit, there’s the fact that it’s the “psychic six” and not the psychic seven -- that lucrecia is the only one from the stumps at camp to be excluded from the stone tablet mural in hq while still having a depiction in the game on a stamp in ford’s mailroom mind level connected with the others which means she’s still relevant -- !!! 
basically: she’s excluded, and also relevant in the game, which means there’s a significance to her being excluded.
maligula is also described in the recent  Psychonauts 2 Developer Showcase as being one of the first enemies the Psychic Six fought. that certainly fits a former member-turned enemy, along with everything else. 
maligula is absolutely related to the galochios, which means lucrecia mux is related to the galachios.
my current tentative theory is that lucrecia/maligula is zalto galachio’s wife who lost herself to grief after her daughter died and. became murderous i guess. 
theoretically she could also have been a galachio who married out? but that’s why i said tentative theory.
the recent developer showcase stating that raz’s family history and the founding of the psychonauts being close/connected and the showing of the confrontation scene of maligula, helmut, and who i’ve been tentatively thinking is ford but could be someone else (like potentially lazarus or even  some random dude) being shown when tim schafer talks about how ‘the aquatos have been cursed by a mysterious figure to all die in water’ seems to further support this. in fact, it seems to suggest that maligula and not zalto was the one to curse the aquatos -- which honestly kind of reminds me of how they changed the second head of psychonauts from being Herndon to Hollis.
technically there could be another reason for the galachios to hate the aquatos and kill raz’s grandfather other than the death of augustus’ mother since the backstory from the lipo document isn’t technically canon and is liable to changes (like ford’s backstory + involvement with the psychonauts for instance) but i really hope they keep that  because i  really like the whole twisted aspect of the galachios (whether it be maligula, zalto, both) tormenting the descendents of their daughter out of projected blame and hate when it’s also their family too like. i really dig that so i hope that stays the same. 
maligula/lucrecia is also probably the reason helmut’s brain is separated from his body//that his location is ‘at the bottom of a frozen lake’ in grulovia -- where the aquatos were cursed to die in water -- on the letters in the mailroom level.
i’m sure there’s more to it and that im missing stuff but this is my tentative theory for now -- and i’m sure there are more  people who had similar thoughts. 
there is that concept design of current lucrecia as a small old lady that poses a possible threat -- maybe the lucrecia/maligula connection ends up being a redherring or something idk -- but maybe they ended up changing their minds during development or something. or maybe something else. idk. and that’s why i’m excited for the game haha
before i go i kind of wanna mention that before we really knew much about maligula and that she was a confirmed “mass murderer” i hoped it was gonna be marona/augustus’ mother than zalto would raise from the dead but she’d either turn on him bc he literally killed her and then her husband and did the opposite of  caring for her son so why wouldnt she??? or do something akin to Mary Rose by J.M. Barrie where she’s  kind of mindless/destructive with only focusing on finding her  son who is still a baby to her; also there’d be a level inside zalto’s mind where raz would eventually make him deal with his grief and the guilt he’s been projecting and not dealing with for killing his daughter. i’m kind of sad this isn’t the case --- although i know whatever it’s actually gonna be is gonna ne great !!!! dont get me wrong  -- but i still think this was a kind of neat idea so i wanted to write it down somewhere lol. basically i really want the marona’s descendants/galachio family connection existent and explored, which hopefully we’ll get no matter who maligula ends up being.
phew this was much longer than i intended it to be and kind of a mess but i kind of wanted to write my thoughts down before the game came out haha and the recent showcase kind of cemented some of my thoughts which stimulated me to do it
oh before i end i just remembered something i forgot that i thought about. i wonder why lucrecia's excluded from the mural tablet thing in HQ and from the "psychic six" but not from camp via the stumps?? interesting.
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rpgmgames · 5 years
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November’s Featured Game: Grimm's Hollow
DEVELOPER(S): ghosthunter ENGINE: RPG Maker 2003 GENRE: Indie RPG, Adventure WARNINGS: Discussions of death, losing a loved one, grief SUMMARY: Grimm’s Hollow is a spooky, freeware RPG where you search the afterlife for your brother. Reap ghosts with your scythe, explore haunted caves, and eat ghostly treats on your journey through death.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *BB: My name's Bruno and I did some of the music along with Nat! I’m super happy to have participated in this game! *NW: I’m Nat Wesley, a.k.a. Natbird! I’m a composer available for hire with a few projects in the works. I’m honored to have had the chance to work on the soundtrack to Grimm’s Hollow! *GH: Hello! I go by ghosthunter online; I started developing RPGs with a friend in school when we found out that we both enjoyed RPG Horror. I enjoy art, webcomics, cartoons and narrative-driven indie games a lot. I bought RM2K3 on sale and started pouring pixel art into it, before learning how to do things like chase scenes, cutscenes, etc. I used to fantasize about making my own game, drawing dungeons and ghosts in the back of my sketchbooks, before I finally started Grimm’s Hollow. Now I’m near the end of high-school, and I’m hoping the best for uni!
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What is your project about? What inspired you to create this game initially? *GH: Grimm’s Hollow, originally, wasn’t as ambitious or personal. It was simply just going to be “my first game”, something that I could finally put my doodles and RM2K3 skills to. I wanted a game that a younger me would have enjoyed, back when I first discovered the classic RPGMaker games and replayed them constantly for those endings. That was my initial inspiration. It eventually evolved into an action turn-based RPG that relies on timing, yet it’s mostly narrative-driven. You traverse death in search of your sibling, and try to make an escape. There are unexpected pieces of me that ended up in this game, some of which I’m still noticing even now.
How long have you been working on your project? *GH: Since the summer of June 2018.
Did any other games or media influence aspects of your project? *GH: Standstill Girl, OFF by Mortis Ghost, Undertale, Over The Garden Wall, and the animation medium in general.
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Have you come across any challenges during development? How have you overcome or worked around them? *GH: Many! Making your first game is such a giant learning curve, that the list of challenges goes on. I would say that the most difficult issue I encountered (and that, in some ways, I am still facing after release) is working around the limitations of the game engine I am using. I wanted to see whether creating an engaging but simple 1-party RPG in RM2K3 (without going completely custom) was feasible, and I experimented with quick time events as part of that. I worked around the engine’s built-in formulae so players could see progress when they upgraded their stats - although the game might display as defence as “10”, in reality the game stores it as 40 since the engine splits defence by 4. Since I did not want to create an RPG which was too complex for my first game, I also scrapped traditional staples such as armour or weapons. There were also issues such as having an appropriate “game over” handling event which wouldn’t shoot you back to the title screen after you lost a battle; getting RM2K3 to play a small cutscene where you faint and respawn somewhere else was tricky. I felt that if the player had to reload after a loss, it would disrupt the game flow.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *GH: Like I mentioned before, the game started off impersonal. I just had a soft spot for a spooky cute aesthetic, and I wanted to indulge in that. It was (and in its essence, still is) meant to be a short story, to keep the player invested for the short game length - nothing grandiose. The original draft did not have Baker play a role in the narrative - he was just an ordinary shopkeeper NPC. For a long time during development, Lavender did not even have a name. In the very first draft, she was a silent protagonist the player could name and customize. But she played a very active role in the final outline, so it was hard not to give her own unique voice when one emerged from the narrative naturally. I am glad I did; she grew on me quite quickly! Grimm was virtually unchanged from beginning to end. The only difference was that a close friend suggested that he seemed like he would be into drinking Oolong tea - so that’s what he offers you when you meet him. Timmy also did not go under massive overhauls like Lavender and Baker did, but his relationship with Lavender became much more fleshed out as I wrote the narrative. In other facets of the game’s design, there were not many changes to the original prototype.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *GH: It was just myself, doing the art, writing, programming, etc. But halfway through creating the second cave, I realised I would need a very specific sound for Grimm’s Hollow. So, I contacted Nat for music, but I also created a post on tumblr calling for a composer since there were many tracks to make. I met Bruno as a result! I am very happy with their work and I am so grateful I’ve got to work with them! (Some players are asking for an OST release, which is in the works).
What is the best part of developing a game? *GH: I really enjoyed the early stages of development: creating new tilesets, sprites and maps and piecing them together in the editor, then taking a small screenshot and sharing it with my friend over summer vacation … It was nice to see the game’s world slowly come together. I think that’s what I enjoyed the most from beginning to end: that sense of world-building, that sense of relaxation from making a small cosy game. The latter started to disappear as work and other responsibilities started to intrude, and pressure began to seep into development time - but I never stopped loving making the world and characters. I also want to say that, by lucky chance, I have met a lot of kind people from making my first game. I’m very grateful for that, so thank you to everyone.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *GH: All the time! Other RPG Maker 2003 projects are great inspirations for pixel art tilesets, as well as how to code harder features such as custom menus. They’re also just fun to play.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *GH: Lavender and Timmy are relatable to me in multiple ways. I can’t elaborate on Timmy since that would go into spoiler territory, but I somewhat relate to Lavender’s insistence on managing her life on her own - sometimes to her own detriment. I’d say the most fun character to write for was Grimm. He can be unintentionally silly while speaking in the most formal way, but also very caring too. Everything he does and says was easy to write, whereas I had to think harder for the interactions between everyone else - especially for very crucial scenes regarding their development. That being said, my favourite is still the game’s central two siblings. I can not pick between them for the life of me.
Looking back now, is there anything that regret/wish you had done differently? *GH: I wish I started testing even earlier! Not only does it give you a good sense of what’s missing, but seeing people enjoy what you’ve made yet get hindered by bugs is a very strong incentive to fix your game immediately. When I was lacking motivation or was stuck, I found that good feedback and support made me motivated again. I also wish that I could have pushed the deadline a little further, or perhaps released the game on Early Access since it will take me a while to refine post-release bugs - but as it is, the 31st of October really was the deadline for my game due to external circumstances (no, that deadline wasn’t just because it was Halloween!). Other than that, I wonder if using an updated version of RPG Maker would have produced the same game …? It’s hard to tell, but I hope people enjoy it for what it is - I will be working on that post-release patch soon!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *GH: There are no current plans, but I would be happy to have the opportunity to improve and expand on the game. As it is, the game’s released for free and done as a hobby, so I would struggle to do that by myself.
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What do you most look forward to now that you have finished the game? *GH: Earlier on, I was really looking forward to players’ reactions. Games are made to be fun, and I would have felt distraught if my game didn’t achieve what it was set out to do. Yet it was not just about the gameplay; it was about the narrative. I hoped that what I found funny, the player would too; what was heartfelt to me, was heartfelt to the player as well. Like sharing a laugh, or just a good experience together. I hoped they would enjoy the feeling that went into it, despite the struggle of making it against circumstance and limitations. Now, I look forward to resting and sleeping once this over. I want to explore my other interests, improve, and explore new media. I want to relax, and refocus again like I was before the heat of development.
Is there something you’re afraid of concerning the development or the release of your game? *GH: Bugs! Some are easy to fix, but others are harder due to the limitations of the engine (e.g an error in one ending is caused by an overflow error).
Do you have any advice for upcoming devs? *GH: Show your game as early as possible, to as many people as possible. As soon as you have something playable, it’s ready for feedback. You’ll see if that game mechanic you spent hours refining works, or if it doesn’t work and why. You’ll understand what players enjoy and what they want more of, but also what they don’t like or don’t enjoy. And you will definitely encounter bugs. You’ll be able to pinpoint and fix minor problems early on that can easily become a larger issue later. You’ll be able to fine-tune your game so its best bits shine, and the difficulty is just right.
Question from last month's featured dev @dead-dreams-dev: Is there anything you’ve added to your game for no other reason than because you’re hoping fans will get a kick out of it? Fanservice, fourth wall breakage, references to other games, jokes, abilities that are just ridiculously overpowered and badass, etc? *GH: It’s hard to say; game design is trying to find the intersection between what’s good for the player, what the developer enjoys, and what’s feasible to implement. Every decision made should be conscious of that … I think a lot of the game’s early light-hearted jokes was not only made because I enjoyed it, but I hoped the player would “get a kick out of it” too. But more so, I think it’s because I would struggle to write a story which is serious and bleak from beginning to end. The game is a little self-indulgent in the narrative that way.
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We mods would like to thank ghosthunter & team for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Grimm's Hollow if you haven’t already! See you next month! 
- Mods Gold & Platinum
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ecoamerica · 2 months
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youtube
Watch the 2024 American Climate Leadership Awards for High School Students now: https://youtu.be/5C-bb9PoRLc
The recording is now available on ecoAmerica's YouTube channel for viewers to be inspired by student climate leaders! Join Aishah-Nyeta Brown & Jerome Foster II and be inspired by student climate leaders as we recognize the High School Student finalists. Watch now to find out which student received the $25,000 grand prize and top recognition!
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vincentspork · 3 years
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·Canepa's original concept for W.I.T.C.H. was a steampunk-style military setting
·Barbucci had been drawing versions of the character who would eventually become Hay Lin since high school
·The version of W.I.T.C.H. that featured Daisy Duck also had the girls as animals, themselves. Daisy would have been a detective in a series called Daisy D, and she would have been investigating incidents at a college that the W.I.T.C.H. girls were attending. Some pages were actually drawn for this idea, meaning it made its way pretty far into development
·Disney was wary of the manga-esque art style because manga publications were their main competition in Italy. Elisabetta Gnone and Barbucci set up a challenge for the higher-ups who kept opposing the art style, drawing only the eyes of the W.I.T.C.H. characters, anime and manga characters, and Disney characters, and they declared that if the Disney execs couldn't select the W.I.T.C.H. eyes from the lineup, they couldn't criticize the art style anymore. They picked the eyes of Ariel from the Little Mermaid and Barbucci was able to keep the art style for the magazine
·W.I.T.C.H. was only greenlit bc an American Disney higher-up who was super into Wicca stuff crossed paths with Canepa and immediately gave the project his approval
·Will shares Canepa's Birthday and Elyon Alessandro's, which was already revealed elsewhere, as well as Cornelia's cat Napoleon being named after Canepa's own cat, but Heatherfield was conceived as a mixture between Genoa and San Francisco, Canepa's interest in frogs was transplanted onto Will, and the Lin family restaurant was based off of a Chinese restaurant that the creators would hold their planning meetings in.
·Irma was physically based off of Canepa, while Will was based off of the appearance of Gnone, in addition to her nervous habit of touching her hair. Will's hairstyle specifically was based off of Alita from Battle Angel Alita
·Canepa was the one who designed the girls' Guardian forms
·Some details in the interview conflict with information that we knew before, such as Gnone being the first to leave the magazine (previously, it was reported that she stayed on-board for the first few arcs as a creative director)
·The original story concept had "ecological implications" and "all of the girls would be attracted to the Metamoor and pushed to be part of it, passing onto the other side of the fence." Elyon was merely supposed to be the first to pass over, with all of the girls eventually being brought into it to varying degrees, as this draft showed "no clear divide between good and evil".
·The Metamor was originally a "natural paradise" where the girls could transform themselves into animals (the implication of this legitimately being in the same draft as the Daisy D draft is making me lose my mind)
·Elyon was originally the guardian of the Metamoor and had power over time, wild nature, and death. Her character arc would have followed her succumbing to the Metamoor's power, bringing the other girls over, and finally, redeeming herself through sacrifice. Elyon also originally had white hair ala Elisabeth from END
·The original aesthetic was New Age and Wicca inspired
·Canepa said that the last twenty years have been a difficult mixture of joy and grief over the W.I.T.C.H. series: joy, because of the series' immense success, but grief, because they were left out of the great bulk of it. However, she said that they have effectively made peace with it - the duo had originally left Italy in part due to their conflict with Disney, at which point Canepa said she "didn't even want to see the characters in front of her" but eventually W.I.T.C.H. made its way to France, as well, forcing them to confront their feelings head-on.
·The fifth and final volume of Sky Doll will release Christmas 2022 in France.
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innuendostudios · 4 years
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Thoughts on Even More Games
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[vague, unspecific spoilers for Heaven’s Vault, Later Alligator, and Life is Strange 2]
Thoughts on Heaven’s Vault
Heaven’s Vault is a game about archeology, which means it’s also a game about incompleteness. This is very clever. Inkle - also the developers of 80 Days, which I will play someday! - specialize in deep narratives that can be explored many, many ways, allowing for a lot of player choice. You make a lot of small decisions - do you share a discovery with the trader in exchange for a valuable item, or hide it so he doesn’t plunder it? do you go looking for your missing friend, or let her stay missing in case there are people trying to follow you to her? These all have their own little arcs and resolutions, and there are so many of them, and so many ways they can play out, that the game can never be played the same way twice. The overall story begins and ends in the same place and theoretically hits the same major beats, but the journey is tailored broadly and finely to each player; it’s a style of design Aaron A. Reed refers to as “not... a branching tree but a braided rope.”
Making a narrative about archeology is how you dodge the exponentially complicated nature of that design: if there are dozens of locations, characters, plot threads, bits of color, which can be engaged with at many points in time, or ignored, or dropped by the player halfway through, how do you avoid telling a story full of gaps and dead ends? Well... you don’t. Having only partial information and having to infer the rest is what archeology is.
The protagonist of Heaven’s Vault, Aliya, is digging up the secrets of an ancient civilization, having been sent by her academy to find a researcher who’s gone missing, and stumbling into his incredible discovery. Everywhere she goes, there are holes: she has partial understanding of the researcher’s journey and motives; he, in turn, had partial understanding of the mystery he was uncovering, and Aliya has only fragments of his knowledge; the ancient texts she translates are usually fragments of larger works, and she is guessing at the meanings of many of the words; the game’s constantly updating historical timeline has entire centuries with nothing but question marks. Aliya arrives in a new location and wonders aloud to her robot companion about what this place was, when it was founded, when it was abandoned, how her predecessor found his way her and where he went next and what he took with him.
The constant feeling of discovery - of unearthing - is magnificent. Site after site, I asked, “What is this place?” Always thinking, if the eventual answer is any good, this is going to be one of the best games I’ve ever played. And, in the end, it doesn’t give you an answer, it just give you enough to make the story feel complete. It answers by not answering.
Also, translating alien texts is just extremely my jam. I’m the weirdo who enjoyed the ending of Arrival but secretly wished the whole movie had been about xenolinguistics like the first half. I guess Inkle felt similar.
The game’s by no means perfect. I think I enjoyed the sailing between worlds more than most - it’s slow, but very pretty - but it’s going to discourage a replay. I don’t think the relationship between Aliya and her robot, Six, ever gets terribly interesting. Some of the archeology is a little too obviously game-y - sail around, wait to find a random ruin, beam Six down to grab an ancient doodad, translate a bit of text, lo and behold it’s from one of the sites you’re looking for and it’s narrowed your search radius somehow. (It gives Star Trek explanations the first few times - e.g. “it has radiation that only exists in one part of the nebula” - and then stops bothering.) And the game sags a little in the middle; it could’ve hacked out 3 or 4 dig sites and still given me the same experience.
But, all told, there’s magic in it, and it just feels good to be there. Do not sleep on this one.
Thoughts on Later Alligator
There’s not a ton to say about this game except that is charming as hell. Lindsay and Alex Small-Butera have build a beautifully animated world of cute alligators, one of whom is having a birthday party where he’s convinced he’s going to be murdered. He wants you to run around getting information out of everyone who’s going to be there, which you get by completing minigames. It’s a cast of weird and funny characters with weird and funny dialogue and there’s not much more to it than that.
The design can be a little frustrating. Some minigames, if you lose, you don’t get to try again. Some are annoyingly finicky. You need to complete them all to get the true ending, which means, in my case, playing the game three times to complete all the bits you missed or got locked out of. The ending was a little different each time, so it wasn’t a total wash, but the game’s on a timer that only advances when you play a game or take the bus, and once you’ve completed most of the games there’s a lot of traveling back and forth from one nowhere to another just to advance time to the next unskippable plot beat.
(It’s also a little unclear what you’re missing as you try to get the final ending, as some of the ongoing puzzle are optional.)
But I can’t get mad. The game is too damn cute! Each character is lively and unique, with tons of personality, and the dialogue is just clever enough not to fall into empty adorkability.
It good.
Thoughts on Life is Strange 2
Somewhere, early in the development of Life is Strange 2, some Dontnod employee wrote in a design document “Episode 4 - cult?” (but in French) and nobody told them “no.”
I will not forgive them for this,
After twenty minutes of LiS2, I was ready to yell at everyone who had reported it was boring. It has one of the most powerful, gut-punching openings of any game I’ve played in recent memory. And all through the first, second, and third episodes, I was in love. Unlike Before the Storm, this was its own creature, willing to make dramatic departures from the original game’s template. Instead of controlling a character with supernatural powers, you play as the superpowered character’s older brother. The one with the magic is a 9-year-old, unable to fully understand or control his abilities, suffering a recent trauma, and needing to be guided through a dangerous and racist world. All the ambition missing from Before the Storm is back, and this time the animation isn’t creepy and the writing is wildly improved (thanks to some journeyman script work from Fullbright’s Steve Gaynor) and I even have a computer able to play it on higher graphical settings.
But nothing good lasts.
Everything good about the series screeches to a halt in Episode 4, the one where some asshole said “cult?” and didn’t get a Nerf football thrown at their head. And it’s not just that it’s a terrible idea; it’s actually sort of amazing how much the game relies on an alchemy of plot, tone, theme, and writing, and how a slight imbalance can throw the whole thing off. Episode 4 has scene after scene that are powerful in their conception - brothers reunited after a violent rift; a boy having his first conversation with his estranged mother in nearly a decade; getting interrogated by the feds for a crime that can’t even be explained by physics - fall flat because the writers can’t think of anything interesting for the characters to say. (Steve Gaynor’s name stops appearing in the credits as of this episode.)
And here the game’s rickety bits, kept delicately together for three episodes, start to shake apart. Dontnod’s overly-earnest voice direction, which I didn’t notice in the early episodes, started to wear me down. (”Could you sigh mid-syllable, like you’re slightly overwhelmed with emotion?” “Sure, on which line?” “All of them.”) The thinness of the secondary characters, most of whom pop up for one episode and disappear, became more noticeable. The lack of a mechanical hook like the time rewinding of the original game, and the attendant commentary on choice-based games and power fantasies, made the game feel less substantial. The surreal imagery of the original, obligatorily evoked in the prequel, is sensibly absent, but there’s nothing equally striking that replaces it. Even the branching path decisions become less clear: the end-of-episode stat screens for the final episodes mentioned at least a dozen choices I didn’t even know I’d made, some of which were critical in shaping my younger brother’s morality and were not necessarily the choices I’d have made if I’d known I was making a choice at all.
Come the final episode, I got An Ending that seemed right for the way I’d played, but much of the way I’d played felt accidental.
So what are we to make of this? Life is Strange is a beautiful disaster, an ambitious disaster, where Life is Strange 2 is almost less interesting for being  more competent. It has a huge mess of charged topics - American racism, teens losing their virginity, raising a child outside the nuclear family, grief and trauma - and, while it handles them without the gracelessness and sledgehammer subtlety of the original, it doesn’t come to any conclusions about any of them. LiS1, for all its jank, had some opinions, where LiS2 falls into the category of “this sure is some shit, innit?” games.
It starts with a powerful premise, deeply relatable characters, fine writing, beautiful art, but can’t even manage, in the end, to be a disaster. It is the only game in the series so far to be forgettable.
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Pssst.... gush about some thing you’ve wanted to for so long but haven’t found the ask to do so! I really like reading your metas or off-the-wall posts.
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aw ty!
mmmh usually i just crank out a random meta when i feel like it, which i havent had the energy to do in a while. so have a lot of hcs about gem language, gem society and how it resembles a totalitarian system cause why not, this is already a dystopia. 
goes from cute to shady real quick, have fun
Gem Vocabulary
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gems have no gender, they dont age, they dont reproduce. the whole vocabulary about relationships, aging and sex must be completely different in gem language. they probably lack a lot of words we commonly use, and have unique words for things we dont have (like winter duty, patrol duty... i wouldnt be surprised if gem language had unique grammatical features for those)
this is one of the reasons why its so unfair of aechmea to call cairn ‘wife’ and ‘princess.’ the gems have no concept of wife-ness, we dont know if a gem equivalent of marriage exists, but its definitely much, much different from what the lunarians (and us) perceive as one.
do gems have anything akin coming of age? this could be weird bc gems can potentially live forever, but they can also be abducted by the lunarians at any time, so who’s to say how long a lustrous will live? how do you calculate being ‘of age’? is it by calculating the average life-span of a gem? 
how do they measure time and seasons? we know they have winter and summer and phos mentions ‘spring’ in chapter 20, but what about months and lunar phases? do they have words for that or are months just too small a timeframe for the immortal lustrous to utilize? how do they measure time? in hours and seconds? weeks? different units altogether?
Gem Relationships
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similarly, gem relationships are codified in a completely different way. we know they have a concept of romance bc dia ships phos and shinsha and makes comments here and there about other gems being in love. 
at the same time, the relationships btw alexandrite and chrysoberyl, padpa and rutile, ghost/cairn and lapis etc are little different from ‘pure’ sibling/sibling relationships or senpai/kohai relationships.
this is not to say that they’re all romantic in nature, but the way they’re codified in canon (especially in the way the characters grief for their partner) makes me think that even if the gems have no blood/physical kinship with one another they have a very articulated system of establishing family bonds.
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dia and bort are clearly siblings, but the same can’t be said, for example, for rutile and padpa, even if they were partners and even if they display a similar junior/senior relationship. this means that relationships are predicated on something else in hnk, and kinship, family and romance are all codified in a different way.
think of vulcans in star trek: physical contact such as two fingers touching, holding hands and kissing is unknown of (save for very specific circumstances). and vulcan people have a completely different way of expressing intimacy and romance than humans. 
this makes me think: just how many canonically romantic relationships are there in hnk (if any) that we’re simply unaware of bc the way gems codify and express romance is so different from ours? is romance even common? rare? perceived as weird? useless? 
what about other relationships? the gems use ‘little brother/ older brother’ but what if this is just japanese approximations? what kind of relationships can lustrous language really express and how different are they from ours?
Imagination
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as @ruddy-rutile​ pointed out some time ago, the gems lack a concept of fantasy. thats why i posted that panel about alex’s original lunarian designs. sure, it’s funny, but it also makes you think: these gems are not raised to think outside the box and they can do it without being told so only under exceptional circumstances.
of the vast library of texts that ghost (and lapis) used to take care of, just how many are novels and fiction? none of them? a small amount? a decent amount? in a society thats as focused on practicality, efficiency and conservatism as the lustrous’, how is fiction perceived if perceived at all? 
is there art? red beryl’s craft comes very close to art when they express their feelings about ‘fashion for fashion’s sake,’ but it’s an exception that the other gems find hard to grasp.
phos is often told to stop fantasizing about the world and get things done, the only tale we know the gems are told is the actual story of how their world came to be. the gems always talk about real things, stuff that happened, and make and do things that have a practical use. 
even bort’s jellyfish diary is just made up of a recollection of what happened when they tried to feed them. still, the fact that bort names the jellyfish makes you think that these rocks do have potential for fantasy, theyre just not used to it
Totalitarianism and Privacy
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to make this even more shady, here’s your gentle reminder that:
- gems’ rooms have no doors. the only door ive been able to find is the one in shinsha’s room (ch 2) and that is because shinsha’s room is closed off to other people and full of mercury. its like putting a patch on smth you dont want to deal with (much like shinsha’s whole character arc tbh)
- the gems have little to no free time. or their free time can be revoked any time in case an emergency occurs, sensei is napping etc. the gems’ time is rigorously managed by jade, euc and sensei. each gem has a place to be and a time to be.
this means that a missing gem can be found at all times and slackers can be identified very easily. they all have a job and they have to follow it. this is not to say that they have no fun ever, but leisure time is rare and (at least as far as we know) its not contemplated when tasks are assigned each day.
the mere fact that there is a morning assembly and tasks are assigned each day makes you think. is this communism? is this totalitarianism? but most importantly, is this a scary dystopia that hits you in the face like a brick the third time you reread ch 2?   
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- sameness > equality. i already went over this in the past. gems society underlines sameness and conformity over anything else. the gems think theyre equal but theyre actually ‘similar.’
a system based on equality emphasizes differences so that every individual can do the best with what they have got and get back what they need, according to their personal needs. 
these gems emphasize sameness: everyone is upheld to the same standards, even when those standards dont match with a gem’s unique characteristics (ie phos cannot be a fighter, no reason to keep saying stuff like ‘if only you were stronger/you’re useless’ etc. they’re a rock with an imagination in a world where dull reality is the rule. just make them write theater plays and play with slugs with shinsha, wth)
It’s real 1984 hours:
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all of the above means that:
- your sense of self is subordinated to the group. if you dont belong you’re simply a nothing. at times, the gems almost display a collective consciousness (a pretty hostile one too): everything must be decided together and done together
- you are what you do. gems identify completely with their job. thats why a job is so important, thats why this system is so fucked up. self worth is not inherent, it depends on what you can do. talk about a breeding ground for mental health issues 
- you dont have a saying in picking your career or deciding for you future. thats up to sensei (and maybe euc and jade). unless you have a very strong affinity with a certain task (like red beryl and alex)
- youre expected to follow orders all the damn time. no matter how much sensei wants his gems to exert free will, they still prefer to do what theyre told. ill admit, its much easier than taking your life in your hands and decide what youre gonna do with it, but damn if it isnt depressing. and childish
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- euclase and sensei are the authority. sensei and euc are the powers that be. in the sense that they assign tasks, they decide on times and battle plans, on purpose etc. lets not forget that euc was the one to take on sensei’s role after he ‘resigned.’ 
i wonder what would happen if euc were abducted and the gems had no one to follow anymore, no orders. who’d be the new leader? would there be one? lets not forget that no matter how gentle euc is, phos is shit scared of them.
- thought police is a thing. to end this meta on what is probably the shadiest note: surveillance is a thing. the gems report on each other, it’s thought police, no sugarcoating this. 
there’s no privacy, no secrets. even antarc reads rutile’s diary. this goes from cute and childish (’you did this one wrong thing, im gonna tell sensei’) to absolutely fucked up (’you did this one wrong thing, im gonna tell sensei’)
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theholycovenantrpg · 3 years
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CONGRATULATIONS, JORDAN! YOU’VE BEEN ACCEPTED FOR THE ROLE OF GADRIEL.
Admin Rosey: Eeeeeee! Jordan you have no idea how much I’m bouncing off the walls because you brought us such an unparalleled Gadriel! I was hoping, with all my heart, that someone would dare to write a character that is full of such unfettered love, and you did it. All the more, you didn’t hold back with the adoration that seems to burrow itself into every single facet of the character. Your para sample was an absolute thrill to read and truly, I couldn’t have asked for someone more capable of delivering the Gadriel we all know and love. Thank you so much for this wonderful application - it had me grinning from ear to ear. Please create and send in your account, review the information on our CHECKLIST, and follow everyone on the FOLLOW LIST. Welcome to the Holy Land!
OUT OF CHARACTER
Alias | Jordan
Age | 23
Personal Pronouns | She/her
Activity Level | I’m not in school or working right now, so I do have quite a bit of free time on my hands. However, I still have real life stuff that crops up occasionally, and I’m currently looking for a job, so  if/when?? (hopefully) that happens I’ll let you guys know! As it stands, I can on average devote a few hours each day to rp’ing, though that might vary depending on the day.  
Timezone | EST
Triggers | REMOVED
How did you find the group?  | I saw Rosey reblog the prerelease advertisement thing and the rest was history. 
Current/Past RP Accounts | https://chandlerrosen.tumblr.com/ 
IN CHARACTER
Character | Gadriel
What drew you to this character? | 
Though there were quite a number of characters I considered applying for at various stages, I kept coming back to Gadriel. Within her character is everything I’m familiar with, and yet nothing that I’ve written before. I study (or studied, technically) early modern literature and art history, with a focus on Catholic theology, so I was initially drawn to Gadriel’s background as a martyred saint. I love her grief, I love the way she grows from it while still carrying it with her. I love her fighting for compassion and pacifism, while still being shrouded by the monstrous aspect of her that has always lingered within. Her love is her driving force, and her vision all encompassing, and for the “greater good,” but she is still so selfish. More on this now!
What future plots do you have in mind for the character? | 
i. beware of false prophets [. . .] ye shall know them by their fruits
The God she loved was not always a benevolent one, but she loved Him nonetheless, the words of the scripture a familiar glaze on her tongue, weaving its way through the air as it settles around her like a warm blanket. These were the words she lived by, and the words she, in another life, died by. But now these words, and the God who fomented them, are obsolete—ash and dust, they swirl around her still, only a faint echo of their former glory. Now, the residents (those who choose to partake in religion) worship the Hundred-Eyed God—instead of fire and brimstone, this new deity promised everlasting serenity. Gadriel, like most residents of Caelum, doesn’t worship the Hundred-Eyed God, but as God’s most devout and loving follower, she is faced with the difficult task of protecting ISOLDE, the All-Seeing Priestess of the faith. Despite her best efforts, Gadriel finds herself liking the mortal, and where once Gadriel would have seen an idolator, she now sees what could turn into a friend. The relationship, however, is tenuous, and Gadriel is very reluctant to let herself become attached to the girl—it didn’t end so well for the last worshipped figure in Gadriel’s life. But more than that, Isolde feels like a punishment, or rather, like she should be a punishment. Sure, it pains Gadriel to watch new rituals when the old ones sit in her bones and on her tongue, aching to be remembered and repeated, but otherwise, her task is, at times, an enjoyable one. So when will the other shoe drop? I’m very interested in seeing how this relationship will develop, and how ESTIENNE will fit into it. The biography mentions that Gadriel would kill to protect ARAEL, presumably she would do the same for Isolde, if only out of obligation (though personal affection may one day be a reason as well). Whether it be Estienne or someone else, how will Gadriel, generally a pacifist, react if Isolde is threatened?
I also think it’s interesting to consider what would happen, not if Isolde is physically threatened, but if her status is somehow threatened, or if someone, say ORIAS or CASSIEL (though there are many others), challenges Isolde (an extension of the Hundred-Eyed God) as someone/something to be worshipped? Zealotry is comfortable for Gadriel, a familiar armor to lace over her chest as she draws her sword, but it has rusted and worn down, a passion without a purpose, without an outlet. I think Gadriel is far from becoming a zealot for the Hundred-Eyed God, and to be honest, I’m not sure it would ever actually happen. However, I can see this going two ways (not necessarily mutually exclusive, either): 
Gadriel develops a love for Isolde similar to the love she felt for God; it would be different, no doubt, but I think part of Gadriel’s worship of God in her mortal life came from, faith yes, but also love and a desire to be loved. Her worship of God was not entirely unselfish, but fervently pious nevertheless. Could Gadriel ever get to the point where she would take up her sword for Isolde, not against imminent danger, but against idolatry? Maybe, maybe not, and if it did, it would be, as I said, much further down the line, and certainly not as strong as the zealotry she exhibited for God, but I do think it’s an important aspect of Gadriel that cannot just be shirked because her God is dead.
Regardless of Isolde and how Gadriel may feel about her, there is still a part of Gadriel, no matter how slowly waning it may be, that fought tooth and nail to worship her God, both as a human and angel. And now, with people cropping up, Orias, Cassiel, Michael, etc. who try to fill that void He left, to be worshipped in their own right, I’m interested in how Gadriel will react. Obviously, Gadriel is not omnipotent, and therefore doesn’t necessarily know the extent to which these various figures have designs on power, on reverence. But throughout the course of the roleplay, I think as their actions reflect their intentions, and as those intentions become clearer, the familiar feeling of zealotry will crop up again, burning inside Gadriel’s bosom as it once had. Perhaps something starts it, perhaps she will see the corruption of mortals, of her fellow angels, even, and she wants to stop it. It’s not something she could do alone, at least not successfully, and depending on where Gadriel is in her development, she might not even care at first. But I still think it would be interesting to explore, and which unlikely alliances she may form to quell the rising of a new, different, idol. 
ii. should intermitted vengeance arm again / His red right hand to plague us?
For every cloud, there is a silver lining, and for every slain deity, a world to be made anew. I don’t think Gadriel has ever been motivated by power, and I don’t think she is now, either. I do think, however, that she believes in a very strong vision of the world, a vision she believed she shared with her God. Of course, without God, Gadriel now has the freedom to reshape her vision, and mold the world into, as the biography states,  “her own vision of beauty.” But that which is beautiful, is also terrible, for beauty without power is vulnerability, a quality Gadriel has shedded like a skin too tight and too itchy to ever be comfortable again. There is an anger inside her, a feeling of righteousness against those she believes have acted unjustly. Namely, MICHAEL and CASSIEL. There are many people she blames for this war, for the death of her beloved God, and Michael’s name is at the top of the list. He clipped her wings, he punished her for her pride (for is hubris not the most base of the tragic flaws?), smearing her face in the dirt of her own folly by naming her the Virtue of Temperance, forcing her to protect a being instrumental to the worship of a new, unfamiliar religion. And still, Gadriel turns the other cheek. To wage outright war against Michael would be foolish, and though Gadriel is privy to foolishness (a lingering effect of her not-so-long-forgotten mortality), she isn’t that foolish. I think the dynamic between Gadriel and Michael is very interesting, and something I’d love to explore. As he hungers for more power, as Gadriel’s resentment of him festers, infecting her life’s blood with boiling wrath, when will Gadriel decide that enough is enough. And who will stand with her? 
Now onto Cassiel. Cassiel’s betrayal of the Cherubim, of Gadriel and her own people (though really, with Gadriel’s part in the war against Michael, I think Gadriel would be put on trial regardless), is another interesting avenue to explore. I mentioned Cassiel above as being a sort of “False Prophet,” and in truth, I think she is the antithesis to Gadriel. Speaking of Cherubim, I think Gadriel and ZADKIEL would actually get along fairly well, as Gadriel is (or at least was) well-liked by her fellow angels, and liked them in return, and I think they have a similar philosophy and moral compass. Would Gadriel and Zadkiel, two angels affected by Cassiel’s actions, end up lighting the spark of retribution against Cassiel? Or will it divide them? Cassiel and Gadriel are two people driven by the notion of beauty, though their definitions couldn’t be further apart. While Cassiel’s vision is of herself, Gadriel sees an eternal peace, filial piety and the burning passion of people who join in communion as one (so really, the concept of the Hundred-Eyed God should be alluring to her, once Gadriel realizes that it aligns with her vision and she could wield it considering Isolde is her charge—I digress). Perhaps Gadriel goes against Cassiel, not necessarily for past indiscretions, but present grievances. 
To create, you must destroy, and from the ashes of the old world will Gadriel’s vision of beauty rise, sheathed in gold with a purity so simple, it can only be considered divine.   
iii. when is a monster not a monster?
The answer, of course, “when you love it.” Gadriel’s connections to Asmodeus, Arael, and Mammon are all thematically concerned with when Gadriel shows her monstrous side, if at all. With ARAEL, Gadriel’s monstrous side is not hidden, because with their level of intimacy, with its purity, Gadriel holds no secrets from Arael. It just rarely (if ever) rears its ugly head. The biography mentions that Gadriel would kill for Arael, and I would like to put that to the test. I don’t know how, or when, but I want Gadriel to become a monster, all for the sake of Arael. She knows of Arael’s grief, but I’m wondering just how much Gadriel knows of Arael’s visits to ABBADON’S domain. If she doesn’t know, then perhaps Gadriel will feel betrayed. Of course, she wouldn’t take it out on Arael, there is very little Arael could do to warrant that sort of emotion from Gadriel, but I do think it would shift their relationship. If Gadriel does know, however, I wonder if Gadriel might try to take it upon herself to help Arael (if it’s unwanted, so much the better), because Gadriel is the picture of self-righteousness.  
ASMODEUS is an interesting case with regard to Gadriel’s monstrous side. She hasn’t quite figured him out, she doesn’t know his sad past, but the glances they share, the stares that betray his longing for something else, someone else, intrigue her. And I think it makes Gadriel feel powerful, this unsaid tension between them, the notion that at any moment, it could all crumble and collapse, that he could, if she so chose. I think she wants to poke and prod at him, maybe from afar at first, and then toy with him, his vulnerability between her teeth, with only gravity (the gravity she is so adept at manipulating) to crush it, or release him from her grasp. Of course, Gadriel is not without compassion, and maybe once she knows Asmodeus’ story, she’ll feel differently. It all depends on what part of Asmodeus she chooses to see: the human, or the demon.
Gadriel’s most monstrous side, her most vindictive and self-righteous, self-satisfying, parts, are shown in her relationship with MAMMON. She spared them, not because she felt pity, not because she cared, or didn’t wish to shed blood, but to show them that she could. She held their life at the end of her blade and laughed when she removed it from his throat. Surely they still harbor bitter feelings towards her, feelings of hatred and resentment, even. In Emma’s app for Mammon, she mentions how she envisions them fighting, even to the death. I fully agree, and am looking forward to their confrontation a lot. Gadriel is, generally, soft, but I want to explore those parts of her that are more monster than divine, more human than angel. 
Are you comfortable with killing off your character? | Yes.
IN DEPTH
Driving Character Motivation | 
In Gadriel’s mortal life, her driving motivation was her love for God, and her desire to be loved by God. The picture of piety, Gadriel shirked near all else to proclaim her love for God, frustrated when others wouldn’t recognize His great power, his all-encompassing love. Even when she became an angel, she was still driven by this love, but now it was realized, it was reciprocated. And rather than have that be diminished upon conquest, it only grew stronger and more fervent. 
Of course, after the war, after her wings were clipped, Gadriel turned into the dutiful angel, obeying Michael’s orders (much to her chagrin). Now she’s driven by her vision of beauty, of peace everlasting and passion overflowing. Love is still very much part of the equation, and the love she feels for Arael, for Isolde (maybe, eventually), also motivates her. But it’s her love for God, and for his vision, that stoke the fire of ambition in her loins. I think Gadriel is tired of constantly being taken for granted, being walked all over, and is using the new world as an opportunity to turn a page in her own life. To become all that she once sought to, to fulfill all righteousness on earth, and to spread her vision to all those who will listen. 
Character Traits | 
(passionate, loyal, empathetic)
(dogmatic, vengeful, obstinate)
In-Character Para Sample | 
“Brothers, sisters, friends, lend me your ears,” she began, standing in front of her fellow angels, on trial for crimes committed against Michael, committed for God. “I stand on trial today, though I believe myself innocent of all crimes, guilty only of being consumed by love. Perhaps my love was misplaced, my loyalty misguided, but is that so unreasonable? Was that not God’s almighty power—to stir inside those who are lost the guidance to follow His will through His love?” She looked around, eyes imploring as she clutched her chest. The room was bright, the sun almost overbearing and artificial, devoid of everything Heaven held, a false divinity imbuing every corner and crevice. She had been here before. But rather than in a spotless room, she was surrounded by dust and the jeers of Romans who believed her guilty of the same crime she was accused of now: treason.
“You accuse me of treason,” she began again, and the lion’s roar in her ear was so loud, she felt as though it was standing across the room from her, not Michael, “but forgive me, I knew nothing else. If my actions offended, let us rectify the situation, together. Let us venture forth, hand in hand, brothers in arms, angels enshrouded in the divinity that is our right, into this new era. But let us not paint this era with more blood than has already been shed; for is that truly what you want your legacy to entail? Fire and brimstone—would you be any better than the God you have deposed?” She raised her eyebrow, scanning the eyes of the crowd as they shifted uncomfortably. An invisible string lifted Gadriel’s spine—perhaps it was her power of gravity, perhaps newfound confidence at the uncomfortability of the angels who wished her dead.
“And how, dear sister, could we trust you?” Michael asked, unmoved, the pinnacle of strength and composure. 
“This is new territory for both of us, brother. This world has never known God’s absence—but together, and only together, could we bring it into a new Golden Age, an era of rebirth and plenty.” Everyone was silent, pondering her words. This silence was deafening, and the lion roared louder. Her heart began to race as she saw the saliva glint off the lion’s teeth, the blood staining its fur from the last human he shred. 
“You seek to do better than God? Well do better. Ff His picture of compassion was imperfect, perfect it. His vision of mercy unfulfilled, fulfill it.” The words stung her tongue as she spoke them against her God, but perhaps she could give Michael and his legions the chance to be better, if that is what they truly sought. “Violence, retribution. This is not the way, and we both know it.” 
Silence still more. Until finally, Michael made his decision. 
“Very well, you have your amnesty. But Gadriel, this can not go unpunished.” He contemplated further, his hands steepled like a church she once worshipped at, before continuing, “your wings will be clipped, and we will watch you. Very closely.” He nodded, but she could tell this wasn’t his desired outcome. 
“Thank you, Michael, for your compassion. You won’t regret it,” she said through gritted teeth, sharp as a lion’s, before she sheathed them. Not now. Not today. Today, she lived, and she will continue to do so, if only to continue God’s work. For so it become us to fulfill all righteousness. 
Extras | 
i. COMPANION: By her side, Gadriel’s companion is a LION. I’m hearkening back to the typological tradition of depicting a martyred saint with the instruments of their demise. St. Lawrence has his grill, St. Catherine of Alexandria her spiked wheel, and so Gadriel will have her lion. 
ii. WINGS: Gadriel’s wings are clipped, but not torn from her back. Right now they don’t extend past her shoulder blades, but at once they were the most radiant, pure, white of the softest down. When they grow back, however, perhaps they will be muddled and murky.
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conceptsnest · 4 years
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FOLLOW THROUGH BEHAVIOURS: THE AKRASIA EFFECT
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A brief story: 
In the summer of 1830, Victor Hugo was facing an impossible deadline. Twelve months earlier, the French author had promised his publisher a new book. But instead of writing, he spent that year pursuing other projects, entertaining guests, and delaying his work. Frustrated, Hugo’s publisher responded by setting a deadline less than six months away. The book had to be finished by February 1831. Hugo concocted a strange plan to beat his procrastination. He collected all his clothes and asked an assistant to lock them away in a large chest. He was left with nothing to wear except a large shawl. Lacking any suitable clothing to go outdoors, he remained in his study and wrote furiously during the fall and winter of 1830. The Hunchback of Notre Dame was published two weeks early on January 14, 1831.
Procrastination is usually a “yes” or “no” question”
For more conventional instances, consider addictive behaviour patterns or compulsive traits like over-shopping and blowing the budget, or manic media use; maybe even something like starting an argument one “knows” one will regret and that will lead to trouble or grief.
Having an explanation seems good because it suggests some kind of intervention based on that knowledge, but in some cases, it just doesn’t work. Yet we still feel the hypnotic pull toward explanations, even if the terms being explained are just accepted in a very uncritical way. 
When we make a decision to do something or not, our brain usually has a “gut instinct” answer of yes or no, before the words even come out of the mouth. We consider what benefit it has first, and then what benefit it may have for another person. Then we consider other criteria like time, strength, and effort it will take before we actually decide what it is we are going to do. This all happens in a split second before we commit, and the answer comes out of the mouth.
Often, procrastination occurs when you have decided to complete a task, but you keep postponing until later without consciously choosing to do it then. Not all procrastination is bad procrastination. There are two types of procrastinators- active and passive.
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Active procrastination involves making a deliberate decision to procrastinate, to use the pressure of acting under a deadline as motivation to complete a task. This form of procrastination leads to positive outcomes, since it helps people be more efficient while they work.
Passive procrastination involves procrastinating due to an inability to act in a timely manner. In short, putting off one task merely because your lazy or cannot make up the mind to do it because of some of the other distraction.
Though you may be convinced by this that you are an active procrastinator the truth is most of us are actually passive procrastinators. We delay our work just because we can and with no justifiable reason.
Maybe it is better to try to “own” the behaviour rather than blaming externals. So, it is not necessarily a useless idea. The concept of Akrasia is a sort of promise the executive self makes to itself about self-control and autonomy. And it is also the basis for promises one makes to other people about accountability, or rather, explanations for the occasional breakdown and exception.
The Ancient Problem of Akrasia
Human beings have been procrastinating for centuries. Even prolific artists like Victor Hugo are not immune to the distractions of daily life. The problem is so timeless, in fact, that ancient Greek philosophers like Socrates and Aristotle developed a word to describe this type of behaviour: Akrasia.
Human behaviour is complex, and we interpret through a network of concepts which themselves are cultural and philosophical constructs. If the typical definition of “akrasia” is “weakness of will”, then what is will? If will is some vaguely defined power of “mind”, then what is mind? If mind is an active presence within “self”, then what is self? … and so on.
Akrasia is the state of acting against your better judgment. It is when you do one thing even though you know you should do something else. Loosely translated, you could say that akrasia is procrastination or a lack of self-control. Akrasia is what prevents you from following through on what you set out to do. Why would Victor Hugo commit to writing a book and then put it off for over a year? Why do we make plans, set deadlines, and commit to goals, but then fail to follow through on them?
Also, akrasia is loss of self-control, in the sense of action contrary to reason. In akrasia, there is an ingrained habit in an individual, of the non-rational elements of the soul subverting the rational capacities. Action is usually guided in a range of ways by reason. So akrasia is interesting because it involves a departure from a norm. Why We Make Plans, But Don't Take Action
One explanation for why akrasia rules our lives and procrastination pulls us in has to do with a behavioural economics term called “time inconsistency.” Time inconsistency refers to the tendency of the human brain to value immediate rewards more highly than future rewards. When we make plans for ourself — like setting a goal to lose weight or write a book or learn a language — we are actually making plans for our future self. We are envisioning what we want our life to be like in the future and when we think about the future it is easy for our brain to see the value in taking actions with long-term benefits.
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When the time comes to make a decision, however, we are no longer making a choice for our future self. Now we are in the moment and our brain is thinking about the present self. And researchers have discovered that the present self really likes instant gratification, not long-term payoff. This is one reason why we might go to bed feeling motivated to make a change in our life, but when we wake up, we find ourselves falling into old patterns. Our brain values long-term benefits when they are in the future, but it values immediate gratification when it comes to the present moment. This is one reason why the ability to delay gratification is such a great predictor of success in life. Understanding how to resist the pull of instant gratification—at least occasionally, if not consistently—can help you bridge the gap between where you are and where you want to be.
The Framework You Need to Beat Procrastination
Here are three ways to overcome akrasia, beat procrastination, and follow through on what we set out to do. Strategy 1: Design your future actions. When Victor Hugo locked his clothes away so he could focus on writing, he was creating what psychologists refer to as a “commitment device.” A commitment device is a choice we make in the present that controls our actions in the future. It is a way to lock in future behaviour, bind us to good habits, and restrict us from bad ones. There are many ways to create a commitment device. We can:
1)      . . . reduce overeating by purchasing food in individual packages rather than in bulk size.
2)      . . . voluntarily ask to be added to the banned list at casinos and online poker sites to prevent future gambling sprees.
3)      . . . athletes who have to “make weight” for a competition have been heard to leave their wallets at home during the week before weigh-in so they won’t be tempted to buy fast food.
The circumstances differ, but the message is the same: commitment devices can help us design our future actions. The goal is to find ways to automate our behaviour beforehand rather than relying on willpower in the moment. 
Strategy 2: Reduce the friction of starting. The guilt and frustration of procrastinating is usually worse than the pain of doing the work. In the words of Eliezer Yudkowsky, “On a moment-to-moment basis, being in the middle of doing the work is usually less painful than being in the middle of procrastinating.” So why do we still procrastinate? Because it is not being in the work that is hard, it's starting the work. The friction that prevents us from acting is usually centred around starting the behaviour. Once we begin, it is often less painful to do the work. This is why it is often more important to build the habit of getting started when we are beginning a new behaviour than it is to worry about whether or not we are successful at the new habit. We have to constantly reduce the size of our habits. Put all of the effort and energy into building a ritual and make it as easy as possible to get started. Do not worry about the results until the art of showing up is mastered. Strategy 3: Utilize implementation intentions. An implementation intention is when we state your intention to implement a particular behaviour at a specific time in the future. For example, “I will exercise for at least 30 minutes on [DATE] in [PLACE] at [TIME].” There are hundreds of successful studies showing how implementation intentions positively impact everything from exercise habits to flu shots. It seems simple to say that scheduling things ahead of time can make a difference, but implementation intentions can make us 2x to 3x more likely to perform an action in the future. Fighting Akrasia Our brains prefer instant rewards to long-term payoffs. It is simply a consequence of how our minds work. Given this tendency, we often must resort to crazy strategies to get things done—like Victor Hugo locking up all of his clothes so he could write a book. But it is sometimes worth to spend time building these commitment devices if our goals are important to us. Aristotle coined the term Enkrateia as the antonym of Akrasia. While akrasia refers to our tendency to fall victim to procrastination, Enkrateia means to be “in power over oneself.” Designing your future actions, reducing the friction of starting good behaviours, and using implementation intentions are simple steps that you can take to make it easier to live a life of Enkrateia rather than one of Akrasia. **Source Credits: The book-  Atomic Habits by James Clear. 
Content Curated By: Dr Shoury Kuttappa.
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maplecity5-blog · 5 years
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22 Of The Coolest Events Happening In Southern California This Weekend
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The Skirball's galleries stay open late on Friday for a party and a chance to catch the 'Notorious RBG' exhibition. (Image: Timothy Norris/Facebook)
Choose from Día de los Muertos celebrations, fall art events and a bunch of off-the-beaten path happenings, like a Scent Fair and a concert at the Triforum. Plus, the holiday marketplace season begins with a Poketo pop-up and a cache of kinky gear. Film picks include "The Phantom of the Opera" (with live accompaniment) and stop-motion treasure "Jason and the Argonauts."
FRIDAY, NOV. 2; 7 - 9 p.m. 2nd Biennial Scent Fair LA: Preview Party Craft & Folk Art Museum — 5814 Wilshire Blvd., Mid-Wilshire Devendra Banhart DJs a party where you can smell olfactory offerings before the Scent Fair opens this weekend. The fair celebrates independent and experimental scent practices. The first 30 attendees receive five sample fragrances from participating exhibitors. COST: $20; MORE INFO
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Hollywood Forever Cemetery's Day of the Dead Festival (Photo by Bob Kent via the LAist Featured Photos pool on Flickr)
FRIDAY, NOV. 2; 6 - 10 p.m. 12th Annual Día de los Muertos Street Festival 24th Street Theatre — 1117 W. 24th St., University Park The community festival includes performances by Louie Cruz Beltran, Space Sanchos, Jarochelo, Tierra Blanca Arts Center, Ballet Folklorico Sol de Fuego, Chinelos, Danzantes Aztecas, Mariachi Corazón de Magnolia, Mariachi & Calaca Guapachosa and Ella. The nearby Velaslavasay Panorama also features performances from the Bob Baker Marionettes and demos by Magnolia Tintype Co. COST: FREE; MORE INFO
Check out a bunch more Day of the Dead events in our Where To Celebrate Día De Los Muertos In Los Angeles guide.
FRIDAY, NOV. 2, 6 - 9 p.m. Poketo x JOIN Holiday Market Opening Reception Poketo Project Space — 777 Alameda St., #134, downtown L.A. Poketo teams with JOIN Design to get a jump-start on the holiday shopping season. The pop-up marketplace, located at ROW DTLA, features the work of 20 designers who are making housewares, accessories, gifts and tchotkes. The market remains open through Jan. 1, 2019. COST: FREE; MORE INFO
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The Triforium sculpture, created by Joseph Young, seen in downtown L.A. in 2012, decades after it was installed in 1975. (Britta Gustafson/Flickr Creative Commons)
FRIDAY, NOV. 2; 6 - 10 p.m. Triforium Fridays Night 3 Triforium — Temple and Main St., downtown Los Angeles The Joseph Young-designed public sculpture opened in 1975 as a monumental musical instrument. The six-story, 60-ton structure has fallen into disrepair but this series of "Polyphonoptic Parties," curated by the band YACHT, allows the public to see, hear and experience the work as the artist intended. The final installment features THAO (of the Get Down Stay Down), TAIKOPROJECT, Molly Lewis and Restless Nites DJs. COST: FREE; MORE INFO
FRIDAY, NOV. 2; 6 - 10 p.m. Late Night! Notorious RBG Skirball Cultural Center — 2701 N. Sepulveda Blvd., Brentwood If you haven't had a chance to check out the exhibition "Notorious RBG: The Life and Times of Ruth Bader Ginsburg," now's your chance. The galleries stay open late as dublab's Mamabear provides the soundtrack. In honor of the Supreme Court justice, the Skirball has invited a number of women-owned food trucks to the event including Mandoline Grill, Dina's Dumpling and Sugo Italian. COST: $5; MORE INFO
FRIDAY, NOV. 2 - SUNDAY, NOV. 11 AxS Festival: City as Wunderkammer Throughout Pasadena and the greater L.A. area The festival's 12 programs incorporate the concept of the "wunderkammer" or "cabinet of curiosities" to explore the intersection of art and science. Highlights include Australian artist Lawrence English's site-specific public sound artwork that re-appropriates the decommissioned Los Angeles Civil Defense System; a two-gallery exhibition of light works by Phillip K. Smith III at Claremont Graduate University; and an Election Day Parade: Grand Buddha Marching Band. The festival's opening reception is being held at the Armory in Pasadena from 7 to 9 p.m. on Friday. COST: Most programs are free; MORE INFO
SATURDAY, NOV. 3; 11 a.m. - 4 p.m. Grand Ave Arts: All Access Grand Ave., downtown L.A. Arts and culture organizations open their doors for family-friendly activities, interactive workshops and tours during a day-long celebration. Go on a scavenger hunt at The Broad. Take part in musical activities at the Colburn School. Listen to the Los Angeles Chamber Orchestra. Participate in other diversions at the Los Angeles Public Library, L.A. Opera, L.A. Phil, MOCA, The Music Center and REDCAT. COST: FREE; MORE INFO
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The Orange County Museum of Art opens its temporary space with a party this weekend in Santa Ana. (Image: Courtesy of OCMA)
SATURDAY, NOV. 3; 12 - 5 p.m. OCMAEXPAND-Santa Ana Open House South Coast Plaza Village — 1661 W. Sunflower Ave., Santa Ana The Orange County Museum of Art throws a party to celebrate its temporary digs. (The museum's new permanent home, at the nearby Segerstrom Center for the Arts, is slated to open in 2021.) Meet exhibiting artists Rodrigo Valenzuela, Mariángeles Soto-Díaz, Valentina Jager, Alan Nakagawa and Kathryn Garcia. You can also listen to gallery talks and presentations while you enjoy live sets by local bands The Aquadolls & VENEER. COST: FREE; MORE INFO
SATURDAY, NOV. 3; 8 p.m. The Los Angeles Pancakes & Booze Art Show Catch One — 4067 W. Pico Blvd., Arlington Heights The pop-up art event showcases more than 500 works by more than 150 artists. In addition to the art, there are free pancakes as well as craft beers and cocktails (cash bar). Live music and DJs help you get into the spirit of the season with a zombie fashion show. This event is 21+ only. COST: $10 - $15; MORE INFO
SATURDAY, NOV. 3; 10:30 a.m. Jason and the Argonauts Vista Theatre — 4473 Sunset Blvd., Los Feliz The Secret Movie Club screens the 1963 adventure fantasy film in 35mm. Watch the Greek hero and his band of adventurers on their quest to find the Golden Fleece. Better yet, watch it for the stop-motion magic of the great Ray Harryhausen. COST: $12.75 - $20; MORE INFO
SATURDAY, NOV. 3 - SUNDAY, NOV. 4; 8 p.m. Beastie Boys Book: Live & Direct with Adam Horovitz and Michael Diamond The Montalban Theatre — 1615 Vine St., Hollywood Tickets are scarce for these two shows but totally worth it if you can get them. Both events feature a live score provided by Mix Master Mike, readings and a conversation between Mike D, Ad-Rock and a guest moderator, followed by a Q&A. Fans can also check out a new Beastie Boys exhibit at the Montalban, curated by the band and Beyond the Streets. COST: $75 (includes book); MORE INFO
SATURDAY, NOV. 3 - SUNDAY, NOV. 4; 11 a.m. (doors open) Tropicália Music & Taco Fest The Queen Mary — 1126 Queens Hwy., Long Beach The festival's A+ lineup includes Morrissey, Mazzy Star, Kali Uchis, Toro y Moi, Albert Hammond Jr., Kero Kero Bonito (among many other acts) on Saturday and Cardi B, Mac Demarco, Chicano Batman, Allah-las, La Sonora Dinomita and Ronnie Spector on Sunday. No word on the taco lineup. The festival is all ages. COST: Single-day passes start at $150; MORE INFO
SATURDAY, NOV. 3; 11 a.m. - 6 p.m. Sanctuary Marketplace 2018 Sanctuary LAX — 10914 S. La Cienega Blvd., Lennox For the fifth year in a row, the adult entertainment studio hosts a marketplace with dozens of BDSM, kink-focused artisans and vendors. A stage show will be hosted by comedian and podcaster Sir Gear. COST: $10 admission; MORE INFO
SATURDAY, NOV. 3 - SATURDAY, DEC. 8 Remembrance, The Faces & Places Historic Southwest Museum (Mt. Washington Campus) — 234 Museum Drive, Mt. Washington The pop-up exhibition from the Arroyo Arts Collective features the work of 20 artists who are creating altars in the niche spaces of the portal tunnel and Sprague Hall. The works explore death, grief, love and loss, as well as the rituals of Halloween and Día de los Muertos. There are a number of exhibition-related programs throughout the run, including an opening artists' reception on Saturday at 2 p.m. with traditional African ancestral chants and a drum and dance salute/libation by Nzingha Camara and Rene Fisher-Mims. COST: FREE; MORE INFO
SATURDAY, NOV. 3; 8 p.m. The Phantom of the Opera Younes and Soraya Nazarian Center for the Performing Arts (The Soraya) — 18111 Nordhoff St., Northridge The performing arts center at CSUN screens the 1925 classic film starring Lon Chaney accompanied by a live score. Richard Kaufman conducts the New West Symphony, which features guest artists Dennis James on organ and soprano Kristi Holden. COST: Tickets start at $34; MORE INFO
SATURDAY, NOV. 3; 5 - 8 p.m. Art Salon Chinatown presents Kristina Wong Realm — 425 Gin Ling Way, Chinatown The Ministry of Culture art collective presents the sixth edition of Art Salon Chinatown with L.A.-based performance artist Kristina Wong. As part of her campaign/show, "Kristina Wong for Public Office," she'll make her final campaign appearance before the 2018 midterm elections and the gallery will transform into her campaign HQ. The accompanying exhibition will be on view through Dec. 10. COST: FREE; MORE INFO
SATURDAY, NOV. 3; 2 - 11 p.m. HARD Day of the Dead Los Angeles State Historic Park — 1245 N. Spring St., downtown L.A. The music festival returns to the park after a six-year hiatus with headliners Justice, Die Antwoord and Knife Party. This festival is 21+. COST: $79.99 - $159.99; MORE INFO
SATURDAY, Nov. 3; 9 a.m. - 4 p.m. Over L.A.: Aerial Accounts USC's Doheny Memorial Library — 3550 Trousdale Parkway, University Park Explore Southern California from an overhead perspective while keeping your feet on the ground. There ae panel discussions, interviews and presentations examining everything from Southland sunlight and the region's biodiversity to the relationship between helicopters andarchitecture. COST: FREE, but RSVPs requested; MORE INFO
SUNDAY, NOV. 4; 3 - 4:30 p.m. CAAM Reads! Parable of the Sower California African American Museum — 600 State Dr., Exposition Park The museum's monthly book club continues with Octavia Butler's "Parable of the Sower," a sci-fi novel set in a dystopia where society has collapsed due to climate change, inequality and corporate greed. Research librarian Denise L. McIver will moderate the discussion. Titles are selected in conjunction with the exhibition, "Robert Pruitt: Devotion," which investigates the intersection of black identity, spiritual traditions and technology. COST: FREE; MORE INFO
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Iron Triangle Brewing believes that beer makes things better—even studying ballot propositions on a Sunday afternoon. (Image: Iron Triangle/Facebook)
SUNDAY, NOV. 4; 5 - 8 p.m. Pints and Props Night Iron Triangle Brewing — 1581 Industrial St., downtown L.A. Are you registered to vote in Tuesday's midterm elections but not sure what's on the ballot? Learn more about the props and measures at a civilized debate — while drinking beer. The brewery is selling $5 beers all day long for anyone who promises to vote when they order a beer. COST: FREE admission (beer tab's on you); MORE INFO
SUNDAY, NOV. 4; 12 - 5 p.m. Arts of Africa Festival Fowler Museum at UCLA — 308 Charles E. Young Dr. W., Westwood The all-ages festival presents an afternoon of African-inspired food, music, storytelling, gallery talks and conversations. View the works in "Striking Iron" through the eyes of contemporary blacksmiths, who discuss the technical details and artistic expression of certain objects, and stick around for a live forging demonstration. Partake in a Mbira-Making workshop that shows you how to build your own five-note thumb piano. Then, learn how to compose and play short songs with world music educator Dr. Craig Woodson. COST: FREE; MORE INFO
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Abbi Jacobson speaks onstage during Netflix TCA 2018 on July 29, 2018 in Beverly Hills, California. (Photo by Matt Winkelmeyer/Getty Images for Netflix)
SUNDAY, NOV. 4; 7:30 - 9 p.m. Abbi Jacobson in Conversation Garrison Theater at Scripps College — 241 E. 10th St., Claremont The actor, writer, producer and illustrator Abbi Jacobson is best known as co-creator and co-star of Broad City but she also released a book, "I Might Regret This: Essays, Drawings, Vulnerabilities, and Other Stuff." The debut collection was inspired by a solo cross-country road trip. Each ticket includes a copy of the book. Waitlist only. COST: $25 - $35; MORE INFO
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Source: http://www.laist.com/2018/11/01/22_of_the_coolest_events_happening_in_southern_california_this_weekend.php
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recentanimenews · 5 years
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ONINAKI Lets You Confront Grief in a Unique Way
In all my years of playing video games, I’ve found that the games I enjoy the most fall into one of three categories. First, of course, are the big budget AAA games―the attention grabbing titles forged from having millions and millions of dollars funnelled into their development (and marketing). It comes as no surprise when these games are good after months and months worth of footage and impressions have already circulated. Next are the beautiful disasters. These are the games so erroneously awful that they somehow loop back around and become outrageously entertaining. A rare breed of game for sure, but a fun one nonetheless.
  The types of games that make up the third category, though, are the ones nearest and dearest to my heart. These games release with little fanfare and acclaim. Their graphics and gameplay are rarely anything to write home about and their fan bases are quite small. The fans they do have, though, are passionate ones. Whatever they might lack in polish and development funds, to their fans they more than make up for it with their ambitious ideas and unique stories. These games are the raw gemstones of the video game industry. Underneath all the rough, jagged edges a captivating game can be found. ONINAKI―the latest game from Square Enix and Tokyo RPG Factory on Steam, Switch, and PS4―is one of these games.
      Death is held in high regard in the world of ONINAKI, such so that grief is strictly forbidden. Grief shackles the spirits of the dead to the world of the living. Unable to reincarnate, these spirits are known as the Lost. Should the Lost continue to wander in this form, they’ll eventually transform into monsters known as the Fallen. Rare individuals who can travel between the worlds of the living and the dead are known as Watchers. These Watchers aide in the cycle of reincarnation by eliminating the Fallen and ushering the Lost onto their next lives. It’s in this world that ONINAKI sets its sights on Kagachi―a stoic Watcher well-acquainted with grief. A chance encounter with an ageless girl named Linne and the vengeful spirit pursuing her sets Kagachi off on a bloody journey to discover the truth about reincarnation.
  From the outset there are noticeable conflicts happening within ONINAKI. The first is between the game’s art style and its actual content. The game is presented in a beautiful 3D quasi-chibi style not unlike Bravely Default. It’s textures can look rather flat and its environments angular, but there’s a certain quality to the lighting that gives it a realistic sense of depth. This combination gives its world and characters an overall cute, toy-like appearance. Imagine my surprise, then, when the game’s tutorial chapter concluded with me executing a pair of grief-stricken parents who were mourning the death of their son. 
    ONINAKI is a game that’s infatuated with death, and as such treads in some rather dark territory. The Watchers’ order exists less to protect the citizens of the realm than it does to uphold the tenets of reincarnation. This can mean anything from stopping “unsanctioned killings” at the hands of monsters and serial killers to euthanizing the sick and assisting the hopeless in committing suicide. The game never clearly attempts to comment on these controversial topics or the debates being held over them around the world. It instead simply presents them as the natural result of a religious order that worships death. 
  Death and reincarnation as objects of worship are central to the other major conflict within ONINAKI. Though there are specific, named enemies Kagachi finds himself in conflict with throughout the game’s story, the ultimate conflict Kagachi faces is between himself and his faith in reincarnation. That much is fairly obvious from the beginning, but the twists and turns that take place throughout the story and the conclusions he’s ultimately led to are best left experienced by oneself. 
      My feelings on the story by the end were honestly pretty mixed. ONINAKI’s premise is novel and intrigued me instantly. The game’s gradual worldbuilding felt like a breadcrumb trail made up of bits and pieces of truth about the world that led all the way to the story’s final big reveal. It was a rewarding experience that had me constantly on the hook for the next morsel of information. It unfortunately fumbles, though, when it comes to writing Kagachi. He’s a bland and boring character in a game that lacks a party of lively personalities to make up for his lack of one. It’s hard to ever understand what he’s thinking, so his eventual moments of “character growth” come across less as believable actions and more things he has to do because he’s the hero. That combined with some pacing issues in the game’s second half are the biggest issues in an otherwise pretty good story.
  Still, though, a good story on its own probably isn’t enough to recommend. Luckily, it doesn’t have to be, because ONINAKI is actually pretty fun to play too! When not experiencing the story, players will be running around 3D areas battling hordes of Fallen with spiritual weapons called Daemons. Daemons are rare beings who were unable to reincarnate yet too strong-willed to become Fallen. Only elite Watchers are able to possess and wield a Daemon. You start off with one sword-wielding Daemon in ONINAKI, but as you explore and progress through the story you’ll find many more each with their own unique weapons and combat styles. Up to four Daemons can be equipped at a time and can be cycled through as you please during battle. 
    Every Daemon starts off with a basic attack and one special skill that can be triggered on a cooldown. As you continue to fight with that Daemon defeated enemies have a chance of dropping upgrade items called Soulstones unique to the Daemon you’re using. Each Daemon has a unique skill tree where these Soulstones can be exchanged for new skills, passive buffs, and even memories from that Daemon’s past life. Each Daemon has their own set of stats separate from Kagachi’s increasing stat levels and Soulstone drops are rather generous, so upgrading a newly acquired Daemon to the level of your very first is a fairly easy task.
  The Daemons are easily one of ONINAKI’s best features. Unlocking new Daemons adds a lot of variety to the game’s combat. In the interest of time I mainly stuck to two Daemons―one for fighting normal enemies and another for boss battles―but had I more time I would have tried to grind out the skill trees of the rest as well. While grinding out these skill trees is nowhere near a herculean task, it isn’t a very fun one. A few of the passive skills locked away in every Daemon’s skill trees are features that simply make combat less fun to be without. The simple ability to cancel out of skills, attacks, and a Daemon’s unique mobility option is essential to a satisfying combat flow, so it’s rather frustrating to have that feature locked away behind multiple upgrades. I’d say it takes about a full level of forcing yourself to use the Daemon you want to use to be able to upgrade them to a point where they’re actually fun to use. Stick with it, though, and they can become absolute wrecking balls. 
    The various Daemons found throughout the game are also, surprisingly, the game’s best characters. Not only are their designs all quite captivating, but also their individual stories are some of the best writing in the entire game. Each Daemon was once a living soul within the world of ONINAKI, and as you go through their skill trees you’ll receive pieces of their backstory and find out how each one of them died. In addition to being well-written side stories in their own right, they tie in to the central narrative and themes of ONINAKI as well. At a certain point, I found myself wanting to upgrade my Daemons less for the combat benefits and more so I could learn more about them. In fact, once I finish this review I plan on going back and doing just that. Given how much time was put into fleshing them out as characters, it’s an honest shock that Daemons never factor into the story as anything other than a weapon. 
  Looking back on my time with ONINAKI, I think it can be best summed up as a game that’s more than the sum of its parts. It’s an odd patchwork of concepts and ideas―weird, ambitious ideas that don’t always make a lot of sense or even feel like finished thoughts. It’s a conflicting game that strikes conflicting tones, a decision reflective of the many dualities presented in the narrative. There are two sides to this story, two worlds to jump between, two names for our heroes, two choices to make at the very end, and two moments I’ll remember most from my time with ONINAKI. The first was a moment of loss; the other an inconsequential choice. ONINAKI may not be my favorite game, but it is my favorite type of game, one I’ll be recommending for years to come.
    REVIEW ROUNDUP
+ Beautiful soundtrack
+ Good character designs and well-realized art style
+ Daemon side stories contain some of the best writing in the game
+/- Novel premise and strong ideas that mostly carry on to a satisfying conclusion
+/- Gameplay is varied and interesting, though some boss encounters are altogether frustrating
- Essential quality of life combat features are locked behind upgrades
- Kagachi is a really dull protagonist
  How does ONINAKI compare to your favorite Square Enix RPGs? Let us know in the comments below!
      -----
Danni Wilmoth is a Features writer for Crunchyroll and co-host of the video game podcast Indiecent. You can find more words from her on Twitter @NanamisEgg.
Do you love writing? Do you love anime? If you have an idea for a features story, pitch it to Crunchyroll Features!
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athertonjc · 6 years
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Time to “Rethink Pretty” in the Garden by Allen Bush
Benjamin Vogt and I began an email exchange last March after I read his very interesting A New Garden Ethic: Cultivating Defiant Compassion for an Uncertain Future.
A few weeks ago, Benjamin had a sign posted on his property in Lincoln, Nebraska that warned him about the public nuisance he had created. He won the fight to keep his front and back yard prairie, but this got me thinking.
It seemed like a good time to share our exchange. Portions have been edited and expanded.
Onward Benjamin.
I wrote my book to make folks as uncomfortable as I felt. I wrote it to question horticulture, landscape design, and all environmental movements. I wrote it to invigorate the discussion and get us to grapple with humanity in ways we avoid in order to protect ourselves from the reality of our lost love. I wrote it in order to unearth aspects of environmentalism I thought weren’t explored enough. I wrote my book out of depression, fear, and anger in order to discover a strength we all possess — the ability to go against the force of history and culture and risk some aspect of ourselves we assumed was better for us. Gardens are places of activism in a time of mass extinction and we need to start using them as such. And if gardens are art, if that’s the primary viewpoint about them that we’re stuck with, then remember the long tradition of art based in activism and making folks uncomfortable for a purpose.
  March 2018
Hi Benjamin,
I apologize for being slow to read your book, but I’m glad I brought it to the top of my book pile.
I thoroughly enjoyed A New Garden Ethic.
I worried at the outset that it might be full of redundancies, but when there were similar claims, “We proclaim ourselves right in a wrong world…” (p.56), each new argument augmented your case. Rarely did I feel like you were talking down to me. On occasion, there were annoying passages, such as, “Native plants are a threat to an entire Western culture…(p 59).
But here’s what I got out of your book.
A garden isn’t nature
Our values screw us up
A new garden ethic is needed
Surprisingly, I enjoyed your bits about “pretty” and “beauty.” It reminded me of an undergraduate course in Philosophy of the Mind. Your subject is complex but well written. However, I still like “pretty” and don’t agree that “pretty,” as a premise, need be “arrogant.”  I don’t think I’ve ever gardened for “human supremacy.” I was heartened, when you briefly backed off and said, “Of course a garden must be pretty.”
“Pretty” concerns me because that’s how we primarily judge the worth of a garden or landscape — I just want us to redefine gardens, especially in the context of mass extinction. What is pretty to the silent majority on this planet, to wildlife? I don’t think many of us garden for human supremacy in a conscious way, but when we go outside and say “I want this maple tree right here” we are practicing a form of supremacy since we are placing our desires over or onto the landscape, whether we’ve researched the tree and ecosystem or not. Now, I’m not explicitly saying such actions are good or bad, per se. I’m saying we must think more critically about our actions, and that if we don’t we are propagating an arrogance that has led us to the assumption we are at the top of the pecking order and can do no harm. This is what’s created a 6thmass extinction — privileging ourselves over other species and landscapes. We do it every day in small, subtle ways and in massively overt ways.
I was glad to read the chapter: More than Native Plants. Your sentence on p. 52 is magnificent: “Every place we touch is a garden, no matter its size, and the economic, aesthetic, and emotional lessons we learn in one landscape are practiced in others.”
Good stuff on feelings: denial, grief and loss.
And, more good stuff: wisdom is evolutionary (p.66); “ethical amnesia” (p. 78) and “compassion fade” and “psychological numbing” (p.81)
This was my favorite chapter to write and research, chapter three; it’s the heart of the book, and I think out environmental crisis (and other crises, like race, gender, guns, etc). There’s a lot of psychology at play in how we view ourselves, one another, and the world around us. There’s a lot of guilt and shame. There’s a lot of self-defense that’s totally genetic and human and natural that we have to understand, identify, and process more thoughtfully. For example, when someone proposes native plants instead of hosta, it’s easy to feel defensive because we’re being exposed to new concepts that both feel constrictive and carry greater ramifications for the environment, and those ramifications influence how we perceive ourselves as acting or thinking ethically. Change is hard — learning new ideas is hard (especially when they go against the cultural / social default). Emotionally and psychologically evolving as fast or faster than the changes we are forcing on the plant is really hard, if not nearly impossible.
I wish you’d go easy on red cedars (p.79). I love red cedars!
But your red cedars aren’t aggressive thugs, right? I like them, too, but boy do they destroy our prairies. It’s all about regional context, and in the U.S. there’s lots of nuance. We burn trees in Nebraska, we don’t hug them.
And there are the useless plants… I don’t agree with your statement: “Gardens composed of both native and exotic plants constitute a precarious balance.” (p. 83) I am NOT grief stricken, although you might argue I’m in denial.
Yes, I would argue that. Denial is one of the five stages of grief, and processing grief is both an exercise in preserving the self and accepting the new self that is forming. It’s a conundrum we carry into our landscapes — our emotions dictate a lot of what we do behind our fences.
I love daffodils and peonies, among many other non-beneficial plants. I get your point and respect your radical approach. I know you don’t think there’s a perfect world as long as humankind is here on earth.
Oh I wouldn’t go that far. I firmly believe humans can be part of a thriving, balanced, biodiverse global ecosystem. But as is — given our extraction-based cultures that privilege humans — it’s not working. And the argument that nature will find a way is sort of bogus — I don’t want to live, and I don’t want my kids to live — in a world where nature is in the process of finding its way. Drought, famine, disease,  dirty water, no fish, plastic in every bite we take… We could still be in a relative Goldilocks era if we woke to the world right now.  
I’m glad you threw a bone to the American Society of Landscape Architects (ASLA)for promoting a planting spectrum that includes a large % of native plants.
Meanwhile, I’ll continue to plant challenging exotics and natives that I am curious to grow. I will endeavor to try and be more attentive to what’s under foot and around me.
You’ve inspired me.
I’ve got tons of natives, even a faux prairie, but I’m a one-trick pony. I’m a plantsman, far from a naturalist. You’ve encouraged me to dig deeper. Microbes are in my future.
Go go go Allen! We’re all taking steps even if I wish (and other species wish) they were much larger and were at more of a brisk jog’s space, if not a hard sprint.
My favorite chapter was Urban Wildness and Social Justice.  You made me think of Thoreau leaving Walden Pond to take his laundry to his mom.
“(If we expect to be selfless”… p.120). Louisville needs to work harder (p. 125). My friend, Louisville tree activist, Mike Hayman is planting trees as fast as he can. Mike is the role model I suggested for you. Talk about selfless!
I hope you’ll keep pushing harder, even when you hit headwinds.
It is very hard because it seems that all I hit are headwinds; such is the role I’ve apparently chosen for myself.
I know you’re working your way toward your dream of your own prairie compound.
Paradise?
But don’t turn your back on the people, and the soulless suburban gardens, you might leave behind.
On the other hand, an ascetic life has some appeal.
 I still design urban and suburban meadow gardens for clients, some of whom are removing their front lawns. I am desperate to live on a prairie away from mowers, to create an oasis among the corn and soybeans. I don’t think I’d live ascetically, only as a way to restore and revive my soul so I could have the energy and focus to ramp up to get back into the fray. I am a massive, massive, massive introvert, and it’s still going take me a lifetime to discover how that’s a strength and not a liability.
While I was reading your book, I was also reading a book of essays by Wes Jackson, whom I admire tremendously. Your earnestness reminds me of Jackson.
As I have argued, I think your most convenient prey (prairie novitiates?) might be your neighbors. They can’t be more intransigent than the rest of built America. You could do prairie grass roots door-to-door?
Have you seen my yard? https://www.houzz.com/projects/1968383/front-yard-makeover 
I know you’re working your way, eventually, toward your own prairie farm. If you do, I worry you will be turning your back on the people and the wretched suburban gardens you leave behind. However, I understand. Life as an ascetic has always had some appeal for me.
Can you become both a missionary—hunker down and save souls in the suburbs—and escape, as Thomas Merton did, to a cloistered outpost and write down, as it was said about Merton, every thought you have. (You’re a very good writer!)
Merton could be as petulant as he was gifted. He remained a constant pain in the ass to his abbot at the Abbey of Gethsemani.
Maybe you will become the artist, activist, pain in the ass and save souls.
I hope so!  We all need to be bigger pains in the ass. Especially if those asses are the right ones (you know who I’m talking about).
You’ve got options and a bright future.
You’ve written an absorbing and provocative book that reminded me of the cultural unraveling that Wendell Berry described in Unsettling of America.
That’s high praise indeed! You know I’m a Berry Fan. Thank you, Allen, for an insightful and warm conversation. Let’s have more of these in the garden world.
  Photos courtesy of Benjamin Vogt and Monarch Gardens. A New Garden Ethic: Cultivating Defiant Compassion for an Uncertain Futuremay be purchased at Monarch Gardens.
    Time to “Rethink Pretty” in the Garden originally appeared on Garden Rant on June 13, 2018.
from Garden Rant http://gardenrant.com/2018/06/time-to-rethink-pretty-in-the-garden.html
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jenshammack469-blog · 7 years
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Sure, they're disparaging each other at this moment, yet in a 50% of hr, they'll be actually drinking all together and also discuss just how much they either really love or detest one another. __ 1. The tale is created coming from a single viewpoint and a youngster is the perspective character. In, maybe, a clumsy way from explaining it, the ultimate variation needs to certainly not be illogically born off the very early plot, character characteristics, and also inspiration, but neither needs to it reside in any sort of means telegraphed ahead of its own discussion. Policymakers have taken a routine plot and presented the film in a ruined the formula of death. Nonetheless, there is one thing that I ought to let the viewers understand, just before I end the tale. The fine art from a garbled ending resides in deceiving the audience to strongly believe something various compared to exactly what is mosting likely to be actually sprung on them. One author must certainly not be actually taken the essential romanticist, humourist, or maybe imaginative author as each author frequently takes into consideration a mixture from themes as well as sophisticated suggestions when producing an unfamiliar therefore consider looking into these concepts prior to choosing to 'pigeon-hole' details authors along with a particular concept or even category. Indeed, you might formulate a various technique for each night of the week and also still appreciate a range of meals integrating several ingredients popular in North United States culture but with that said special, Mexican spin to make certain that you'll remember this incredibly fondly. Composing both myth and also book, she efforts to acquire know-how and convey that with an unique variation of innovation to her readers. Having said that, this bitter-sweet finishing makes this set of the best never-ceasing narratives. To cut a long story brief - and to urge you to watch the movie - Oliver is sent out out as well as complies with the Artful Cheat - and so the story unravels. That prone mind creates a great setup twist tool given that everything might possess happened. Perhaps she has PTSD, which distracts her from a vital part from plot details. All of us identify with loss, grief, frustration, stress - make certain that emotional states are effective factors in your account.
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douchebagbrainwaves · 7 years
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HOW TO GET STARTUP IN USA
Someone responsible for three of the best things Google has done. I was about as observant as a lump of rock. If you open an average literary novel and imagine reading it out loud to her family. An ordinary slower-growing business might have just as good a ratio of return to risk, if both were lower.1 Kids in pre-industrial times started working at about 14 at the latest; kids on farms, where most people lived, began far earlier. If they get something wrong, it's usually not realizing they have to work on technology—because ideas for fast growing companies are so rare that the best way to find new ones is to discover those recently made viable by change, and technology is that startups create new ways of doing things, and new ways of doing things, and in others they're live oaks.2 As used by adults, who are merely the inheritors of a tradition growing out of what was, 700 years ago, fascinating and urgently needed work. But VCs also share deals a lot.
The other big change is that now, you're steering. Plus the maxima in the space of startup ideas are not spiky and isolated. Life at that age revolves far more around popularity than before or after. They could end up on a local maximum.3 Likewise, in any social hierarchy, people unsure of their own imagination.4 That means they're less likely to depend on this sort of hill-climbing could get a 30% better deal elsewhere? Recipes for wisdom, particularly ancient ones, tend to have a good enough grasp of kids' capacities at different ages to know when to be surprised. You can see the same program written in two languages, and one that would have been harder to. Serving web pages is very, very cheap. You have to calibrate your ideas on actual users constantly, especially in the beginning.5
So why don't they do something about it? If you're a hacker, because they're so boringly uniform. It's very much worth seeing inside if you can make even a fraction of a cent per page view, you can make yourself do it you have a free version and a pay version, don't make the free version too restricted.6 Here's a test for deciding whether a VC's response was yes or no. Whereas hackers will move to the Bay Area to find investors. At the very least you'll move into proper office space and hire more people. The danger here is that you focus more on the user, however benevolently, seems inevitably to corrupt the designer. These are some of the most successful startups view fundraising.7
0 conference turned out to be more liquid. I still occasionally get lost. Large-scale investors care about their portfolio, not any individual company. Well, therein lies half the work of essay writing. While perhaps 9 out of 10 startups fail, the one that is. Something similar happened with blogs. The world seemed cruel and boring, and I'm not sure if it's their position of power that makes them so. Now I'd go further: now I'd say it's hard to know what they're thinking. If the answer is that they're embarrassed to go back seven paragraphs and start over in another direction. Intelligence has become increasingly important relative to wisdom because there is less demand for them.
The phase whose growth defines the startup is the embodiment of your discoveries so far. Actually college is where the line ends.8 People are all you need to launch is that it's part of the conversation.9 But I think it does, we don't need it. What would be a disaster to let the wrong idea become the top idea in your mind. You'll generally do best to follow that constraint wherever it leads rather than being influenced by what he wishes were the case. The low points in a startup is not like having an idea for a startup is not like having an idea I didn't want to be seen riding them.10
In fact, what makes the preceding paragraph true is that most readers won't believe it—at least to the extent of acting on it. To achieve wisdom one must cut away all the debris that fills one's head on emergence from childhood, leaving only the important stuff.11 The goal in a startup is to make what users want, then you're dead, whatever else you do or don't do.12 And it's free, which means people actually read it.13 But it could. Ditto for the idea of delivering desktop-like applications over the web.14 Newton's slavery consisted of five replies to Liege, totalling fourteen printed pages, over the course of a year. This was a mistake, because the younger you are, not when you do it.15 Essayer is the French verb meaning to try and an essai is an attempt. The low points in a startup are so low that few could bear them alone.16 A string of rich neighborhoods runs along the crest of the Santa Cruz mountains.
I'm designing a new dialect of Lisp. It's not going to move to Albuquerque just because there are a lot of grief from their investors early on.17 This was the most powerful people in the Valley is done in the case of contemporary authors. Well, I'm now about to do that doesn't mean it's wrong to sell.18 In the Q & A period after a recent talk, someone asked what made startups fail. It runs along the base of the hills, then heads uphill through Portola Valley. A Public Service Message I'd like to conclude with a few vague questions and then drift off to get a good job of arguing. Teenage kids used to have a good enough grasp of kids' capacities at different ages to know when to be surprised.19 For example, why should there be a connection between humor and misfortune?
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There is one subtle danger you have a connection with Aristotle, but Joshua Schachter tells me it was so violent that she decided never again. Statistical Spam Filter Works for Me. For example, the group of Europeans who said he'd met with a toothbrush. The aim of such high taxes during the war.
And while they may end up reproducing some of those sentences. You should be specialists in startups. Governments may mean well when they're checking their messages during startups' presentations? I skipped the Computer History Museum because this is largely true, it causes a fundamental economic shift away from the initial investors' point of a handful of companies to acquire you.
Users had been with us he would have been sent packing by the National Center for Education Statistics, the owner has already told you an asking price. Many people have to be self-imposed. I'd use to connect through any ISP, every technophobe in the early days, and both times I saw that I didn't need to do that. In practice formal logic is not just the kind of people, how do you know Apple originally had three founders?
Which means if the similarity extended to returns. But the solution is not Apple's products but their policies. Writing college textbooks are bad: Webpig, Webdog, Webfat, Webzit, Webfug.
Strictly speaking it's not obvious you'd be surprised if VCs' tendency to push founders to try to make it easier for some reason insists that you wouldn't mind missing, initially, to mean the Bay Area, Boston, or income as measured in what it means to be younger initially we encouraged undergrads to apply, and yet it is possible to make art that is a shock at first, but this sort of stepping back is one you take to pay dividends. An Operational Definition. Once he showed it could hose the whole. And those examples do reflect after-tax returns.
Most people let them mix pretty promiscuously. Two possible and not others, and a company.
This is a way that's rare among technology companies. Within an hour most people are immune to the wealth they generate. Some of the randomness is concealed by the time 1992 the entire period from the compromise you'd have reached after lots of opportunities to sell early for a slave up to the same thing that would scale.
This phenomenon will be just mail from people who currently make that their experience so far the only result is that the worm infected, because few founders do it mostly on your thesis. One of the editor written in C and Perl. Google is not to have gotten the royal raspberry. But it can have benevolent motives for being driven by bookmarking, not just a Judeo-Christian concept; it's not the only significant channel was our own online store.
Xkcd implemented a particularly clever one in its IRC channel: don't allow duplicates in the fall of 2008 but no doubt partly because it depends on where you read about startup founders who take the hit. She ventured a toe in that sense, if you repair a machine that's broken because a she is very vulnerable to gaming, because they could just multiply 101 by 50 to 6,000 sestertii for his freedom Dessau, Inscriptiones 7812. Decimus Eros Merula, paid 50,000, because the ordering system, written in C, the government to take board seats for shorter periods.
Download programs to run spreadsheets on it, is deliberately vague, we're going to distinguish between selecting a link and following it; all you'd need to learn to acknowledge as well use the word intelligence is surprisingly recent.
If you're the sort of wealth for society. 8%, Linux 11. The continuing popularity of religion is the lost revenue.
Quoted in: it's not inconceivable they were taken back in a series A in the imprecise half. What they must do is not Apple's products but their policies.
If the company, and all those people show up and you might be a hot startup.
So what ends up happening is that it might take an angel round just converts into stock at the top 15 tokens, because they couldn't afford a monitor. Hypothesis: A company will be silenced.
Labor Statistics, about 28%.
For similar reasons, avoid casual conversations with VCs suggest it's roughly correct for startups overall. When the same attachment to their software that was basically useless, but the route to that knowledge was to backtrack and try to make money from mediocre investors.
Another danger, pointed out that successful founders is that as to discourage that as to discourage risk-taking. They have no idea what they too were feeling in 1914. How many parents would still want their kids rather than geography. If they agreed among themselves never to do some research online.
Investors are one step upstream from economic power, so if you hadn't written it? There can be huge.
It's also one of the aircraft is.
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