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#or ‘I have original for worldbuilding so I don’t write AUs’
redgoldblue · 1 year
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(‘A lot’ being defined here as whatever you vibe it as or more than about a third of what you’d consider your recent/current portfolio)
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physalian · 2 months
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In Defense of Fanfiction (Or the perfect starting point for your original novel)
Fanfic gets a bad rap pretty much everywhere except Tumblr. It’s misunderstood and misrepresented by its average works, seen as juvenile and cringey, or a banal point of contention between a famous person or piece of media and its fans.
Outside of fanfic that writes about real people, especially smut fics of real people, I support the art wholeheartedly. Fictional characters are one thing, but personally, caricaturing a celebrity’s life for public consumption and writing or drawing them in compromising content without their consent is a little weird. You do you. Don’t like, don’t read, as they say.
Fanfic is the perfect starting point for a few reasons:
It places you in a creative box and forces you to work within those constraints
It does all the worldbuilding and character concepts for you
It lets you write way outside your comfort zone
When published and receiving feedback, it boosts your self-confidence
It's incredibly flexible
It’s practice. All practice is good practice
Behold your creative box
When I was little I had no idea the majority of fanfic was shipping fics. I always pictured and looked for canon-divergent alternate universes. Like, what if X happened in this episode instead of Y? What if this character never died?
Fanfic demands you work within someone else’s canon, whether it’s an OC in the canonical world, or the canonical characters in an AU. These are like little bowling bumpers saving you from the gutter, but also keeping you on a straight-ish path toward the pins.
The indecisiveness of too many choices can be too intimidating when you’re first starting out. You want to be a writer but you have no idea where to begin, what genre to pick, what characters you want to chronicle, what themes you want to explore.
Even if it sits on your computer never to see the light of day, you still got those creative juices flowing.
Pre-packaged worldbuilding
Sometimes all we want is to get to the good stuff. Maybe I want to write a story about elemental magicians but Last Airbender already exists and I just want to play in a pre-existing sandbox. So I write some OCs into that world and have a free-for-all.
I don’t have to come up with my own lore, world history, magic system rules and mechanics, politics, geography—any of it. I get to just focus on the characters.
Even if you’re writing an AU, like say a coffee shop AU, you don’t have to think about brand new characters, you can just think “What would M do?” and go from there. The trade-off is your readers will expect canonical characters to behave in-character, but I think it’s worth it.
Stretch beyond your comfort zone!
Do you hate writing action scenes? Go practice with a shonen anime fic. Need work on dialogue? Write some high-fantasy fic, or a courtroom drama. Practice a fistfight by watching fistfights and writing what you see, and do it over and over again until what you read makes you feel like you're watching what’s on screen.
But beyond that—practice genres that you aren’t super familiar with. If you’re new to fantasy, write fantasy fic. Or a mystery novel/show, thriller, comedy, satire, adventure, what have you. The nature of fanfic still gives you those “guardrails” and you can get some brutally honest feedback on how you’re doing.
And, of course, the realm of M-rated romance and smut fics. I haven’t because I think I would die of embarrassment if I tried and I never intend to include sex scenes in my works anyway, but if you do want to, use the internet as your test audience. Post it on a throwaway account if you’re nervous.
Build that self-confidence!
The fandoms I used to write for are super dead, so it’s insane how I still get email notifications that so-and-so liked my fic to this day. Comments are as elusive as ever, but random strangers on the internet telling me they liked my work is a magical reassurance that my writing isn’t actually awful.
Random strangers on the internet are, as we all know, beholden to no moral obligation to be kind to your little avatar face, or be kind to be polite. So a rando taking the time to like my work or even leave a positive comment can feel more honest than one of my friends telling me what they think I want to hear.
I tend to avoid the more present aspects of fandom like online communities, forums, social media, what have you, so I get a delayed and diluted aspect of any given fandom through completed works. Which means, in general, I get to avoid the worst and most toxic aspects of fandom and get to sift through positive feedback and critique.
Even if your fanfic isn’t written with stellar prose, it’s fanfic. We don’t expect Pulitzer-prize winning content. And if your work isn’t up to snuff, people are more likely to just ignore it than put you on blast (at least in my experience, I never got a bad comment or a “flame” in the old FFN days).
Fanfic doesn’t care about the rules of published literature
On the one hand, try not to practice bad habits, but with this point I mean that your layout, punctuation, formatting, paragraph styles, chapter length–all of it is beholden to no rules. I get as annoyed as the next reader with giant blocks of paragraphs, or the double-spacing between pages of single-sentence paragraphs, but if the story’s good enough I might ignore it.
There’s more than just straight narrative fics, though. People write “chat” fics, or long streams of text and group chat conversations. The scene breaks can come super rapidly–I’ve seen fics with a single sentence in between line breaks to show the passage of time. And without the polish of a traditionally published novel, I’ve never seen a purer distillation of author voice in any medium more than fanfic.
All practice is good practice
Even if it’s crack fiction, or a one-off one-shot, or something meant to be lighthearted and straightforward and free from complex worldbuilding and intricate plots. It really helps break writer’s block when you can shift gears and headspaces entirely and you can get relatively instant feedback to keep you motivated.
Beyond that, the “guardrails” help you stay consistent as far as character growth and personality if you struggle with designing rich characters.
The most recent fanfic I wrote was just a couple years ago, for a dead fandom I didn’t think would get any traffic whatsoever. It wasn’t my original works, but the feedback on that fic gave me the kick in the butt I needed to get back into writing more seriously.
In short, I support fanfic. I may not be proud of my earliest fics' prose now, but I am proud that they walked so I can now run.
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theminecraftbee · 3 months
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so, first, accountability statement: I plan on trying to finish the “zedaph steals a baby” fic by the end of the month and god is that one-line summary no longer accurate but we’re sticking to it, said here publicly so now I have to do it. obviously I also have recursive exchange and the writing I have for hotguy comics zine, but I am not SUPER worried about either of those time/inspiration-wise at the moment and also for Reasons I know it won’t be long until I have more free writing time after that, SO.
various items that are on my potential writing docket, I am curious which of these appeal most:
I dust off the supervillain support group au. two ways this could go: I chip away at the second arc of my original outline and acknowledge this will be like a 300k fic I’m not ready to feel “done” with or “ready to post” with for ages, or I re-work it into something a little more doable and less ambitious keeping the same premise (ren runs a support group for supervillains, doc pov as he starts to heal and redeem himself). this MAY honestly be a target for “if I don’t hate the first 50k on re-reading it and I can actually make my brain write the second arc, do a slower release schedule and then start releasing chapters before I’m done writing”? but this ALSO runs the risk of “I stopped writing it, which is often a sign I was having trouble writing it”.
pearl monster au, which has been cooking in my head for a long while. the basic premise is “one day, pearl, with no memory of how or why this happened, wakes up in a facility as a monster and must try to figure out how she got there, escape, and find her way home, even knowing she may be irrevocably changed”. now with bonus season 10 fish flavor to add to this creature design I’ve been iterating on in my head for forever! this one is ALSO an experiment for me in “can I write a fic where I can’t write dialogue for basically the entire first act”, which would be interesting to see from me, you know?
the related “bigb folklore au”, where after secret life bigb is woken up by Cat and Dog by the tracks of the King Snake, which bigb can recognize as the railroad track, and decides to journey down the railroad to see if he can figure out what the fuck is going on. I need to do video review of life series bigb for this one. this is my excuse to get Weird and Metaphorical and also assign everyone to various animals for no reason, along with using some very specific aesthetic I have wanted to use for some worldbuilding but hadn’t gotten around to yet in any of my stuff. man walks through the desert with animal, confronts train that might be the watchers, might be death, and might just be a train. also, realizes that “confront” is the operative word there and has to deal with that. you know how it is.
““office au””, in air quotes because it’s not REALLY what anyone going to an office au is looking for so much as an excuse to write weird horror. iskall, normal-ish software developer man in a boring office job who does game jams in his free time, goes to work one day to work in his boring downtown office on a payment system for a client. and then things, uh, Take A Turn. this would be a LITTLE me going “what if I wrote an au with a guy who works in tech but like, the boring side of tech I’m in. like, banks and consulting and manufacturing and shit. where you sit in meetings all day and tweak java 8 code even though that language is ten years out of date. but THEN. something exciting happens in the worst way possible.” I’m doing to iskall what I did to mumbo stuffed bird is what I’m saying. it’d be fun.
DO ANY OF THESE PARTICULARLY INTEREST ANYONE. your input will be valued. like 50% chance i get hit with a strong bolt of inspiration then IGNORE that input but it’ll be valued all the same,
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vgfm · 5 months
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A Lily Gilded: A Review and Analysis of Undertale Yellow
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The Short, Spoiler-Free Review (TL;DR)
Any Undertale fan who owns a PC should play Undertale Yellow, even if they previously weren’t interested or have any doubts or reservations.
No criticism that I levy at Undertale Yellow, big or small, is intended to dissuade anyone who hasn’t played it from trying it: you should play it and there is no reason not to aside from a lack of free time or not owning a PC.
Although I have some criticisms of Undertale Yellow, my overall opinion of it is still very positive. I’m glad to have experienced this game.
If you haven’t played the game yet, then I recommend starting with the neutral route. Pacifist is much harder in this game and there are story segments exclusive to the neutral route that make it worth the time investment.
My analysis from this point forward will include spoilers for all three major routes of Undertale Yellow. It will also be very long (close to 60 pages), so be warned.
My Background
I’ve completed all routes of Undertale, Deltarune (Ch 1-2), and Undertale Yellow
I primarily engage with UTDR fandom by reading and writing theories. I like to think that I’m decently knowledgeable about the series, at least
I have no professional background in game development
I’m usually a purist when it comes to games and the topic of fangames and mods. I’m a “picky eater” in particular when it comes to UT/DR fan content:
I’ve never played an Undertale fangame prior to Yellow
Most UT and DR fangames have either not appealed to me personally or have not been finished
I don’t engage with most story-driven Undertale/Deltarune Aus or fanworks if I feel they don’t capture the spirit of the original games
Saying Something Nice
Undertale Yellow is the best fangame that I’ve played in recent memory. I think it’s very likely that Undertale Yellow is not only the best Undertale fangame ever made but that it will remain the best Undertale fangame of its kind for the foreseeable future. It’s not just a good fangame but a good game in general--had Undertale Yellow been a completely original game with no ties to Undertale, it very likely would have become a cult classic in its own right.
Of the long-form fan content I’ve seen, Undertale Yellow is among those that come the closest to replicating the style and tone of the original game without feeling like it’s simply cribbing the story or jokes.
It goes without saying that Undertale Yellow’s spritework and animations far surpass those of Undertale in sheer effort, and at times they rival and surpass those of Deltarune as well. There are some stylistic differences between Yellow and the canon games, and I wouldn’t go so far as to say Yellow’s visuals are always better in every conceivable aspect, but the general quality difference is night and day.
Yellow’s music comes close to rivaling Toby’s work, though frankly I think this is a barrier that no fangame will ever overcome for me. It’s a better impression of Toby’s style than most who’ve tried, but it’s still noticeably an impression. One thing that I immensely appreciate is that Yellow has battle theme variants for each major area in the game. “Enemy Approaching” is a fine song, but I always start to get sick of it by the time I reach the end of Waterfall in the original game.
Most of all, what I respect about Undertale Yellow is when it shows restraint: the restraint to largely omit cameos and callbacks to Undertale’s characters except when it feels warranted to do so. I respect that the game doesn’t try to smuggle in characters or worldbuilding elements from Deltarune and instead sticks to its guns as an Undertale prequel. I also appreciate that, for the most part, it sidesteps the trap that most prequels fall into of trying to tell a bigger story than the original—the story of Undertale Yellow still feels impactful and meaningful, but it does not overshadow or diminish the events of Undertale.
I wanted to frontload my praises for this game because a lot of my more detailed analyses to follow will come across more negative and nitpicky. Admittedly, it’s much easier to point out something that doesn’t work in a story or game that’s otherwise good because it sticks out like a sore thumb and takes you out of the experience. Additionally, so many things are done well in this game that I’d be here all day if I listed every single thing that worked. If there’s an aspect of the game that I don’t comment on then just assume that I found it at least serviceable, if not great.
My Criteria
Since Undertale Yellow is based on the world of Undertale and borrows many gameplay elements from it, it’s virtually impossible to review or analyze the game without inviting at least some comparisons to Undertale.
Having said that, I’m going to avoid criticizing differences between Yellow and the original game if the criticism would boil down to “it’s different from Undertale, therefore it’s bad.” There are things that Yellow does differently that I find worse, but I’ll argue those on their own merit rather than pointing solely to the fact that they’re different. On the flip side, there are a few places where Yellow differs from the original game because Yellow does something better—I’ll be sure to point out these instances as well.
Overall, I’m grading Undertale Yellow on a curve because I can’t help but compare it to the original game. I don’t feel it’s unfair for me to do so, since Yellow relies on Undertale not only for its conceit but also for some of its story beats—Yellow would not make sense or feel complete as an experience if Undertale did not exist.
If Undertale Yellow had been a completely original game, with whatever tweaks or rewrites would have been necessary to make it such, my overall tone would probably be more positive, since I’d be comparing it to the average game experience rather than to one of my favorite games of all time. This is not to say that Yellow would have necessarily been better as an original game, nor am I saying that it should have been—it just would have made the comparisons to Undertale less warranted.
Lastly, I’m going to try to avoid comparing Undertale Yellow to Deltarune. I feel like this is a less fair comparison since Deltarune is not a finished game and Yellow lifts very little from Deltarune beyond a run button and the charge shot.
Bosses
Undertale Yellow’s bosses were the most contentious issue for me during my initial playthroughs. Subsequent playthroughs caused me to warm up a bit to some of the problematic ones, but most of my gameplay-related gripes are tied to its bosses.
My three biggest issues with this game’s bosses are the strategies for sparing bosses, the telegraphing of their attacks, and the attack variety that each boss has.
Sparing Strategies
To start with the simpler complaint, half the bosses and minibosses in this game have pacifist fights that consist of waiting for the boss’s dialogue and attacks to run out before you can spare them, sometimes requiring a token act only at the very end of the fight.
This is a problem because it reduces these fights to waiting games that can be brute-forced with a full supply of healing items. Annoyingly, these same fights also come with 2-3 options in the ACT menu that often do nothing and in most cases don’t even prompt any reaction or different dialogue from the boss.
By comparison, Undertale’s pacifist route only has two (and a half) bosses that require waiting out the opponent: Papyrus and Muffet, and both of these fights have alternate completion conditions that can be used to bypass the wait.
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Conversely, Napstablook’s fight requires acting, Toriel requires constant sparing, the Snowdin dogs all have unique acts, Mad Dummy requires redirecting her attacks back at her, Undyne requires running away, the Royal Guards require acting, Mettaton must pass a ratings threshold tied to unique acts, Asgore and Flowey require fighting; Asriel’s fight is half waiting but the second phase requires the lost soul segments to be completed.
Every Undertale boss felt like a puzzle on pacifist and some like Undyne and Mad Dummy were genuine brain-teasers. None of Yellow’s fights ever quite scratch that itch, though a couple come close like Guardener and Axis.
It baffles me a little that this issue is even present because the common enemy encounters in Yellow don’t fall prey to this. In fact, a few enemy encounters in Yellow cleverly require using multiple different acts in a specific (and usually intuitive) order to achieve victory—something that even Undertale seldom did.
It seems that most bosses in Yellow were designed around distinguishing themselves via their attack patterns rather than their spare method, though this leads into anther major issue: how these attacks are conveyed, paced, and telegraphed to the player.
Attack Telegraphing
Undertale Yellow is meant to have harder combat than Undertale, which had me a bit wary going in. The average enemy encounter in Yellow feels harder than Undertale, and the same is certainly true of the bosses. However, I’m not sure if I’d say any of Yellow’s hardest bosses quite rival the Sans fight in terms of sheer difficulty, at least in terms of the number of attempts it took me to complete them.
This could be chalked up to me coming into Undertale Yellow with more experience than when I first played Undertale, or Yellow’s 1.1 patch toning down a few of the harder fights. For the record, I’ve beaten all fights in Yellow without the use of the game’s “easy mode” option—I used it for certain bosses in my very first pacifist and no mercy runs, but I later replayed those runs with the setting disabled in order to have a “proper” experience.
Many fights in Yellow, big and small, feel less “fair” than the fights in Undertale and even now I’m not 100% sure I can nail down why. A lot of this boils down to the “feel” of the fights, but part of this could be due to me already being familiar with Undertale’s attack patterns and not Yellow’s. OG Undertale does have a handful of battle moments that feel “unfair” or not designed as optimally for new players as they could have been, which is easy for a player like me to gloss over after I’ve become familiar with the game. One such example is the Lemon Bread amalgamate, which (imo) is one of the hardest fights in the pacifist route.
Still, I noticed many instances in Yellow where incoming attacks would give little or seemingly no warning before they were able to hurt you. Some examples off the top of my head would be Mooch’s moneybag attack, Guardener’s triple stomp attack that fills the whole box, Starlo’s horseshoe attack that blends into his head before it drops, and Ceroba’s paralyzing diamond attack.
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The only consistent way I found to avoid attacks like these was either to know in advance where they were going to enter the bullet box or to already be moving before they appear. It doesn’t help that often attacks that come from outside the bullet box will spawn in immediately outside the box, minimizing the travel time where players could see them coming and act accordingly.
Another common issue I found is the frequent use of blue and orange attacks, often paired with each other and/or with regular attacks, and often without properly telegraphing which will be used until they’re already onscreen. In contrast, Undertale generally used these types of attacks one at a time or, in Asgore’s case, clearly telegraphed them before they were used in tandem.
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Yellow’s approach presents a problem because dodging orange and blue attacks demands either movement or lack of movement, which can force the player to take a hit if there’s already another attack onscreen that demands the opposite. In my experience the solution was either to know in advance where the blue and orange attacks would come from (and when) to get into optimal position, or simply tank the hit and hope you make up for it later.
Speaking from my own personal experience, I struggled for a time with Ceroba’s No Mercy fight when I went in blind—she has multiple deadly attacks with little to no telegraphing as well as color attacks that can overlap each other if you’re not already in an optimal position. I was only able to complete this fight on normal after I watched a no-hit run so that I could memorize her patterns. This is something I’ve never had to do for any Undertale or Deltarune fight, including Sans, and it doesn’t really feel like it’s in the spirit of the franchise. I always try to go into each of these games blind and I don’t think it’s unreasonable that a new player, even on a harder route, should be able to intuit what is expected of them in a fight. A few attacks might be challenging or counter-intuitive at first, but having to rely on rote memorization or a guide just doesn’t feel fun or organic to me.
On that note, some of you may be nodding toward the Sans fight as an example of some of the things I’m complaining about, particularly the lack of proper telegraphing and a reliance on memorization. Well, let’s unpack that.
To start, I’ll say that the Sans fight is not my favorite fight in Undertale from a pure gameplay perspective and that I don’t fully agree with some of its design choices. One reason I don’t play fan battles in general is because many of them seem to emulate the style of the Sans fight or double down on it without understanding it.
Despite my minor issues with it, I find the “unfair” aspects of the Sans fight to be more justified and acceptable within the context of Undertale than I find the seeming “unfairness” of Yellow’s harder fights to be in the context of that game. One reason is that the Sans fight is the only fight in Undertale (or Deltarune) that works the way that it does, whereas Yellow has several, even if they’re overall less hard than the Sans fight.
More importantly, the Sans fight has proper buildup, feels appropriate for the character and story, and (most important of all) the game itself acknowledges the fact that it’s unfair and the fight is designed around that admission. Sans literally has over a dozen different dialogue variations depending on how many times you die in his fight and when.
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The game is even aware of the fact that most new players won’t survive Sans’ first attack and creates multiple variants of just the dialogue before and after that attack. Undertale fully anticipates your deaths and cultivates a unique experience for you along the way as you learn Sans’ patterns.
To put it simply, the Sans fight is the exception that proves the rule: it makes you realize how much fairer the other fights in Undertale are and how easy it is to take those design principles for granted. Conversely, the attack patterns in the hardest Yellow fights didn’t feel radically different or radically “less fair” in philosophy from Yellow’s moderately difficult boss fights—both feel varying degrees of “unfair,” but the harder fights are just “more” with the occasional twist added on top.
My platonic ideal of a challenging boss fight in an Undertale game would be Undyne the Undying. Undyne the Undying is a massive difficulty spike in her respective run, at times she requires ridiculous reaction time, and it’s easy to psych yourself out and get double-tapped by her barrages and die quickly. Nonetheless, her fight feels fair—it’s a culmination of the rules you’ve been taught and it doesn’t needlessly subvert them. Even though she has her dreaded reverse-arrow attacks that trip up new players, these are still properly telegraphed and manageable. Looking at footage of it now, it’s surprising how this fight looks more honest and straightforward than many of Yellow’s later boss fights.
Attack Variety
Another contributing factor to my issues with Yellow’s boss fights is the sheer number and variety of attacks that some bosses have, particularly in the latter half of the game. To wit, most bosses in Undertale have about 4-5 unique attacks that are repeated with variations, while Undertale Yellow’s bosses can have upwards of 9-10 unique types of attacks, not including variations. Ceroba alone has ten completely different unique attack patterns in just the first phase of her pacifist fight—every single turn is a completely different attack requiring different dodging strategies and none are repeated.
Some may be asking why this is a problem. Isn’t more variety a good thing? This just shows that the Yellow team put more effort in, right? My issue here is that many of these attacks don’t seem to exist for any reason except for the sake of artificial variety and because the devs (presumably) thought they’d be a cool-looking thing to dodge. If you’re confused as to the point I’m trying to make, let’s look at how Undertale utilized its attack patterns with Mettaton EX.
The Mettaton EX fight is a favorite of fans and mine, and one reason I like it so much is for how it uses eclectic and seemingly chaotic attacks to teach the player new mechanics while offering a spare mechanic that relies on strategic thinking to optimize. The fight offers the following types of attacks: moving legs, bombs, boxes, miniature mettatons, gates, a disco ball, and Mettaton’s heart. Not counting the joke/gimmick turns like the essay or break time, this is seven main attack archetypes, each with their own variations and crossover with each other.
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Note that all seven of these attack types interact with the fight’s core mechanic: the yellow soul mode. More importantly, each of these attacks teaches the player something about how the soul mode works with no need for an onscreen prompt. Boxes and bombs teach you that there are some attacks you should shoot and some that you should not. The hand gates initially teach you that some bullets are unaffected by your shots, but later you’re given gates with yellow buttons that will open them, teaching you that some targets require precision. The miniature mettatons teach you that some attacks will become a bigger problem for you if you don’t take them out right away. The moving legs teach you that shooting can stop certain attacks from moving and that the timing of your shots is important. The disco ball builds on this lesson, requiring the need to plan your next movements when shooting the ball. The heart serves as the culmination, featuring the bombs and mini-mettatons from before while also giving you a precise moving target to hit repeatedly.
All of Mettaton EX’s attacks tie into a common theme and reinforce one another—learning to dodge and utilize the mechanics of one attack will make you better-equipped to deal with the others. It’s by no means a perfect fight, nor does it teach all of its lessons perfectly—I remember it taking me several attempts to complete and some mechanics like the disco ball and legs didn’t “click” with me immediately, but there’s clear intent behind every attack and it’s remarkable how utilitarian the whole thing is structured, despite its reputation for being one of the game’s longer and more self-indulgent fights.
Let’s bring things back to Ceroba for comparison. Her first phase has 10 unique attacks, only half of which feature mechanics that appear in the later phases: her paralyzing diamonds, her spinning bullets that circle around you, her bells that create colored shockwaves, and the vortex that opens in the center of the arena.
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The other attacks are only used once, have little-to-no pattern commonality with each other or with her later attacks, and teach nothing other than how to dodge each of these one-off attacks. At most, a few attacks share a flower motif but move with completely different behaviors (straight line, fanning out, circling, homing in). While this isn’t horrible design, I can’t help but find it a bit wasteful considering what other fights have done with less and how chaotic the later phases of Ceroba’s fight get—something that players could have been eased into by having her first phase present more of her later attacks in a more controlled environment.
In the end, I remember being frustrated with the Ceroba pacifist fight when I first played it. Part of this was due to my own mistake of going past the point of no return without a full stock of items, but the lack of cohesion in the first phase and its lacking relevance to the mechanics of the second phase made it hard for me to “gel” with the gameplay and, as a result of my own frustration and confusion, I had a harder time getting invested in the narrative. I’ve seen some fans label the Ceroba fight the best fight in the series, but I wouldn’t even put it in my top 25, despite the overwhelming effort on display from the developers.
To bring the comparison home, I cried the first time I saw Mettaton say goodbye to his call-in viewers, but not once did I cry during Ceroba’s fight. A flamboyant robot making a single pained expression leaves a bigger impact when his attacks are unintrusive to the experience, and a lovingly-animated grieving fox’s backstory doesn’t hit as hard when I’m distracted by a hodgepodge of visually stunning but incoherent bullet hells. Less is more.
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I realize I’ve been a bit mean to Yellow during this segment. In fairness, I did replay the pacifist route and tried the Ceroba fight in a more prepared state. I enjoyed the fight more my second time around, but I still would not rank it among my favorites in the franchise. And to be clear, I don’t hate this fight at all—I just think it represents the excesses in Yellow’s battle design and how they can sour a first-time experience, which is the most important experience for a narrative-driven game. Even the weaker aspects of Yellow’s design are, by and large, serviceable by the standards of typical game design. Compared to Undertale, though, I was disappointed in the areas where it lacked or, more accurately, overstepped.
Having fewer types of attacks is not a result of less effort—it allows more room for variations on each type of attack and it can make difficult or poorly-telegraphed attacks more forgivable if the attack is used multiple times with the first instance training the player for the future variations. I feel that having too many unique attacks for each boss resulted in each attack not receiving the necessary polish and balancing that it should have, and it also made each fight feel less instructive and lacking in a clear design goal.
To close this off, I’d like to give a positive example of a boss fight from Undertale Yellow: Axis. For the most part, Axis successfully walks the tightrope of Yellow’s more complex late-game fights while still maintaining a consistent theme and introducing concepts to the player gradually. The whole fight revolves around blocking Axis’ attacks with a trashcan lid—first with a ground-based lid, then with a lid that rotates around an axis (get it?). As the fight progresses, new types of projectiles and hazards are introduced, usually first using the ground-based lid to avoid overwhelming the player.
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As if that weren’t enough, the fight comes with its own unique sparing strategy where players fill a meter by blocking attacks and then attempt to reflect an orb back at Axis once the meter is full. The fight’s not perfect—there’s still the occasional one-off attack that doesn’t really teach any relevant lesson to the player, the orb reflection mechanic is finicky, and the fight is perhaps slightly more difficult than I’d prefer from a typical boss fight, but if all Yellow bosses had been of a similar caliber then I wouldn’t have needed to go on this massive detour about boss design in the first place.
Since some might ask, I might as well weigh in on Yellow’s most controversial boss: El Bailador. I initially had difficulty with this fight due to my lack of experience with rhythm games (and the lack of preparation that the game gives you). I also found the need to press a direction key and the Z key for each note to be a tad clunky. Beyond that? I actually didn’t mind the fight all that much. It introduces a simple concept and builds upon it gradually in a way that felt satisfying to me as I began to master it. The last turn maybe goes on for too long, but I can’t say that I hated it. I promise I’m not trying to piss off the Undertale Yellow fandom (who, if memes are anything to go by, seem to despise this fight), but I found the simplicity of Bailador refreshing considering how chaotic the later fights get. That said, I turned on the auto-rhythm setting in future playthroughs to make this fight less of a difficulty spike.
Themes
To start off, I’d like to acknowledge the fact that Undertale Yellow largely avoids most of the “meta” themes that Undertale and Deltarune touch upon, nor does the game try to go in its own direction in regards to metatextual concepts. Undertale Yellow generally leaves the topic untouched, aside from continuing to use in-universe mechanics established in Undertale such as saving and EXP/LV. Some fans might view this as disappointing or even a betrayal of the tones and themes previously established in Toby’s work. Me? I don’t mind at all, honestly. If anything, it’s refreshing to see an Undertale fan project that takes the setting of Undertale at face value rather than trying to outsmart it or put their own meta spin on it. Far too often have I seen fanworks that swing the pendulum in the other direction and have characters just flat out address the player and shatter the verisimilitude of the setting with no buildup.
None of this is to say that Undertale Yellow is lacking in themes. The most prominent theme I noticed, unsurprisingly, is that of justice. Undertale strongly implies that the yellow human soul is the soul that represents justice, and fanworks ever since have ran with the idea. Undertale Yellow represents the culmination of this concept by turning each of its routes into differing interpretations of what justice means.
As a refresher, Undertale Yellow has three main routes with four endings: true pacifist, “false” pacifist, neutral, and no mercy. I see each ending as its own realization of and commentary on the concept of justice.
Neutral
In Undertale Yellow, the neutral ending acts as something of a “bad ending” from classic video games. These are the kind of endings you get when you fail to 100% complete a game and you’re told to go back and do it again, complete with Flowey’s laugh imposed over the “Thank you for playing!” end credits message.
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Who wore it better?
Thematically, the neutral route represents justice as subjective and personal—Clover can spare or kill whoever they wish. It’s hard to argue that any one monster in Undertale Yellow is more guilty than any other in this route, so killing monsters in neutral largely comes off as the capricious whims of Clover rather than being based on any consistent law or greater principle.
This outlook ultimately blows up in Clover’s face when they come to a head with their foil in this route: Flowey, who exercises his own form of justice, or “judgment” as he prefers. Flowey only cares about freeing himself from his current situation and will use any means to achieve this goal. In his eyes, your failure to follow his directions or be of further use of him is a slight against him that demands punishment as he sees fit.
Fitting this individualistic outlook, Flowey takes “might makes right” to its logical conclusion by trapping you in his own personal hell while he acts as a wannabe-God looking down on high. Ultimately Clover can only escape when Flowey wills it, cementing Clover’s status as a pawn subject to the whims of the powerful despite their illusions of independence. Without laws to protect them, the weak will be trampled by the powerful.
Pacifist
Pacifist presents two outlooks depending on whether Clover spares or kills Ceroba in the final battle. Of all the monsters Clover meets, Ceroba is the most culpable for a serious real-world crime other than Asgore and Axis (the latter of whom may not meet the definition of culpability or competence to stand trial).
Clover lacks the fore-knowledge that Ceroba’s daughter will likely survive thanks to Alphys’ efforts, so Clover would view Ceroba’s actions toward Kanako as manslaughter, or at least reckless endangerment. Unlike the neutral route, Clover’s choice can’t solely be chalked up to their own personal whims—actual harm has been done by Ceroba, but more harm may yet be done if she’s killed.
False Pacifist
If Clover kills Ceroba, then this choice seems to represent justice as following the law to the letter, for good or ill. Starlo, who’s most upset by Ceroba’s passing, reluctantly echoes this sentiment:
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Even if Clover stands by their choice deep down, it’s reasonable to assume that hurting Starlo this way left a bitter taste in their mouth. Not long after this, Clover reaps what they’ve sewn as they come face to face with their foil for this ending: Asgore.
Initially I thought it was strange that Asgore doesn’t appear if you spare Ceroba, but this ending illustrates why Asgore’s entrance is most appropriate here. Asgore finds himself in a similar situation as Clover. Asgore is keeping his word to his people for good or ill, and a king’s word is law. In all likelihood, Clover probably hated killing Ceroba in much the same way that Asgore hates killing humans. But both are trapped within the confines of their own rigid principles.
Martlet, who acts as an onlooker, first argues on behalf of Clover’s killing of Ceroba on the basis of the law, but just as quickly turns around to plead that Asgore bend the rules of his kingdom to spare Clover. In the end, she can’t have it both ways. No one is happy with how things turn out and the only thing served is the letter of the law, rather than the spirit of justice.
True Pacifist
If Clover spares Ceroba, it might be for her own sake or because killing her will benefit no one and will only serve to harm Starlo. In much the same way, killing the monsters who harmed the five humans won’t bring any benefit to monster or human alike and will instead only fan the flames of war.
Clover came to the Underground armed in search of five humans, no doubt willing to enact justice on anyone or anything that harmed them. Instead they find a world of good-hearted people who have ample reason to distrust humans. Through acts of kindness, this distrust is cast aside and many friendships are made.
In the Wild East, Clover is presented with the classic trolley problem. Starlo emphasizes that Clover could let a large group of monsters die while incurring no personal responsibility. Clover didn’t tie those monsters to the tracks in much the same way that Clover is not personally responsible for monsters being trapped Underground. However, Clover can save them by sacrificing a single life—an anonymous other, but eventually Clover is faced with the possibility of becoming that sacrifice willingly.
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Clover choosing to give up their soul is not only an ultimate act of selflessness but also interprets justice as a principle higher than any mere law or person’s whim—laws should not exist solely for their own sake because laws should be a means for the betterment of all. Any “justice” that loses sight of this higher principle has no meaning or value, so one must act in service to the greater good.
Clover doesn’t deserve to die, but sitting on the sidelines so that monsters or the next fallen human can suffer in their place would be a greater injustice in their eyes. Ultimately they decide that their own sacrifice, while tragic, will create the best outcome for everyone and act as a step towards restorative justice for monsterkind.
No Mercy
No mercy was a bit of an enigma for me initially. It starts off largely the same as Undertale’s no mercy route, only without the one-shot kills and commentary on completionism. It’s not until Steamworks when the aim of this run starts to come together. We see a role reversal where Clover chases down Axis, and Flowey of all people questions Clover’s craving for destruction.
When fighting Axis, we see him admit that he had killed a previous fallen human. Although this information can be uncovered through a hidden tape in the pacifist route, here we see this revelation enrage Clover to the point that their LV increases on the spot. Normally I’d nitpick something like this, since Undertale states that cruel intentions can make a human’s individual attacks stronger but their LV is tied to their EXP. However, I can overlook this since the rules are bent in service of a good character moment that defines the run for me.
This moment and the ending recontextualize the whole run up until now: Clover isn’t killing indiscriminately like Frisk was. On the contrary, Clover is quite discriminate with their killing: they specifically want monsters (and their creations) destroyed, but not humans. Up until now we haven’t had an Undertale protagonist who is unabashedly pro-human. Chara was very much the opposite and some lines in Deltarune imply Kris may feel similarly. Frisk seems ambivalent, but from the beginning Clover has been acting for the sake of the five missing humans.
In neutral and pacifist, Clover judges monsters on an individual basis, but in no mercy all monsters are deemed guilty. What distinguishes this run from the others, besides the brutality of Clover’s actions, is that their actions can’t solely be chalked up to dogmatic obedience of the law or their own selfish desires.
Throughout the run, Clover can choose to steal from shops, commit armed robbery against Mo, and even cheat in their “dual” with Starlo—all of these indicate some degree of underhandedness or dishonor, but Clover’s outlook is seemingly that monsters don’t deserve fair play or the benefit of the doubt.
Conversely, we see from the ending that Clover goes out of their way to free the five human souls—they don’t leave them behind or try to go on a power trip and use them for their own ends (as far as we’re aware). No mercy is a dark reflection of true pacifist, where “justice” has transcended the letter of the law as well as personal desires. Instead of “justice” being in service to the greater good of all, it’s in service to division, tribalism, and vengeance.
Even so, one can debate whether Clover’s actions are motivated more by a love of humanity or purely by a hatred of monsters. Asgore points out that Clover’s actions will only worsen the conflict between humans and monsters, and more humans will die in the future as a result.
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This doesn’t seem to give Clover any pause, so one can assume they either don’t believe Asgore or they don’t care—they’re here to make monsterkind pay, and if more conflict arises then that means more opportunities for payback in the future. Make them pay and never stop making them pay.
Characters
Character writing is a crucial component of any Undertale-adjacent game and it’s often the biggest stumbling block I encounter when I’ve tried to get into fanworks. I mean that in no way as a slight against fan creators, but rather to illustrate how high the bar has been set by Toby. This is a bar that’s set just as high, if not higher than Toby’s musical abilities, imo. In all the ways that I would describe myself as a “picky eater” when it comes to Undertale content, I’d say character writing is where I’m by far the pickiest.
To give Undertale Yellow a fair and thorough analysis, I’ll be going over all of the major characters one by one to give my impressions of them as well as what I feel works and what doesn’t, starting from the top:
Clover
There isn’t a ton to say about Clover compared to the other characters, but this isn’t a bad thing. What’s apparent is that Clover has more personality and initiative on display throughout the game than Frisk did, though in some ways not as much as Kris—Clover is something of a middleground between the two canon protags. At several points we’re only given a single dialogue “choice,” meant to illustrate when Clover has made a decision on their own.
We’re told Clover’s surface-level motivation: to find the five humans who disappeared, but we’re not given any context as to what connection (if any) Clover has to these humans or what their own history is beyond one or two vague bits of flavor text.
Clover’s motivations can evolve or outright change course depending on which choices the player makes throughout the game. I already went over this in the themes section, but the fact that Yellow largely eschews the broader metatextual commentary found in Undertale means that Clover’s actions are much easier to attribute as their own in-universe decisions, rather than something imposed on them by a controlling entity.
Beyond this, we also see Clover display various quirks via their character animations, such as kicking their feet while seated, tugging on Ceroba’s sleeve, or standing on their tippy-toes when handing their hat to Martlet. We ultimately can’t say much about Clover’s overall personality or interests outside the context of game events, but these little flourishes help to make the character memorable.
By default I’d argue that Clover’s “better written” as a character than Frisk was, barring the metatextual baggage attached to the latter. Overall, not a bad start.
Dalv
I wasn’t sure what to make of Dalv initially. Confession time: Dalv was the deciding factor that led to me not checking out the Undertale Yellow demo when it first dropped. I’ve got nothing against the guy, but at the time I didn’t really “get” his character—I wasn’t sure what his motives were and I couldn’t even understand what his first lines of dialogue were meant to convey.
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Even now I’m still not 100% sure whether his first line of dialogue is him rehearsing a conversation with another Ruins monster, with the monster that used to leave him corn, or with the previous human that he encountered. The fact that Dalv is known by the other monsters for talking to himself and having imaginary friends only blurs the lines further, though this doesn’t feel intentional.
This is part of a broader, though minor, issue with some of Yellow’s writing where characters will allude to events and other characters that a first-time player wouldn’t be familiar with. To be fair, Undertale does this as well early on but usually with enough context clues to help you figure things out—Papyrus namedrops Undyne and Alphys in Snowdin, but we learn from context clues within Snowdin that Undyne is a monster of authority that Papyrus knows and Alphys is a doctor and apparent inventor.
To draw a more direct comparison, we know early on that Toriel is a motherly figure and we see in her house that she has taken in other children who’ve met an unknown fate—this mystery leads to some first-timers speculating whether Toriel is the one responsible for said fate. Right before her boss fight she explains her motives more clearly--her actions, though overbearing, have been to protect Frisk. You can also infer, though not stated directly, that her actions towards Frisk may be some attempt on her part to recreate or make up for her past experiences with children that she’s lost. Later on we learn that she’s Asgore’s ex-wife and lost her two children tragically, but this is not something that needs to be spelled out in order to get a basic grasp on Toriel as a character.
Dalv, on the other hand, has an implied backstory that is never outright stated but instead needs to be pieced together from context clues given much later in the game, some of which are tied to optional secrets and randomly-generated fun events. In short, Dalv was a monster living in Snowdin who met Kanako when she and Chujin came to visit. During that visit, Dalv was attacked by a human (implied to be the one carrying the blue soul), who was later killed by Axis. It’s implied that this experience was so traumatic that Dalv retreated into the Ruins and cut off all contact with those around him. Conceptually? This is a solid backstory. No notes. It’s a shame, then, that most players don’t even seem to be aware of it after finishing the game.
Now, a character doesn’t need a tragic backstory in order to be likable or compelling. In fairness, I do enjoy the aspects of Dalv’s character that are given upfront in his house—his neatness, his social awkwardness, his creative side, and his “imaginary” friends. The problem is that we don’t see these sides of him until after his boss fight, when most players likely won’t see him again for the rest of the game.
Characters don’t need to front-load their entire personality or backstory into their first encounter, but doing the opposite isn’t helpful either. First impressions matter in fiction, and unfortunately Dalv gave very little for me to latch onto for most of his screentime. It’s really only through hindsight that I began to appreciate Dalv as a character, but even then he isn’t one of my favorites in Yellow, let alone comparable to Undertale’s core cast.
Martlet
Martlet is the most recurring character in the game aside from Flowey. Although her personality is quite different, I get the sense that her role is meant to be analogous to that of Sans and Papyrus, namely as a comic relief character that drops into your adventure regularly and presents a crucial turning point right before the game’s ending.
Martlet’s introduction gave me flashbacks of Dalv—namely that she never even interacts with Clover until the end of Snowdin, making me fear that once again a new character’s story was going to be backloaded into their final appearance before they disappear from the narrative. Thankfully this wasn’t the case. Martlet’s in it for the long haul and her boss fight is more of an introduction to her character than a conclusion.
So what do I think of Martlet? I’d say that I like her more than Dalv, or at least she’s better utilized than Dalv. Still, it took a while for Martlet to “click” with me. I think what I got hung up on was that a lot of her early gags revolve around royal guard protocol and the handbook that she keeps around. In many ways this feels at odds with what’s later established about her character, namely that she’s scatterbrained, wishy-washy, and lacks long-term goals or planning skills.
Martlet doesn’t seem like the type of person who’d follow a handbook in the first place, given how often she disregards it anyway. Perhaps the intent was for Martlet’s “arc” to be her unlearning what she’s learned from other monsters regarding humans and for her increasing disregard of the handbook to symbolize this. While I think the former is true—she says as much on the apartment rooftop at the end of the game, she seems to waffle back and forth on following her royal guard duties as the plot demands—ignoring them when it means accompanying Clover but following them when it means having to be separated from Clover.
I think this ties into a bigger issue that I have with Martlet, which is that at times she feels like she’s a character of convenience for the story rather than a character acting on a clear want or need. I think this is most blatant when viewing the various “abort” points in a no mercy run.
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No matter how badly you beat Martlet in Snowdin and how resolute she is at stopping you, she’ll turn on a dime if you’ve aborted a run prior to Oasis or Hotland just so that she can play out her allotted part.
Other times it feels like she’ll show up just so that there’s someone for Clover to talk to and someone to react to what Clover sees. Now, it would be reductive of me to write off Martlet as a mere plot device—she isn’t, and any appearance otherwise is more so a flaw of the narrative than of her as a character.
You’ll notice I haven’t said much about how I feel about Martlet’s personality, her dynamic with other characters, or her overall “vibe” and honestly she’s just… fine? It’s hard for me to say anything because she feels a bit lukewarm to me—she’s not undercooked like Dalv, but she’s not as memorable as many of the other characters either. She says some funny things, but she’s not the funniest. She has some great and heartfelt lines during the pacifist ending, particularly this one:
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But as a whole? She’s just fine. She's competently written, no major complaints.
I think maybe what Martlet lacks is a “larger than life” quality to her character. I’m not saying that her role within the setting should be larger than life, but rather she could use at least one exaggerated trait to help her stand out from the pack—Papyrus has his bravado, Sans has laziness and jokes, Undyne has intensity, Alphys has awkwardness, and Mettaton has his showmanship. Not every Undertale character is like this, but I feel like Martlet was intended to fit a similar mold—we catch glimpses of it, like her overly long “P.S.” messages amended to her first puzzle, but imo she doesn’t go far enough consistently enough (assuming that was the intent).
One last thing that I want to touch on is Martlet’s contingency plan for Clover that comes into play in the No Mercy run, where she injects herself and becomes “Zenith Martlet,” as fans have dubbed her. Conceptually I’m fine with the idea of Martlet having an ace up her sleeve that she’s too indecisive to actually use in most scenarios.
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This feels in-character for her and I can even look past a scatterbrained character with no planning skills having a plan like this since it’s largely Martlet appropriating another character’s plan. The main thing that I find questionable about Martlet’s plan is that it relies on Alphys’ determination extraction experiments.
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We the audience know what that is, but how does Martlet know about them or even what to look for? We do know that underground residents were asked to donate fallen down monsters to the lab, but seemingly nothing is revealed to the public about the nature of the experiments. Even Ceroba, who had a vested interest in learning all she could, seems to be completely in the dark. In the pacifist ending, Martlet offers to investigate the experiment for Ceroba, implying she didn’t know the full story either. I also question how Martlet would’ve been able to venture into the true lab seemingly without running into a single amalgamate, given that she never brings them up in pacifist.
Now, my issue here is not the supposed “plothole” that this creates. My main issue is that a more reasonable solution was sitting right there: Chujin’s monster serum. I legitimately wonder if earlier drafts of this game’s story had Martlet using Chujin’s serum instead of Alphys’ extract, because the former would bring everything full-circle and it would tie in more naturally with the flashback scene of Martlet with Chujin.
Now, the obvious answer is that Chujin’s serum was never completed, but I can’t help but wonder if perhaps this wasn’t always the case. During Ceroba’s flashback, we can see a case with two syringes—one full and the other seemingly empty.
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This is just my own speculation, but I can’t help but wonder if it was once intended for Ceroba to use one syringe on Kanako and for Martlet to have taken the other. Obviously this doesn’t jive with the story as it’s currently written—Martlet is clearly taken aback when she learns of the experiments that Chujin conducted. Still, part of me wonders if an earlier draft had Chujin entrust Martlet with a prototype of the serum to keep her safe.
I think it’d be fitting if the no mercy route were to reveal that Martlet was a lot more privy to Chujin’s less savory actions than she let on, and that even in pacifist she kept this knowledge to herself of self-preservation or shame. This would fit with a line of hers in the no mercy fight after her flashback of Chujin:
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It would be fitting for the NM run if we were to learn that there was always a seed of doubt and mistrust between Martlet and Clover, even during the best of times.
The Feisty Five
I’ll be brief, but when these guys first showed up my first thought was “great, I’ll never remember all these new characters” and I’m glad I was wrong. While they don’t have quite the depth that the main characters do, they’re all memorable in their own way. They’re also the first characters in the game to get a serious chuckle out of me and I wish we got more of them. If we’re comparing quirky miniboss squads, these guys clear the Snowdin canine unit and Sweet Cap’n Cakes. There, I said it.
Starlo
This is the coldest take ever and I won’t even try to bury the lede: Starlo is the best Undertale Yellow character. He’s funny, he’s charming, he’s flawed, he has layers, he has great moments of pathos with Ceroba, and he has a backstory that isn’t tragic yet still feels necessary to his character.
Here’s another cold take: Dunes/Wild East is the best part of the game. Dark Ruins and Snowdin, while not bad, still feel very much like typical fare for a romhack or fangame. Wild East is the first area that truly feels like Undertale, which is ironic since it’s also the first completely-original area.
By extension, Starlo is the one original character who feels most like he could be an Undertale character. It’s easy to take for granted all the little nuances that Toby injects into his characters to make them stand out, which is probably why I felt so lukewarm towards Yellow’s cast up until Starlo’s introduction.
One thing I admire about Undertale’s core cast is that each character has their own unique manner of speaking, to the point where you can identify a character’s dialogue without needing a dialogue portrait or typer sound. Starlo shares this trait, speaking in a semi-stereotypical drawl while occasionally misspelling words (FEISTYJ, dual vs duel). It’s a small touch but it goes a long way to endearing me to the characters in these games.
Although Starlo is mostly a comedic character, he still has plenty of depth. Another hallmark trait of Toby Fox characters is that they have multiple sides to them that seem contradictory at first glance but actually tell you something profound about the character (Papyrus’ bravado masking his loneliness, Sans’ joking to cope with his harsh outlook, Alphys’ awkwardness stemming from her guilt).
Starlo also fits this trend, first presented as a dashing and charismatic lawman that is nothing more than the mask of a nerdy and immature farmboy. And I would say Starlo’s fatal flaw is immaturity—not because of his interests, but because of his attitude. Starlo treats his friends like playthings, takes what he wants from Clover and Martlet when he first meets them, and he acts utterly irresponsible with his (or rather, Blackjack’s) firearms.
We learn from Starlo’s mom that he once pined after Ceroba and that he took a long time to move on.
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It’s also implied that Starlo had a grudge against Chujin, which could have been due to the two having differing opinions on human culture or Starlo’s own jealousy over Ceroba.
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We can also see this immaturity reach an ugly conclusion if Ceroba is killed in the so-called false or “flawed” pacifist ending. Starlo previously trained Clover to carry the weight of taking a life and also taught them the value of sacrificing one life to save many, but Starlo immediately throws this out the window as soon as Clover acts (as far as he’s aware) in self-defense.
This is a case where I’d argue that Starlo is right but for the wrong reasons. Starlo’s not so much recanting his earlier philosophy as he’s simply upset because someone he cared about was sacrificed this time—had it been a stranger or a ne’er-do-well like Vengeful Virgil then I doubt Starlo would’ve parted ways with Clover so bitterly. That’s just my interpretation, anyway.
None of this is to say that Starlo is always immature. When it comes to his interactions with Ceroba he’s often the most sensitive and emotionally-mature person in the room, which is a trait that we only see grow in him after he gets a reality check in the Wild East. When trying to talk Ceroba down we see Starlo give his respect to Chujin, despite their past differences, and he’s patient and understanding to the utmost once the fight is finally over.
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This doesn’t mean that Starlo is a doormat for Ceroba either, as we earlier see him confront her and call her out when he suspects foul play involving Kanako—he clearly cares for Ceroba a lot but won’t sit idly by while she ruins her life or the lives of others.
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Honestly, Starlo’s bond with Ceroba is a contender for the most wholesome relationship (platonic or otherwise) in the entire franchise—yes, I’m actually saying that there’s an aspect of this game’s writing that rivals and perhaps even surpasses Undertale and Deltarune.
I realize a lot of my analysis of Yellow’s writing has skewed negative, but as a reminder I am grading this game on a curve because it’s a companion piece to one of the best-written games of all time. To give Yellow a bit more praise, I think it might actually do a better job than Undertale at portraying characters’ moments of vulnerability and allowing them to cut to the emotional core of an issue, as seen with Starlo and Ceroba’s late-game interactions as well as Clover’s ultimate fate and its aftermath.
Unlike Undertale, there was no moment in Yellow that quite made me cry, but moments in the pacifist ending came close. I consider this quite the feat because the final outcome of Yellow’s pacifist ending is easily predicted from the start and the way that it plays out is a concept that would be difficult for any writer to sell. Yellow was backed into a corner by being a prequel, whereas Undertale had free reign to tell whatever story it wanted. In many ways I feel Yellow’s ending did just about the best job it could with the hand that it was dealt—it’s not perfect, and in one or two areas I feel it overplays its hand (which I’ll cover shortly), but the writing succeeds far more than I would’ve thought it would have with such a concept.
Axis
This’ll be another brief entry, but I wanted to include Axis since he always seems to get left out of fanworks. I enjoy Axis but I’m not sure I fully understand him. His overall arc and goals are very straightforward, but for the life of me I can’t really nail down what his personality is. He’s funny and memorable, which goes a long way for me, but I can’t really wax poetic about him beyond saying that he’s your stock quirky robot. It is a bit of a shame that, like Dalv, he’s largely isolated to one area and has little to no interaction with the rest of the cast.
I suppose one thing that bothers me is how robots in this game aren’t treated as people, which feels at odds with the broader themes of Undertale. We’re taught that amalgamates and even a soulless flower are still people, so having robots that lack free will and don’t even count as EXP kinda rubs me the wrong way. I generally don’t like when fictional works treat sentient robots as less than human or “soulless.” In my view, the true point behind sentient robot stories isn’t to debate whether robots have souls, but rather to question what a soul is and who gets to decide who has one and who doesn’t, or whether they exist at all.
Robots in fiction are meant to be a reflection of humans, and the robots in Yellow could have been presented as a reflection of video game characters as a whole—can free will exist when you’re programmed to fulfill a function? Unlike in our world, souls are a scientifically measurable quantity in Undertale’s universe, so I guess Yellow’s portrayal of “soulless” robots works on a technicality, but that doesn’t mean I have to like it.
Ceroba
I don’t think it’s a stretch to say that Ceroba is the most controversial character in the game, and I find my own opinions of her (and her family) to be polarized as well. In a neutral run she’s barely noticeable but in pacifist she eventually becomes the main focus of the story. I’ve seen some people criticize Ceroba’s level of focus, but I’d liken it to Alphys and Flowey’s elevated level of focus in Undertale’s true pacifist ending. In other words, it doesn’t bother me.
Ceroba’s personality is a bit of an anomaly for me in the sense that she’s not quirky like a typical Undertale character, and yet I feel that aspect of her works for the story that Yellow tells. Previously I mentioned how Martlet didn’t really “wow” me as a character in part due to her lacking a sufficiently “larger than life” personality, but I feel Ceroba succeeds where Martlet didn’t for me because (1) Ceroba is clearly not intended to be a comic relief character and (2) Ceroba often acts as the straight man to other characters like Starlo and the Steamworks machines, whereas Martlet often feels like she has no one to work off of her besides Clover (for whatever that’s worth). In many cases, Ceroba’s understated reaction to things or her attempts to parse or explain them rationally end up making scenes funnier, such as when Starlo cuts off her piece on the ethical quandary of his trolley problem.
Having said that, I do think it’s a bit of a missed opportunity that the game doesn’t expand more on Ceroba’s own interests or quirks outside of her family. While showcasing a character’s hobbies can sometimes feel like checking an item off of a list, it helps add a bit of texture to a character that makes them that much more believable.
Not knowing this information doesn’t “ruin” Ceroba or anything, but it’s a bit disappointing that most of her “talk” dialogue in the steamworks, while interesting, pertains to her immediate surroundings or her family and friends instead of herself. The most we get is that she used to have a gym membership and (if I recall) she was once a waitress. We later get to see her room and all that’s in there is a bed, a photo, and her clothes. After seeing all the loving detail put into Papyrus and Alphys’ living areas in Undertale, it’s such a shame to see Ceroba’s opportunity squandered.
Oddly enough, if there’s one existing bit of characterization that I think could’ve been retooled sightly, it’d be Ceroba’s dynamic with Clover. Ceroba is a mother who lost a child around Clover’s age (or younger) but she’s also distrustful of humans and had a husband who hated them. You’d think that Ceroba would react strongly to Clover one way or the other, either distrusting them as a human or having a soft spot for them due to Clover being a child, or feeling conflicted between these two outlooks. Instead Ceroba seems utterly casual around Clover.
Initially her laid back attitude served as a nice contrast to the overbearing wackiness of Starlo and the Feisty Five and helped endear Ceroba to me as a character, but it begins to feel a bit out of place when she says things like "I respect the hell out of you" to a child.
Maybe I’m overthinking it, but the way Ceroba treats Clover makes sense for how she’d treat a stranger who was a monster, given what we see of her personality, but I’m just not sure it makes sense that she’d treat Clover that way specifically. I’d be fine with it if the narrative unpacked the idea—maybe she’s casual around Clover because she’s too world-weary to muster a strong reaction, or maybe she’s forcing herself to act casual to hide her true plans for Clover, or maybe she never fully agreed with Chujin’s rhetoric on humans and is acting against them out of pragmatism, or maybe she never liked kids until she had one of her own, etc.
Speaking of kids, I guess there’s no avoiding the elephant in the room: Ceroba’s backstory. If I had to guess, I’d wager this is probably the most controversial portion of Undertale Yellow’s entire narrative, and I have a lot to say about it.
To start, I’ll say that I really like the way that (most) of Ceroba’s backstory is doled out to the player piece by piece over the course of a playthrough. As early as Snowdin you hear mention of Chujin, then in Wild East you can piece together from various bits of dialogue that Ceroba had a family that she’s reluctant to speak about. Steamworks fleshes out Ceroba and Chujin’s pasts considerably, albeit mostly hidden behind optional talk dialogue.
Steamworks also has one of my favorite scenes in the game when Ceroba learns why Chujin got fired—it technically doesn’t contribute anything major to the main plot, but it helps illustrate Chujin’s flawed methods that Ceroba willfully overlooks so that she can double down on furthering his “legacy.”
Right before Hotland is when the other shoe drops and Starlo confronts Ceroba—this was the moment that had me hooked on uncovering the mystery of Ceroba’s past. This leads right into the abandoned Ketsukane estate, which is another of my favorite sequences in the game. I was always a huge fan of Undertale’s True Lab and Ceroba’s house scratches that itch for me. The two locations have a very different tone and style of gameplay (or lack of), but both are dripping with unsettling atmosphere and environmental storytelling. Maybe it’s just me, but I’ve always been creeped out by abandoned houses—not decrepit haunted mansions per se, but places that were abandoned so recently that you’re not sure whether someone might still be lurking inside.
Unfortunately, I start to run out of nice things to say about this storyline as soon as Clover and Martlet enter the estate’s basement. Before we descend into that chasm, I want to make one thing perfectly clear: I am not a “Cinema Sins” kind of guy. I do not go into a work of fiction looking for inconsistencies to complain about. My philosophy is that I can overlook the occasional plothole or retcon or bending of the rules if it’s done in service to a good story or memorable character moment.
If anything, I find it annoying when a story tries too hard to cover all its bases with exposition out of fear that some smartass is going to find some plot detail to complain about—this just draws more attention to potential “plotholes” that could’ve easily been ignored. I don’t care if the eagles could’ve carried the ring to Mordor and I don’t care whether the ark of the covenant would’ve killed the bad guys in Raiders if Indy wasn’t there. At the end of the day, if a story is well told then I can overlook things like that, and if it’s not well told then my mind wanders and I begin to notice those sorts of things, but those nitpicks (more often than not) are not the underlying cause of the problem—lack of a compelling story or believable characters is.
So, getting back to the basement. Here we see Chujin’s tapes and the plot begins to lose me. Chujin wants to create a serum that will strengthen monsterkind and give normal monsters the power of a boss monster. All well and good. Where I start to take issue is the convoluted method of creating this serum and what it means for the story.
As a point of comparison, I always thought that the rule in Undertale of requiring a human soul plus a monster soul to pass through the barrier felt a little convoluted and contrived, but it seems to exist for the sake of forcing a “kill or be killed” confrontation between Frisk and Asgore as well as explaining why Asriel passed through the barrier with Chara’s soul but (presumably) Chara alone couldn’t. In this way, the rule acts in service to the story and creates memorable character moments with Alphys and Asgore and gives Frisk a stronger temptation to kill Asgore during their fight. The two soul rule is a bit clunky, but I can begrudgingly accept it. Chujin’s serum fulfills a similar purpose but is clumsier in its execution.
To start, Chujin’s serum also requires a human soul and a boss monster soul—this makes sense, as the goal is to turn monsters into boss monsters and one can assume that human souls have some kind of preserving property that would keep the serum stable.
On top of that, the human soul must also be “pure of heart, uncorrupted.” I thought nothing of this line initially until it was reiterated during Ceroba’s flashback and I realized why it was in the story.
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This concept bothers me for a number of reasons and it’s technically not even a plothole or inconsistency. It feels out of character for Chujin to frame things this way given how he views all humans as evil, and this purity rule seems to exist solely as a plot device to explain why Ceroba enacts her plan in pacifist but not in neutral runs. I feel like the story could’ve come up with a more organic method of explaining why Ceroba couldn’t be present or was otherwise occupied during the steamworks section in a neutral run, plus I feel like she wouldn’t let something like “purity” get in the way of attempting her plan if she was that dead-set on it, given how rarely humans appear in the Underground.
Lastly, we learn that Chujin and Kanako are both boss monsters, or at least “carry the boss monster gene,” which is an odd concept to me. You could argue that this revelation technically doesn’t contradict anything established in Undertale, but like the pure soul rule it just bugs me. Maybe it’s because it reminds me of the early days when the fandom thought that all bosses in Undertale were boss monsters instead of just the Dreemurr family. I won’t waste time rambling about the particulars of boss monster lore, but I think what bothers me with Chujin and Kanako is that it feels like yet another contrivance to explain why Ceroba’s actions had to involve Kanako specifically.
I’ve mentioned that Undertale’s two soul rule feels somewhat like a contrivance. One could argue that the Barrier requiring seven human souls to shatter is also a contrivance, but I think what makes that easier to swallow is that it’s a rule that’s established fairly early in the game. The reveals of the Barrier’s two “rules” are spaced apart from one another and each are given dramatic weight and time for the player to dwell on their implications.
The mechanics of Chujin’s serum, on the other hand, rely on multiple contrivances that are all spilled out onto the floor at once in the final stretch of the game right before they become necessary to explain Ceroba’s motivations, which only makes their narrative purpose feel all the more transparent.
Getting back to Ceroba, we’re left with her plan and what she did to Kanako. Now, I’m going to give the benefit of the doubt here and say that I don’t mind the particulars of whether Ceroba’s plan involving Clover would have worked or not—as far as I’m concerned, Chujin’s plans could have been doomed from the start even with a “pure” soul. The point wasn’t whether Chujin’s plan would’ve worked but rather how Ceroba’s grief has turned her own life (and by extension the lives of her family) into a sunk cost—she feels that she has to go through with her plan or else all her family’s suffering was for nothing.
In many ways this makes the contrived requirements for Chujin’s serum feel less necessary, since the serum’s mechanics could’ve been kept vague or it could’ve even been implied that Ceroba was simply repeating the same experiments as before hoping for different results.
I’ve put it off long enough, but it’s time to talk about that scene. You know the one: the big reveal flashback at the climax of Ceroba’s pacifist fight. Again, I’ll try to be charitable and say that I don’t absolutely hate the idea of Ceroba testing Chujin’s serum on Kanako. I mean, I would hate the act on a moral level if she were a real person, but I don’t hate the idea as a story concept. Still, my charity has its limits.
I’ll just come right out and say it: the scene where Ceroba injects Kanako is hard to watch—not because it’s tragic, but because it’s just not a good scene. My original write-up for this part was far harsher, but I’ll spare the vitriol. This scene has been memed to hell and back by people more critical of the game and… I can’t disagree with them—this is my least-favorite scene in the game.
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(Image from ScottFalco's "Undertale Yellow with a side of salt" video)
The most obvious criticism I’ve seen is the fact that Chujin specifically told Ceroba not to do the exact thing that she does. That’s a fair point and honestly, yeah, I think the simplest writing fix would’ve been for that line not to have been in Chujin’s tape to begin with so that Ceroba doesn’t look willfully ignorant on top of being recklessly negligent.
Tbh, it feels a little out of character for Chujin to say something like that because I got the impression that Chujin wasn’t always the most thoughtful or attentive dad. His own tapes mention that he didn’t keep an eye on Kanako when a monster was attacked in Snowdin, and even then Chujin was more preoccupied with tracking down the human than with comforting his own daughter. He made nice things for Kanako, sure, but even that could be explained as him being more wrapped up in the work than her. It’d be wrong to say that he didn’t care about Kanako at all, but I got the impression that he had the wrong priorities and it’d be fitting if Ceroba’s own actions followed that pattern.
That being said, I can’t solely blame Chujin’s warning for why Ceroba’s flashback doesn’t work. The scene as a whole is just dreadful, even when viewed in isolation from the rest of the narrative. There’s so many issues big and small with this scene, like Kanako being able to read the word “corruption” but not “extract,” Ceroba’s immediate turnaround after the slightest prodding, or the predictable outcome of the whole thing that’s dragged out for what feels like an eternity.
You know, I’ve heard some people critical of Undertale say that the true pacifist ending to that game felt maudlin—I disagree, but in some places I could see where they were coming from. Calling the Kanako flashback maudlin would honestly feel like letting it off easy. If I wanted to be mean I’d call it manipulative, but honestly I think a more fitting term would be a comedy of errors. It feels less like tragedy and more like dark humor bordering on self-parody of what an Undertale character’s sad backstory would be.
So what should’ve been done differently? The easy and safer option I’ve seen suggested would be for Kanako to stumble across Chujin’s research and inject herself, with Ceroba feeling guilt for allowing it to happen. I would prefer this over what we got, but I said earlier that I don’t completely hate the concept of Ceroba experimenting on Kanako, so how can that idea possibly work? Besides getting rid of Chujin’s overly-specific warning, I honestly think the best fix for this scene would simply be to not show it. Don’t remove the events from the backstory, but just don’t reenact them onscreen. Normally it’s better to show than tell, but there have always been exceptions to that rule.
I’m reminded of how Undertale didn’t show us Asriel’s death or the Dreemurrs’ divorce, and only offered a glimpse of Chara’s buttercup plan. These were cases where less was more—letting the players imagine these events in their heads sidestepped any potential tastelessness and seeing the aftermath of these events and how they affected the characters involved painted a vivid enough picture. I think Ceroba would be a perfect fit for a similar approach.
If we need to see something, then either portray it via montage like Asriel’s memories or only portray Kanako finding Chujin’s basement and Ceroba stumbling upon her after she’s viewed the tapes. Ceroba could then explain to Clover that Kanako pleaded with her for months or even years to let her help with Chujin’s experiments. With time Kanako only become more stubborn and their relationship more strained. The whole time Ceroba knew that only Kanako’s soul would work for the experiment but she tried to remain in denial and hope an alternative would present itself. After countless research dead-ends used up all but one vial of the leftover human soul extract, Ceroba gave in to Kanako’s demands in a moment of weakness. And that’s all it took—one moment she was there and the next she was gone.
Not to toot my own horn, but I feel this kind of summary would’ve worked better because it leaves things up to interpretation. Was Kanako still a child when this happened or was it many years later? Did Kanako understand what she was signing up for? Is Ceroba’s recounting of the events reliable or is she merely rationalizing her actions after the fact? It’s not perfect and it’s still somewhat “safe” compared to the game’s swing for the fences. Unfortunately, a big swing means nothing if it misses, and even less if the bat goes flying and hits someone.
Despite what I just said, the Kanako scene doesn’t ruin Ceroba for me as a character. It blemishes her boss fight for me, though I have other issues with that fight besides the flashback (as I’ve mentioned). When thinking back on this game’s characters and story, I mostly just ignore the particulars of the Kanako scene unless if I need to sit through it again. I view it as the equivalent of a flubbed line read or a boom mic visible in a shot--I can see the pieces that were meant to be there underneath the lackluster execution.
Surprisingly, Ceroba’s still my 2nd favorite original character in Yellow, though a lot of this is owed to her dynamic with Star, and part of me wonders if I like her more for the character she could’ve been rather than the character we got. Still, I’ll always remember the buildup to the mystery of Ceroba’s backstory, even if the reveal failed to deliver.
Flowey
Flowey is one of my favorite Undertale characters as well as the only character from Undertale featured in a recurring lead role in Yellow, so I was curious to see how this game would handle him.
When this game was first announced, many fans debated the “canonicity” of whether Flowey would have encountered the human who fell prior to Frisk and whether Flowey would retain his save abilities in such a scenario. Often this debate overshadowed the other aspects of Flowey’s portrayal, so to avoid doing the same, I’ll just say that I don’t believe Toby ever intended for Flowey’s save abilities to function in relation to a human like how they’re portrayed in Undertale Yellow. However, I don’t take issue with this “lore contradiction” because I feel that the way Flowey is utilized in this aspect works for the story that Yellow is trying to tell. Flowey’s role is to limit Clover’s own powers and to keep their story on-track.
It’s easier to tell a prequel story where the main character is destined to die if that character doesn’t also have the ability to return from the dead at will or turn back time, so having Flowey fill that power vacuum makes sense. Despite this, Clover is still given plenty of agency. Flowey only railroads their story in two notable instances: whenever Clover is going to live with Toriel or when Martlet offers to have Clover come live with her in a neutral run. Both outcomes would be a bit of a cop-out for the game’s main conflict and would be the boring option as well (sorry fanfic authors)—Flowey agrees with this sentiment, making it feel justified that he’d intervene.
Having gotten that out of the way, what do I think of Flowey’s portrayal? Compared to Undertale, it’s interesting to think how much more screentime Flowey receives in Undertale Yellow, despite Flowey being the main antagonist and ostensible central character of Undertale. Since Flowey’s story can’t be allowed to conclude in Yellow, his character is kept in some degree of stasis—in many ways, Yellow’s portrayal can be seen as “Flowey, but more.” That might sound like a pejorative, but for the most part I think it works here. Flowey’s interactions with Clover honestly make him feel a little underutilized in Undertale by comparison.
That said, Undertale was a game intended to have moments of isolation, so having Flowey chime in at every save point likely would have diminished that effect and also made Flowey less threatening due to overexposure. I think Yellow can get away with giving more screentime to Flowey because for most of the game his mask hasn’t dropped—he has every bit of ill intent that he did in Undertale, but for the sake of his plans he has to play along at being your friend for far longer than he did in Undertale.
The result is that very little of what Flowey says in Yellow can be taken at face value once you know his aims. Until that point, however, I think the game does a good enough job at keeping you guessing as to how far gone Flowey is and at what point in his moral decline this story is meant to take place. If someone played this game without playing Undertale first, they’d probably chalk up Flowey’s mannerisms to him just having an odd and occasionally morbid sense of humor, which isn’t far from the truth.
One thing that I appreciate about Yellow’s portrayal of Flowey is his dynamic with Clover—the game manages to thread the needle of not making their relationship an also-ran of Flowey and Frisk or Flowey and “Chara” from Undertale’s No Mercy run. For most of the game you get the sense that Flowey views Clover as a means to an end that he’s forced to humor and put up with, but that deep down he likely has some small sentimentality towards them (mainly shown in the pacifist ending).
I think Flowey’s relationship with Clover in neutral and pacifist gives us a look into how he likely acted around the other monsters of the underground back when he tried to solve their problems or form bonds with them—he can’t fully relate to them but is willing to fake it ‘til he makes it, or rather until they make it to the outcome that he wants. If I were to draw a more direct comparison, I think Flowey’s bond with Clover might be the most similar to his bond with Papyrus—he’s implied to have spent a lot of time with each of them and found them each amusing in their own regard, but ultimately Flowey isn’t above using them or casting them aside.
What I find especially compelling about Flowey and Clover is the turn that their partnership takes in Yellow’s No Mercy route. Here Flowey initially seems to be cautiously optimistic about Clover’s rampage, but as his advice is ignored he grows increasingly exasperated with their actions. It’s strange to say, but it’s a refreshing dynamic to see Flowey outright grow to hate his human companion—while he voiced plenty of insults and disdain towards Frisk, it came off more as condescension or an attempt at intimidation.
In Yellow, however, you can really feel Flowey becomng absolutely fed up with Clover, not just for their pushiness and disobedience in the no mercy route but also for the hundreds of runs where Flowey has had to string them along and, in the process, be strung along himself. This development is much better-paced in Yellow than Flowey’s turn toward fearing Chara in Undertale—it’s amazing what can be done when you’re allowed to have more than four conversations with a character.
That said, I don’t think there’s any one Flowey moment in Yellow that quite lives up to Flowey’s speech in New Home or the conclusion to his story in the form of Asriel—those two moments will forever be peak Flowey to me. When comparing Undertale Flowey to Yellow Flowey, it’s a case of quantity vs quality, but in this case the “quantity” is still pretty good.
If I had to voice any complaints for Yellow Flowey beyond a broad “it’s not as good as something near-perfect”, I will say that when Flowey’s mask does drop in Yellow, he doesn’t sound quite as crass or childish as he does in Undertale—something I feel is important to him as a villain, but this is a very minor nitpick since he has plenty of lines in this game that go hard. I didn’t even notice the difference in speech styles until I went back and watched footage of Undertale and realized “oh yeah, I guess he sounds a bit more childish here.”
I suppose there’s one other thing I should discuss regarding Flowey. This is a topic that I intentionally saved for last since I find it’s a perfect capstone for Undertale Yellow and my opinions on it: Flowey’s boss fight. If ever there was a case of “Flowey, but more,” it would be this fight. For years Undertale fans have speculated and wished and wondered what a fight against plain old vanilla Flowey would be like. Countless fangames and fan battles have tried.
Yellow opts for an unorthodox approach by centering the entire fight within Flowey’s mind—this framing is used to its fullest and then some, allowing for interface-screws and psychedelic attack patterns showcasing Flowey’s twistedness, his self-loathing, and his various forms of retraumatization.
Players are attacked by phantoms of any bosses that they killed, complete with Floweytale-esque corrupted designs. This aspect of the fight dovetails perfectly with Flowey’s comment about only enjoying the moments of Clover’s run where they “gave in” to their violent urges, and clearly these moments are etched in Flowey’s memories for Clover to relive.
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Afterwards we’re treated to a peek behind the curtain at Flowey’s subconscious, featuring a collage of his first runs as a flower—this whole sequence adapts my favorite Flowey moment from Undertale while not tipping its hand too much by revealing Flowey’s true identity, as it easily could have in less-skilled hands. We’re given just enough to ponder without spoiling things for the mythical gamer who tries playing Yellow before Undertale.
Next up is a brief horror fakeout where Clover “reunites” with Martlet. I don’t have much to add other than the telegraphing being a bit obvious but not in a way that majorly detracts from the moment. Overall it just makes me consider that this fight as a whole might be scarier than anything in Undertale
Finally we have the climax of the fight. I’m not quite sure what to call it. Photoshop Flowey 2.0? To be brief, the visual spectacle shown in this phase surpasses not only the visuals of any sequence (so far) in Undertale or Deltarune, but I think it’s unlikely that future chapters of Deltarune will feature anything with visual flare on the level of this finale.
That’s probably the highest praise I’ve given to Undertale Yellow so far, which is what makes this next part so difficult. I’m sure this will go down as my hottest take in this entire review, and it breaks my heart to say it given the clear effort on display from the developers, but…
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I did not care for the Flowey fight.
How can I even say that? Was all of my prior praise just a lie? Not at all—I meant every word of it and then some. So how is it possible that I didn’t like this fight? You’ll notice that I broke down the Flowey fight into its individual phases and aspects, praising each in isolation. You might also notice that my praise was aimed at the spectacle and underlying concepts of the fight, which are fantastic, but I had very little to say about the actual experience of playing the fight—and that’s because I found the fight to be an utter slog to get through. In hindsight, it might actually be my least-favorite fight in the entire Undertale franchise if we’re solely talking about the gameplay. I’d rather fight a Jerry than have to fight this thing again.
I’ll admit up front that I sucked at this fight when I played it. I sucked at all of Yellow’s final bosses and initially didn’t care for their gameplay. I eventually warmed up to Ceroba and Martlet’s fights as I got better and learned to beat them without needing easy mode, but the Flowey fight never clicked for me in the same way despite arguably being the easiest of the three.
So what’s the problem? There are little things here and there—I found some of the phase 1 attacks a bit obnoxious to dodge, though nothing major. I found the collision detection in the vine chase sequences to be a bit clunky, resulting in one or two deaths that felt unearned, but none of these issues are enough to sink the fight.
No, two major missteps that come to my mind are length and repetition.
Out of curiosity, after my neutral run I looked up gameplay videos of the Yellow Flowey fight and the Omega Flowey fight from Undertale: on average, Yellow’s fight took players twice as long to complete as the Omega Flowey fight. The difference is so stark that a “no hit” speedrun of Yellow’s fight with dialogue skipped, the intro cutscene edited out, and no attacks from killed bosses is still longer than an Omega fight played normally.
I want to be clear that my criticism here is not “it’s different from the Omega fight, therefore it’s bad.” The Omega Flowey fight, in my opinion, already drags at times, and it’s probably my least-favorite final boss in Undertale despite having the most effort put into it. I already take (minor) issue with the Omega Flowey fight for overstaying its welcome, but Yellow’s fight is beyond the pale. One nice thing I can say is that Yellow’s fight at least tries to break itself up with an intermission of sorts in the middle, but the whole experience is still technically one fight, so in some ways this just feels like padding, particularly the Martlet scene.
To give a non-Undertale point of comparison, the Flowey fight reminded me (oddly enough) of Darth Vader’s hallway fight scene in the film Rogue One. For many fans this scene was considered the highlight of the entire film, but a vocal minority at the time criticized this scene for being irrelevant to the film’s central characters and unnecessary to the overall plot—it was just something thrown in for fan service that could have been cut at no detriment to the overall narrative. While I can understand the latter perspective, I have no issues with the Vader scene at all—if anything I think it enhances the third act’s feeling of desperation. but overall it’s just a cool scene and that alone makes its inclusion feel warranted.
So why do I feel different about Vader’s scene compared to Flowey’s fight? After all, both are action-heavy “scenes” featuring the main villain of the original installment doing what they do best at the end of a prequel that wasn’t centered on them. The difference is that Vader’s scene is less than 2 minutes long. It’s closer to 60-90 seconds if we only count the portion where he’s onscreen and it’s less than 1% of the film’s runtime. Conversely, there’s a no commentary neutral run of Undertale Yellow on Youtube where the Flowey fight takes up about 15% of the overall run. Had Vader’s scene been that long, even if it were expertly shot and choreographed while being broken up with bits of pathos, I would’ve been checking my watch and waiting for it to be over.
Still, I could forgive the Flowey fight’s length if it had variety and was building toward something. Surely this is true of the Yellow fight, right? Well, I would say that the Yellow Flowey fight probably has the widest variety of total attacks in the game—it has six unique photoshop phases as well as copied attacks from previous bosses in the first phase. The problem is that these are part of his total attacks but not necessarily his most common attacks—half of the ones I just listed are optional depending on who you killed and the other half are for brief one-off phases.
For the majority of the fight you’ll be dealing with Flowey’s other attacks: his standard attacks, which are recycled ad nauseam with little variation and no iteration. In phase 1 this isn’t too noticeable if you only killed one or two bosses, but if you killed most (like I did) then every unique boss attack is sandwiched between a standard Flowey attack and a vine chase sequence, which really bloats the runtime of the fight. Still, I’d argue that phase 2 is the worse culprit in this regard.
For those who’ve played, let me know if this sounds familiar to you: four vines shoot up out of the floor, four piranha plants emerge twice spitting up bullets, two hands scroll across the screen lazily scattering pellets, three guns materialize and fire at your location, a bomb with an “X” or “+” shape detonates, a small circle with spikes orbiting it homes in on your position, and two cowboys riding horses gallop by until one explodes, all while the song “Afterlife” plays from the beginning. Now tell me: which part of the fight am I referring to? If you guessed “more than half of all attacks in the 2nd phase,” then you’d be right!
Now, some of you might be questioning why I’m complaining about lack of “variety” when I just listed off seven individual attacks and earlier I complained about Yellow bosses using too many types of attacks. Well, the problem is that these same seven attacks are all used in sequence with each other over and over and over with no progression—each phase of this lasts 25-30 seconds and it’s repeated at least 7 times in the fight (more if you die).
Combined, no joke, this one sequence of attacks lasts 3 minutes, longer than an entire pacifist Toriel fight (dialogue included). Don’t believe me? Look it up on Youtube. You spend at least 10% of the Flowey fight dodging this one attack pattern. You literally spend an entire Toriel fight dodging just one prolonged attack pattern. And as the cherry on top, “Afterlife” always starts over from the beginning each time this sequence plays—just to drill into your head how repetitive this all is.
To be fair, Omega Flowey has a similar problem of repeating a ~25 second attack phase multiple times, but I find it more bearable there because:
Omega Flowey randomly uses 3-4 types of attacks from his larger arsenal per phase instead of trying to cram nearly every single one in every time like in Yellow, which (ironically) makes the Omega sequences feel less samey
Omega Flowey makes use of loading, which spices up the encounters by feeling unfair initially until you notice the save messages in the corner that telegraph them
Each of Omega’s sequences has a Fight button that, though optional, acts as a goal and motivator, as opposed to the player just impotently killing time until the phase ends, and
Omega Flowey’s music doesn’t start over from the beginning each time he attacks.
Those last two might seem minor since they don’t directly affect the overall gameplay, but I honestly think they’re the most crucial because they give the player a goal and a feeling of progression, even if it’s illusory.
Probably my biggest issue with Yellow’s Flowey fight, even more so than the length and the repetition, is that it ultimately doesn’t go anywhere. It pretty much can’t be allowed to go anywhere due to the aforementioned “stasis” of Flowey’s character arc. Flowey can’t suffer a grand defeat or learn a lesson that impacts his character in any major way, which only makes me question why this fight is here at all.
Omega Flowey, while feeling hopeless and repetitive in some places, has a clear progression, goal, and conclusion that leads to Frisk either reinforcing Flowey’s beliefs or causing Flowey to seemingly question them and offer a path to the true pacifist ending. There’s a reason why the song “Finale” is considered an underrated gem—because it shows a clear turning point and building momentum in that fight. I’m not saying Yellow’s fight needed to copy this same moment, but instead it just peters out with nothing to show for itself. I mean, do I even need to say anything when the game itself basically makes my case for me?
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So what would have been better? Personally, I think the first phase of the fight is largely fine as-is. Phase 1 is by no means without its flaws, but it’s the phase that’s most relevant to Clover and the overall story on a thematic level—the boss attacks are a consequence of Clover’s actions and the vine chases (though repetitive) are meant to symbolize Clover’s endlessly repeated runs. And the thing is? The pieces are already there for the fight to end in a more natural way that respects the player’s time.
If the fight were to be given a page 1 rewrite, then I would end it at the section with Flowey’s subconscious that shows his past. Why?
It’s a great scene on its own that should be kept,
The scene would actually be relevant to the fight instead of it going unremarked on like it currently is (seriously, Flowey has nothing to say about it?),
It would fit the central conceit of the fight—Flowey is able to peer into Clover’s memories but Clover can do the same to Flowey and that scares him, and as a result...
It would be a more believable and character-driven “off ramp” for Flowey to back out of the fight.
This last point is especially important because we see throughout Undertale Yellow that Flowey is constantly hiding from other monsters—he clearly doesn’t want to entangle himself with them or have them interfere in his affairs. We can also pick up from his dialogue in Undertale and, to a lesser degree, Yellow that Flowey doesn’t want to talk about his past life as Asriel.
Having Clover intrude upon that territory would likely spur a strong reaction from Flowey, to the point where he’d rather abandon his plans, albeit temporarily, than open up that side of himself to a stranger. This would not only make the fight shorter and end it on a more emotionally resonant note, but I feel it also makes more sense for the narrative and themes of Yellow.
Flowey’s rationalization for letting Clover go could be something to the effect of needing to “tidy up” his head space before he’s ready to share it with someone else. Perhaps in the process he could drop a hint that he’s only opened himself up like this once before (with Chara) or that he had thought he had buried those old memories for good.
I also feel like this explanation would work better in the greater context of Flowey’s actions—Flowey quitting the fight out of boredom raises the question of why he’d repeat the fight on future neutral runs or why he’d be so confident that he could absorb the six souls in Undertale if one was too stubborn for him. Instead, having Flowey be emotionally unprepared for his plan but trying to find a workaround would lend itself better to him trying again in the future—to him it was just a little slip-up that he can overcome with enough attempts.
I don’t want to give the impression that my critique here is “the Flowey fight wasn’t done the way I’d have done it, therefore it’s bad.” My suggested “rewrite” to the fight is merely piggybacking off of what was already there, which are great concepts that I could never have dreamed up myself. The problem is that there’s just too much. Way too much. It feels like not enough was cut during the planning stage and what we’re left with is the epitome of “less than the sum of its parts.”
Of course, my rewrite omits the 2nd phase entirely—something that couldn’t be done with the current fight since it’s the most visually stunning segment of the entire game—like it or not, that genie is out of the bottle.
If I had to give any suggestions to improve the fight that we currently have? I’d say that I don’t think the “afterlife” portions of the 2nd phase need to be repeated so often. I think the phase would be better paced if afterlife only occurred at the very beginning and very end, and instead each mini-phase just brought you right back to Flowey’s petal roulette wheel to take you into the next mini-phase.
None of this is to say that I hated the Flowey fight overall. I still love many of the concepts that the fight brings to the table and I’ll watch moments of it on Youtube from time to time, but I just don’t care to experience it again firsthand any time soon, which is pretty much the opposite of how I felt with the Omega Flowey fight.
Looking at Yellow’s final bosses now that I’ve completed them all, I think my favorite might actually be Zenith Martlet? Which is insane to me because I hated that fight the first time I tried it—anyone who shared a Discord with me can attest that I was complaining nonstop when I attempted that fight.
Even now I’d say the Zenith fight is sloppy and the bandaid solutions for it in the 1.1 patch only illustrate how unbalanced this fight originally was. I’ve never beaten it on 1.0, nor do I intend to, yet in 1.1 I’d say I probably enjoyed myself the most with this fight. It doesn’t overstay its welcome like Flowey, nor does it have anything as egregious as the Kanako cutscene in the Ceroba fight. It respects my time, it has great music (though that’s par for all the bosses), the attacks (while chaotic) mostly stick to a consistent handful of themes, and the narrative context of the fight works (minus the bit with Alphys’ lab).
At first I found the Zenith fight unfitting for Martlet as a character. I thought “what? Martlet isn’t some hidden badass,” but that was exactly the point—this isn’t who Martlet is, and reality catches up with her. The 2nd phase is my favorite part of the fight as we see, in typical Martlet fashion, she didn’t plan ahead and can only hopelessly flail about as the “enemy retreating” motif overtakes her theme. It’s a somewhat understated and undignified ending to the character and that’s exactly what makes it work—it’s another example of the game showing restraint and being all the better for it, as opposed to overreaching.
That said, if I wanted to cheat, I’d say my real favorite final boss is the Asgore “fight” from the false pacifist ending. It’s focused on the characters and their goals and it doesn’t try to be anything too flashy. It’s an even more understated yet fitting final boss than Martlet, though the rest of the “false” ending outside of Asgore is a bit lackluster since it’s just a glorified neutral ending.
Conclusion
To wrap things up, I’m sure you’ve all noticed the throughline here: Undertale Yellow is at its best when it’s tasteful and restrained, and at its worst when its ambitions run wild. Of course, that’s easy for me to say from the outside looking in. It’s likely that many of the things I enjoyed about Yellow were ambitious in their conception but were handled carefully enough to appear restrained and effortless. I have no intention of downplaying that—the project as a whole was ambitious, given the time and effort lovingly poured into it.
As I mentioned in the beginning, my criticisms are not intended to dissuade anyone from trying this game. I would not want this game to be forgotten, but I also would not want it to be uncritically praised as some flawless masterpiece that eclipses the original game—that not only does a disservice to the people who worked on Undertale but also to the people who worked on Undertale Yellow. Both games were carefully crafted and both games have their triumphs as well as their flaws.
The last thing that I would want any fan creator to take way from Undertale Yellow OR the original game would be “this was perfect, just copy what they did.” What’s important is understanding why things worked and where they could be improved. Despite Undertale Yellow’s reverence for Undertale, it takes risks and finds places to innovate over the original game. Not all of it works, but I can respect the effort.
And that sums up my overall opinion of the game—it’s a game that I like but a game that I respect even more. The best complement that I can give is that even the parts of the game I didn’t like still had good ideas evident within them. The pieces were there.
With some tweaks, fine-tuning, and the courage to reign in a couple aspects, I honestly think this game could be made to rival the original one day. But even if that day never comes, Undertale Yellow is still a fine game as-is. It’s not a game I consider “canon” like some fans have argued, but I still plan to replay it alongside the original in the future, and I can’t think of higher praise to give than that.
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chimielie · 1 year
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there are many benefits to being a marine biologist
summary: Goshiki x F!Reader. Ponyo!AU. one part fairytale, one part growing up, one part love language exploration. you fall in love with a human boy and then move mountains to find him again.
word count: 8.7k
cw: nothing. gets better as it progresses imo
a/n: i started writing this maybe two years ago for a contest held by two users who are now both inactive i think? the outline for this planned for like two more acts, but i thought it should stop rotting in the drafts and i like it as is now. i do have quite a lot of worldbuilding not in the fic (mostly regarding goshiki's family, who i named after the original ponyo characters lol) so please, if you happen to read this and have questions about this little story that's been living in my head, feel free to ask :)
The day before he finds you, it storms like the world is going to end.
Seawater washes into the road as the sea swells in thick knots, rising and never quite falling as far as it should. Blooms of white—foam and algae and debris, and drowned souls if folklore was to be believed—swirl on the surface, which waits to break against the cliffs until the wave inflates to grotesque proportions, as though it’s a fist hammering against a wall. The wind tries to match the hysteric sea’s beat, and comes screaming in from the horizon, wrapping around whatever it finds in its path if it cannot blow through it and squeezing like a python. With it blows in the fog, until the atmosphere brings a river of milk, writhing over the pine islands so they become black spikes against which the ocean hammers.
Tsutomu stands against the back door of his home on the cliff, hands pressed to the glass, careful not to let his breath obscure his vision any further than the mist already was. Even inside the house—where the air is still warm, where the wind can’t creep in—he can hear the crash of waves and the shriek of the typhoon, even if they’re reduced to a low-crooning song punctuated by the steady rhythm of his mother’s voice.
“Transmitting from JA4LL. JA4LL. Come in, Koichi. This is Risa and Tsutomu.”
She’s been speaking steadily into the microphone for a few minutes already, and Tsutomu pads over to press his cheek into her side, fists his hands into her shirt while she pats him on the head. When the headset crackles to life, he jumps and she doesn’t. His parents’ voices wash over him warmly, and he relaxes, hoping the weather will calm soon so they can all go to Tashirojima together.
Sound asleep in a bubble deep beneath the sea, you don’t even know that there’s a storm on the surface.
“Wake up, girls.” You wake when your father speaks to you, swim eagerly to the border of filmy water and press your nose to it in a sort of nuzzling good morning kiss. “I—yes, good morning, hello—I said I’d take you all to work with me today, if you’d like—stop pressing on the bubble, you’ll pop it!”
You do happy flips when you’re let out of the little aquarium, linger at the back of the school of your sisters as your father quickly becomes engrossed in his work. He’s often distracted and always scatterbrained, but centuries of experience have made him an expert at marine wizardry. There’s little he loves more than his work, except perhaps your family, but he’s unfamiliar with the care and keeping of young goldfish and your mother is away right now.
This is how you slip away: with discretion from your sisters, distraction from your father, and a rush of excitement you’ve felt almost never in your entire life. It’s not that you don’t love your family, that you want to run away; it’s just that your sisters are all still babies, freshly hatched, and you get bored in the little bubble, always having to watch your father work and never getting to do anything. There’s no room for anxiety in your fish-body as you swim towards the surface, wriggling your fins frantically and buoying yourself with upward currents whenever possible. 
The first sight of sunlight streaming through the aqua is mesmerizing, and you kick doubly hard for the remainder of the journey. 
The surface is the most incredible thing you’ve ever seen. Exhausted from the swim, you flop onto your back on top of a passing jellyfish and stare in wonder at the coastline. There’s a road, and little metal vehicles crossing it, and houses tucked into every crevice in the hills. There are jagged cliffs that look like they were hewn in half by some godly hand (one of your uncles, maybe). And on top of the tallest cliff, there’s a little house, so small you can hardly see it, yellow and red and white, and you find yourself fascinated by it.
When he wakes, Tsutomu finds himself in bed, his eyes stuck together with leftover sleep. He remembers, just barely, being carried by his mother’s strong arms to his room, the press of her lips to his forehead. It’s not an unusual occurrence, so he starts his day as usual. Breakfast is leftovers from the fridge, his mother is still half-asleep sipping coffee at the breakfast table (she’s always groggier after a late night up speaking to his father), and he walks down the path to the beach, carefully balancing his favorite toy—a beach ball light enough for him to carry and shaped like a volleyball—in his arms. 
It’s clear today, almost like there was never a storm at all. The sky is a cheerful blue dotted with puffy white clouds, the temperature warm enough to only require a t-shirt, not cold enough to make him uncomfortable. The sun shines down on the beach with a smile, the morning light nearly shining a spotlight on the red lump just above the waterline.
“Eh?” Tsutomu says to himself, walking closer and struggling to peer past the bulge of his volleyball. He sets it down carefully, stopping it from rolling away with his foot, and bends at the waist to look closely at you.
You stare, eyes bulging, back up at him. A little boy, the likes of which you’ve never seen before, fringe falling into his face, is the most magical thing you’ve ever seen.
“A goldfish!” He declares triumphantly as he identifies you. “Hello, Miss Goldfish.”
You flap a fin at him as best you can. He giggles and scoops you up in both hands, wading into the water and holding you just beneath the surface so you won’t dry out. You spin in his hands, and nuzzle his chubby palm. 
“Tsutomu!” Someone calls from above. “Time to go!”
“That’s my mom,” Tsutomu says to you. “We’re going to work at the senior center. Well, she’s going to work, and I get to go to school right next to there, ‘cause I’m five years old.” He adopts a wise expression. Five is the oldest he’s ever been, and it feels very big. You splash. Me too! Me too! “It was nice to meet you, Miss Fish. My name is Tsutomu. I hope I see you again. Bye bye!”
He lets go of you gently, and turns to find that his ball has rolled into the water, a little too deep for him to reach without soaking his clothes. You, still watching the curious human boy, see the frown on his face, the tremble of his lips and watery eyes, and dart off quickly. When he looks down, you’re gone. He stands on the sand in front of the ball, watching it float further away, listening to his mother’s increasingly aggravated shouting for him to come up from the beach, and feels stuck with the tide of unhappiness rising in him. He reaches up with one fist to wipe at his watering eyes.
Shock overwhelms him when a stream of water hits the ball, pushing it against the current, intermittent splash carrying it all the way back to shore. His eyes stop watering from the pure amazement of it all as he watches a little red spark flash with every spurt of water, and he has to shake himself before wading back in to grab it.
“Thank you, Miss Goldfish,” he cheers when he finally lifts the ball clear of the surf. “You’re amazing!”
There’s nothing but pure childish admiration in the words, which makes you as happy as he is. You like this boy! He thinks you’re amazing!
You flip in the air, coming down with a splash that sends droplets of saltwater all the way to Tsutomu, who shields his face and twists his whole torso away with shrieking laughter. 
“Tsutomu!” You say happily. He untwists to look at you, bobbing in the water. 
“You said my name! You really are amazing!”
“Tsutomu!” You cheer, and then again for good measure.
“Tsutomu!” His mother roars, coming into view on the beach, and her ferocious tone hardly seems to dent his mood. 
“I have to go now. Thank you a lot, Miss Goldfish,” he waves at you and begins walking back to his mother, who’s standing with her hands on her hips and her lips set in a scowl.
“Tsutomu!” You say in farewell, and begin the swim back home.
“Mom, I made a friend! I saw a goldfish, and she talks, too. She said my name! Isn’t that so cool?” Tsutomu bounces up to his mother with his fists clenched and raised in the air, as though he’s declaring victory, and her irritation dissipates almost immediately. She laughs and swings him up onto her shoulders.
“That is cool, but we’re going to be late. Think I can drive over before they open the drawbridge?”
You’re lucky your father doesn’t notice and you know it. For the rest of the month, you listen attentively as he explains, half-mumbled and face pressed up against a blackboard, the things he believes children ought to know: potionmaking, mostly, the way that those potions affect the environment, and the filthiness of humans. You try your best to be good, but you file as much information about magic away as you can and know in the deepest depths of your heart that it’s so you can see Tsutomu again.
You sneak away again, maybe every month, and rarely have to wait longer than a few hours for Tsutomu to come rushing down the path from his house, huge smile on his face, shedding his backpack and shoes. During low tide, he can reach what becomes a tide pool, and often he shows you things from his day-to-day life. You love hearing him talk, sometimes practicing human speech by following along with his words. He gives you a name, better than the one your father calls you, you think, shaping it in your mouth. While you watch with great interest, you never bring him anything.
You are a fish, after all.
As the years pass, your visits to the surface become more infrequent. You worry about your human-hating father catching you, and your education has intensified as you age. Your little sisters are starting to grow up and, though they’re still captivated by stories of your Tsutomu, you worry about fostering jealousy of the dry world in them. One daughter your father may not notice missing for a day, but where one of your sisters go, almost all the rest will follow. 
“What does Y/N mean?” You ask innocently one day, when the two of you are eight years old. You bob in the water, and he sits on a rock, the surf spraying up around him but never reaching high enough to soak him.
“Mm,” he says, looking down and kicking at a pebble. “Beloved.”
“Really?”
“I don’t know,” his grin is childish, and the effect is only lightly diminished by the way he’s clearly struggling to maintain eye contact with you. You splash him, and he shrieks and falls into the water. Both of you come up giggling. Whatever the true meaning of his name for you, you know that whenever he says it, that’s what he means; and that is all that matters.
Although he waits patiently for you for many years, Tsutomu tells you one day with a serious face that he’s going to be going to school further away, in Sendai, and will have less time to spend watching out for you. You have a year left before this happens, he says, so your visits resume a near monthly routine. Sometimes, you simply spend hours after he’s left staring at the house on the cliff and imagining living there with Tsutomu and loving him the way he tells you his mom and dad love each other.
When he leaves for school, crying a little while you blink up at him, you absorb yourself in your studies. When you really, really miss him, you swim up to the surface and remind yourself that someday, you’ll be old and strong enough to live up there with Tsutomu. The next time he sees you, he’s twelve years old. People call him Goshiki-kun, not Tsutomu-chan, and his voice cracks when he speaks. On the train ride home from school, he worries that you’ll laugh at him, like his peers do, that the way he’ll surely tear up upon seeing you is unmanly.
It’s July, the month of salt-making rituals, and this becomes the marker of your visits to Tsutomu. To his immense relief, you still call him by his first name, you don’t laugh when his voice breaks, you throw your whole body at him to smack his cheek like you’re trying to hug him with your fins. You missed him as much as he missed you, he can tell, and the both of you spend hours catching up.  You get two more years before disaster strikes.
The day you’re due to visit the surface, it storms again. You know what lightning is, now, know the acrid scent of sky-fire splitting the air, the brutal strength of riptides and currents. When you break into the air, you find that a gray mist lingers over the bay and the mood of the few people you see appears dismal. When you look up to Tsutomu’s house and see that it shines as cheerfully yellow as always, that yellow and red seems to creep into your bones until you feel sure that everything is alright. This is a kind of magic your father has not yet taught you.
This has always been your secret, safe harbor. You don’t expect anything to go wrong here—not when you’re accustomed to submarine chemical vents and shining anglerfish in the deep blue depths. Here it has always seemed safe, calm, kind.
You learn today why your father despises his former kin so much.
There’s silt in the water, probably stirred up by the storm that took away the cheeriness of the sky. One fish swims by you, its eyes bulging frantically. Then another, and another. It’s only when an entire school passes in the same direction that you hear the ship coming closer and realize that you should probably be heading that way yourself.
You’re too late, and so are the rest of them—something huge, bigger than the mouth of a whale, you think it must be, traps you, pressing you together with sifting mud and other scales and glass, like your father’s bottles. You try to move your tail and push yourself out, but you’re packed so tightly in with a million others doing the same that the action is impossible. 
You’re starting to panic.
Then, the boat attached to the net you’re in swings around, taking you and everyone else with it, and you find yourself face to face with a glass jar. Worse, you find yourself slowly being pushed into it by the sheer unluckiness of your position and the crush of animals trying to escape the churning mud and human garbage.
You push more frantically than before, thrashing your entire body violently.
“No, no, no, no!” You wail, the words bubbling in the water. Then you fall through a gap in the net.
Unable to right yourself in time, you find yourself stuck halfway into the jar, and your wriggling only makes it worse.
You can’t—you can’t breathe. This was a mistake. You’re so scared.
You have to take the last resort. You send up a prayer to your mother—please, don’t let him be too angry—and send out a spell with the last bit of energy you have. A signal that will ripple all the way to your father.
You run out of oxygen, and everything goes black.
Tsutomu has been waiting a long time by the beach. He got up early to watch the sunrise, carrying a thermos of hot tea with him as he sat by the water and wondered what your life was like through the months you don’t see him. As he wakes more fully and the air starts to warm (though not by much) he walks alongside the waterline, testing how far he could go in without getting the hem of his pants wet, how long his toes could stand immersion in the cold seawater. He ponders why you keep visiting him, year after year, bringing him good luck and sunny skies.
You’re more to him than a symbol, though; you’re amazing.
As he settles himself, he starts to walk back to the tidepools, hoping you’ll be there. He knows it’s a little early for your visit, but you’re unpredictable; besides, he’s sure you care about your weird human friend as much as he cares about his fishy one.
Near the stairs, something rolls on the sand, flashing gold. Tsutomu squints at it, then picks up his pace. Shit, shit, is that—
It is. He picks up the jar, lips pressing into a pout when he sees that you’re unmoving. He runs up the steps to his home, taking them two at a time, all the while talking to you like you can hear him through the glass barrier.
He collects a bucket and stands next to the garden hose, trying to shake you out of your jar. He thinks that it would require too much force than would be safe to get you out, but you’re clearly suffocating in there. He squats on his heels, turning the jar over in his hands and wracking his brain for a solution.
“Tsutomu, you’re gonna be late for practice!” His mom rounds the corner, startling him, and he drops you. “Tsutomu—what was that?”
You’re out of the jar, but now you’re lying in pieces of shattered glass. Eyes round in distress, Tsutomu snatches you up and plops you into the full bucket of water.
“Nothing,” he says, voice suspiciously shaky.
“Okay, well, we’ve gotta go, so get in the car now.” She jerks her thumb towards the vehicle. He nods and peeks into your bucket. You stare up at him, as alert as ever, and he breathes a sigh of relief. 
In the car, you swim happily in circles, raising your head out of the bucket to peer out the window.
“What’s in the bucket?” His mom says with interest, and he presses a hand over the opening of the bucket, trying not to giggle as you nuzzle his palm. 
“It’s for a group science project—Mom, watch out, you’re gonna make it spill!” She side-eyes him, knowing her son has never been so conscientious of a school project or of his own messes before, but lets it slide. There’s no point in prying when there are only so many options to be found on the beach. The worst that can happen is that he lightly traumatizes some sea creature, and she doubts that Tsutomu’s conscience and childhood obsession with marine life could let him do that. Besides, she smiles to herself. The sea is basically in his blood.
Tsutomu rushes out of the car, managing only a “Thanks-Mom-love-you-goodbye!” before he’s dashing to the gym, gaze bouncing between your bucket and the ground to avoid tripping so fast watching his eyes makes you dizzy.
He sets you down on the bench closest to the court.
“Are you sure you’re okay?” He whispers, picking you up to make sure there’s no glass embedded in your skin. 
“I’m okay!” You beam up at him. “Tsutomu rescued me!” 
He smiles at that, blushing faintly, pretty eyes squinting, and you pop out of the water to splash him lightly.
“Hey, I have to practice in this,” he frowns.
“Sorry,” you say, abashed, but he shoots you a small smile and you know it’s alright.
Listening to Tsutomu explain volleyball is entirely different from watching him play it. You didn’t really understand it when he spoke, before, but now you understand the difference between a fishing net and a volleyball one, as well as other crucial aspects of the game. There’s a lot of yelling, and squeaking, and it’s a little hard to see from inside your bucket, but you don’t mind. You bob up every so often, trying to find Tsutomu on the court, though it’s hard when he moves around so much.
At one point, he jumps up and slams down the ball in what’s clearly a perfect line even to the untrained eye. Around him, his teammates burst into cheers (“Nice going, bowlcut!) and you get so excited you mimic them, whooping and doing a flip in the air.
“Eh? What was that?” Someone you can’t see says, and then Tsutomu is there, grinning widely at you from above, eyes watering slightly.
“Oi, Goshiki,” a boy with hair as red as your scales slides an arm around him. “What’s this you’ve got?”
Tsutomu opens his mouth, but you beat him to it, using the name he gave you without a second thought.
“Huh? Wow, you have a smart goldfish! Reon, come check out Goshiki’s goldfish!”
Reon simply looks at you and says, “Cool.”
“Be nicer!” The redhead says, smacking him lightly on the shoulder. “She can talk!”
“I can talk!” You echo. Reon repeats cool, unfazed.
“What are we looking at, Tendō?” A boy whose shirt reads Yamagata slows his jogging to a stop, one hand running through his hair as he looks at the red bucket.
“This is Y/N,” Tsutomu says. “I found her on the beach.”
“Are you going to eat that?” A voice deeper than the others makes you poke your head further out of the water than before. It’s a boy like the others, with greenish hair and a huge stature. He reminds you, oddly, of your mother. Big and bea-uti-ful!
“No!” Tsutomu yelps. “No, we won’t! Ushijima-senpai, sir,” he adds, voice calming to a lower pitch as he does.
“Are you sure?” Asks Tendō, a sly expression crossing his face. Tsutomu pushes him away hastily and steps protectively in front of you. 
“Yes! I mean no! I mean—”
“Alright,” Ushijima-senpai says slowly. “Welcome to our practice, then. I hope you enjoy watching volleyball.”
“Enjoy!” You do another flip. “Watching Ushijima-senpai!”
“Okay—” Tsutomu says, picking up your bucket, looking around as he tries to find his way out of the circle of boys.
“What’s wrong with your fish?” A boy with long bangs and pointy features grabs the bucket and peers at you. You don’t like this pointy human. “Why is it talking?”
You say nothing, hollowing your cheeks in preparation to spit at him.
“Give her back,” Tsutomu narrows his eyes. “Careful, Shirabu.”
“Is no one else concerned about the talking goldfish?” Shirabu looks around at his upperclassmen. “What the fuck, Goshiki?”
“He’s right,” Ushijima says thoughtfully. “The fish could be a spy. For Karasuno, perhaps.”
“What?” Shirabu’s outraged yell is shortly cut off by Tsutomu’s fearful-yet-determined denial that you would ever do such a thing to him or to Shiratorizawa.
A deep sigh, sounding somewhat like it’s exhaling the speaker’s entire soul, interrupts them both.
“Can we please stop staring at Goshiki’s pet and get back to practice?” A boy with ash blond hair says, and immediately, a few of the others nod and disperse.
“She’s not a pet,” Ushijima says, while Tsutomu splutters incoherently. “Or sushi. She’s a friend of Goshiki. But you’re right, we should be practicing.”
“T-thank you, Ushijima,” Tsutomu says haltingly, eyes shining in admiration. “I really appreciate it!” The captain only needs to look back at him, his face unsmiling but not at all unfriendly, for him to continue. “And I apologize for distracting everyone, I’ll get back to work now! Thank you!”
The rest of practice goes smoothly, although you get a few lingering stares and an odd few minutes of interrogation from Shirabu while they’re on their break. He tries to explain that you can talk, and this is bad, and it’s a demon, to an old man with white hair, who merely hums when he looks at you and tells him to do an extra fifteen laps as a punishment for talking nonsense about magical goldfish.
Once the games have all finished and Goshiki’s changed into street clothing, though, something horrible happens. He’s picking you up, ready to transport you to his mother’s workplace so you can drive home, but then someone taps him on the shoulder. He startles, water sloshing over the sides of the bucket, and lifts up the bucket to his chest to prevent any further instability.
“Goshiki-kun,” a girl human says. “Could I speak to you outside?”
“Ouuuu,” you hear Tendō’s voice from across the gym. “Little bowl cut is receiving a confession?”
“Uh, um, yes, you can,” he says, and when you turn his cheeks are scarlet. “Let me just pack up the rest of my things, and I’ll m-meet you out there.”
“Sounds good!” She says, and you don’t like the cheery note of her voice or the way she brushes her hand against his bicep. You make a face up at Tsutomu, but he doesn’t seem to notice, lost in his own head.
You swim all the way to the bottom of the bucket, only to feel him poking you not a minute later.
“Don’t be grumpy,” he says. “Please? It’ll be just a second.”
You flap a fin at him and make an enthusiastic noise.
It is not, in fact, a second. You wait for an eternity (and you know about eternities) for the girl to stop stuttering her way through telling Tsutomu that she thinks he’s really smart, and she likes his bowl cut, and you can just see the word amazing forming on her lips before she says it. Her hand is stretching out, dropping something shiny into his hand, and you hate it, you hate it, you hate it.
You act before you think. Your cheeks puff up and you take a big breath in and then there’s water, all over her pretty pink cardigan. She shrieks and then starts to cry a little, and you stick out your tongue and blow a raspberry at her before diving back down, flipping your tail with sass as you go.
“I’m really sorry,” Tsutomu says frantically, offering her a wrinkled handkerchief. “It was an accident, I swear. I-I really appreciate your confession and, um, I’m glad you were comfortable enough soo that you could come to me, but, oh! My mom’s here, I have to go! Bye!”
You swivel and watch as he picks you up and bolts away; her tears seem to have dried a bit as she stares after him in bewilderment. Not for the first time, you wish you had two legs and hands to hold onto Tsutomu. You wish that you could stay on shore with him, and keep away all the girls like her forever.
You know it’s childish, but you don’t care. Does it matter that it’s an immature thought when it’s completely impossible?
In the car, Tsutomu is quiet. Even his mother seems to notice his pensive aura, and frames her questions about his day carefully to avoid sounding like she’s prying.
“What’s that?” She asks, and he unclenches his hand, looking as mystified by the object in his palm as you feel. It’s a pin, gold and pink and shaped like a heart. “Oh, my gosh, is that from your girlfriend, Tsutomu?”
“No,” he says immediately. “Maybe. I don’t know.”
You frown, bumping the red walls of the bucket, and he trails his fingers through the water. Something coppery floods your senses, and you dart over to nuzzle his hand instinctively. In his palm, there’s an angry red mark, oozing little droplets of blood. When you poke it, he winces. 
It tastes weird when you lick it.
“Hey!” He jerks his hand out of the water. “Whoa.”
Where Tsutomu knew he had been pricked by the pin a few minutes ago, there’s no sign of injury, even though the water surrounding you still has a faint tint in places. You watch him with round eyes, and he offers you a smile and a pat on the head. Amazing.
“What did you think, Y/N?” You stick out your tongue.
“Girlfriends suck,” is your opinion. “Pbbbt.”
The wind blows the longer strands of Tsutomu’s straight hair to the side as he stands next to the garden hose, refilling your bucket with fresh water. Above you, the sky is a weak blue, it’s brighter shades concealed by layers of white mist. A lush, slightly overgrown garden is what hides behind the picket fence you can see from the seashore, full of plants that look so familiar to the kelp forests you’re used to, yet so different. The upper lands are so strange. You’re glad Tsutomu’s mom doesn’t keep her garden dry and cut into shrubbery, like some of the houses you saw on the way to his school.
“Who are you?” Tsutomu’s voice is stiff, like his form as he drops you into the now-full bucket of fresh water while you crane your neck to see past his legs.
“Where is she?” Booms a voice you know all too well. It cuts off when he sees you, lips pursed while you try to look as inconspicuous as possible. “Captured by a human boy? Bad, that’s very bad. Give her here—“
“No!” Your friend yelps. “You want to take her? Y/N, I’ll protect you.”
“Protection?” Your father sneers, his hair puffing up threateningly. “I felt her signal for help—very good, by the way, your spellwork is coming along nicely. Give her here, now, I’ll be drying out soon.”
“I don’t care! Y/N wouldn’t do that, we’re friends,” Tsutomu says, casting a glance down at you. You nod, your tongue feeling stuck.
“My daughter would not befriend a human—“
“Y/N loves Tsutomu!” You cry. A light blazes in his eyes at the words, and his posture straightens.
“And I love her!”
“Eh?” Your father looks between the two of you. “That’s nonsense, Brunhilda, you know what humans are like, and what’s a Y/N, anyway?”
“It’s me!” You flip in the air, surging with defiant energy. “It’s my name.”
You choke midsentence as a hand closes around you; the world goes up in bubbles, and all you can hear is Tsutomu screaming your name, over and over.
Over.
And over.
And over.

“Again!” You sigh and twitch your fins lazily, watching with hooded eyes as lines only you can see race across the model mountain, glowing faintly before they settle into the material. The warding spell is clean and simple, requiring no complicated incantations or strange ingredients. However, it needs time to sink in, and when a hermit crab scuttles over the map and right onto your now-invisible lines, the whole thing goes up in a puff of smoke.
“Y/N,” your father says sternly, having given up on Brunhilda some time ago, when you refused to answer to it. “This is meant to be a demonstration for your sisters. These spells require layering, you know, one spell to ward and a secondary spell to, in a way, ward that ward. This creates an effect…”
You say nothing, merely letting a current of water roll you onto your side, your eyes rolling up to stare at the ceiling. You can feel the sympathetic gaze of your father—you know that he didn’t intend for this to happen. He only wanted to save you; he couldn’t have known that Tsutomu wasn’t the threat. You know he worries about you when he thinks you can’t hear him. You hear his every prayer for your mother to come back, to make things right, to help you see things his way. It’s only on the third point that he loses you. You didn’t want things to be this way either.
When you lost Tsutomu, something inside you boiled up and nearly steamed over. You can only remember wanting to go back, to go home to him, desperately trying to rejoin him on land. You love your father, and you only want his understanding. He left behind his humanity for your mother; why can’t you gain it yourself for Tsutomu?
The lid had clamped down on that furiously bubbling emotion, and in response it had gone to sleep, simmering but never fully boiling away. At first, you had been unmotivated even to eat or wake when your sisters did. Four years later, you still miss him: you go about your day to day life just fine, but you lack your childhood verve.
Even now, you can feel yourself slipping into slumber, exhausted by just a few minutes of magic. Your father’s voice and the clamor of your sisters meld into a comforting hum, lulling you further. You barely register the feeling of your father carrying you to your aquarium, the whisper of his goodnight lost on your drowsing mind.
When he was fourteen, Tsutomu’s mother found him in the garden. There was a wet trail leading right off the bluffs, a red bucket lying on its side, and her son, sitting with his knees under his chin and crying his heart out. The garden hose was still on.
She didn’t ask what happened, just turned off the hose and crouched next to him, arm over his shoulders, until he looked up at her with puffy eyes and wordlessly followed her into the house.
Risa had always known that she could be a little sharp with her words, and so she used food to express herself more often when she wanted it to be soft and soothing. She mixed her son some tea, the way she had every time he’d gotten sick when he was little, slid two slices of bread into the toaster, and hoped that the warmth of what she gave him would travel into his heart and help it heal a bit. Tsutomu cried into the toast a little, once it had been lavished with butter and honey, but it was just sniffling and not silent sobs, so she didn’t mind much. Then they sat on the couch and she rubbed his back while old tapes of his very first volleyball games played on the TV.
Tsutomu never told her what had happened that day. He could tell that she was curious, but unwilling to pressure him, and he wasn’t sure how to explain it. She’d always spoken about you in the same manner most adults used to describe the imaginary friends of children, and correcting that assumption seemed beyond the dignity of the man he wanted her to see him as. He knew that she guessed that he’d knocked over the bucket and sent his fish back down into the sea, and it wasn’t an unreasonable explanation. Fourteen year old boys weren’t the most rational creatures, and he could very easily have been sent into a similar kind of spiral had the fish just been a regular goldfish. It wasn’t, though, and he’d never cried so hard over any girl since.
He misses you. Though it doesn’t ache as sharply as it did when the fear of facing off against your father was fresh in his mind, he still thinks of you with a pang of sadness. There had been a sense of belonging with you he knows was more than a fleeting feeling. He hopes you’re happy in the ocean, learning new magic and spending time with your sisters, and once you’re queen of the sea, maybe you’ll come visit him. He’ll show you his cross spike.
“Again!” Shirabu barks, and Tsutomu has no trouble complying. He empties himself of every concern outside of the game and slams down a serve, just outside of the zone he wants it to land in. Without prompting, he picks up another ball and does it again.
Over and over and over.
Electricity was already crackling in the air when he woke up.
Everything felt uncomfortable, like the pressure in the atmosphere would pop and the sky would fall down in flaming pieces around them. It’s gray, like it was the day you went home. You’ve been lingering even longer on his mind than usual, and he just hopes that the knot in his throat will go away if he hits enough perfect shots. It would probably help if his partner for the day weren’t allergic to acknowledging when he does something right.
“Alright, that’s enough,” Shirabu says. Tsutomu makes a face at him and serves one more ball, the sound of it hitting the ground echoing obnoxiously. These days, he and Shirabu are good friends, though they’re still hiding behind the thin veneer of antagonism they’d held for each other in their first years. Being teammates at Shiratorizawa means being bonded for life, after all. There’s no sense in fighting it. The powers that be (also known as Coach Washijō) are as inexorable as fate, after all.
During the school year, Tsutomu lived in the dorms, like most other academy students, but living a mere half hour ride away meant he often visited the school over summers, too. It’s a little bittersweet now to know that each day spent practicing in this gym could be his last; though he has some time before university begins, he’s not sure when graduates are supposed to lose access.
“I drove with my mom,” Tsutomu says, “so I’ll be meeting her at the senior center. You’re coming over to watch the Rockets game later, right?”
“Sure,” Shirabu says, slinging on his backpack. “I have to bring some homework, though, I have too much preliminary coursework already.”
“You asked for it, smartass,” teases his friend.
“That’s gonna be Doctor smartass to you.”
Despite the short walk between the academy and the senior center, Tsutomu is soaked by the time he walks inside. He’s careful when taking off his raincoat and shaking out his umbrella, placing it into the designated stand, stamping his boots on the absorbent mat a few times to be safe. Just past the welcome desk, he can see his mother, pushing rambunctious Mrs. Suzuki down the hall, probably to her daily bingo game, where she’ll fleece the other players just like she’s done every day for years. Mrs. Fukuyo is sitting near the terrace doors, gazing out of the big window at the wet world outside.
“Hello, Tsutomu-chan,” she says, beckoning him to sit down, taking his hand in both of hers. “Or should I say Goshiki? You’re an adult, now, aren’t you?”
“Basically,” he says, lifting his chin. “One more week.”
“Oh, yes, you’re very grown up,” she says. “I remember when you were just starting secondary school. You were a bit skinnier then, and you wouldn’t eat fish.”
Tsutomu flushes.
“A lot can happen in a week,” says Miss Itoh, who often plays Mrs. Suzuki’s partner in crime when she deigns to attend bingo, as she passes by. “You be careful, Tsutomu, with all this weather. It’s bad luck.”
“There’s always weather,” sniffs Mrs. Fukuyo. “And we need the rain.”
“I’ll take care, don’t worry,” Tsutomu says politely. “You do the same, please.”
“Good, good,” Miss Itoh sounds distracted. “Happy birthday. Keep out of the rain, you’ll get sick. And don’t go sailing.”
“Yes, ma’am,” he stands to bow as she leaves the room.
“She’s crazy,” Mrs. Fukuyo sighs, half-joking. “But even a broken clock is right twice a day. You’re a good kid.”
“Thank you,” he says, stiff and awkward, cheeks glowing red.
“Tsutomu, there you are. Sorry to keep you waiting, I’m done now,” his mother lands a hand lightly on his shoulder. “Hello there, Mrs. Fukuyo. Doing well?”
“I am, thank you,” says the elderly woman. “Just telling your son what a strong man he’s grown up to be. He’ll take good care of his mother.”
“I will,” Tsutomu says with conviction. His mother’s pride beams down on him like the sun splitting the clouds.
“Thank you,” his mother says. “The storm rages on; we should probably go.”
“The roads aren’t safe,” says the the woman at the check-in desk as they prepare their rain gear to leave. “You should stay here for the night, Risa.”
Her jaw tightens. “I need to be there if Koichi radios in. We’ll make it just fine, don't you worry.”
On a nondescript day in August, you wake up.
Something tastes different on the current, and you feel almost like you’re regarding the world with new eyes again. You remember, with fierce and reckless abandon, what it is to love.
“Good morning,” you greet your sisters cheerily.
“Good morning!” They echo back, beaming at you. They feel it too, you can tell.
You eat your breakfast with gusto, examine your scales and scrub each until they shine. You kiss every sister you see on top of her red-gold head.
“I want to see Goshiki,” you tell your father, watching as his hair stands on end at the name, bracing yourself so the surprised jolt of power he emits doesn’t knock you down.
“No,” is all he can muster for a moment. “The human world isn’t safe. Look at what happened to you the last time you went up there.”
“I would have been fine because of Tsutomu,” you say, “And I’m even more powerful now than I was.”
“It doesn’t matter,” he snaps back. “They taint everything they touch. You’d have to-to literally, actually become a human to return to the surface. I don’t want them taking you. I don’t want you to get hurt.” You take a deep breath.
“Fine,” you say. “Then I’ll do it myself.”
You exhale with controlled force, closing your eyes and concentrating on the slow beat of cold blood in your veins.
“What are you doing?” Starts your father, nervously, but you don’t hear as you focus intently on the warmth spreading through you.
Pop!
You open your eyes, magic still swirling around you, and beam.
“Feet!” You chirp. “I have feet!” A little more pushing, and—
“Are those legs?” Your father shrieks. “Stop this right now!”
“No,” you say fiercely, and release an explosion of power so potent it rocks you backward. Seconds later, you realize that you’ve blasted a hole in the wall and the barrier ward; seawater rich with plankton rushes through, followed by barracuda with bulging eyes and squirming eels. You have hands, now, and something odd is happening to your scalp. You use one of the new extremities to reach tentatively up and pat your head.
“Hair!” Your sisters, freed from their own bubbles by the commotion, float around you. A shock of hair has sprouted from your scalp like a crop of coral. It tickles your forehead.
“I did it,” you say quietly, breathless. “I’m human.”
You look around for your father, but only see the tail end of him dashing into one of his back rooms, his nervous muttering echoing around the room.
Perhaps if you were human from the beginning, your mother would have taken you to the sea, held your hand as you beheld the glittering waves for the first time, and warned you never to turn your back on the ocean. Alas, you weren’t and she didn’t, so you fall with no resistance forward when a rush of water slams into your back, grinding your face into the floor and sweeping you away while you flail your little hands helplessly.
You’ve only felt so powerless in the water once before. Scrabbling for purchase as you freewheel through the halls of your home, you catch your fingers—there’s still a little rush of joy from it, you made them, you have fingers—on the spokes of a great wheel and cling for dear life. It creaks and turns, and you yelp, your words turning to bubbles that rise and pop against the ceiling, against which the water now reaches. The wheel turns again, and you try to hold your breath (something you’ve never done before) as something in the door clicks. There’s a moment where you think it’ll hold, and then you rock forward a little more, and it swings open. The ocean, eager to fill everything and make it its own, changes its course, and you tumble into the room, eyes widening when you see the enormous cauldron filled with something richly luminous and golden. Even submerged, the scent of the potion is strong, reminiscent of plant rot and blooming flowers, the same perfume that your mother exudes. For a moment, you gain breath, lungs and gills morphed and confused, and then you’re pulled back beneath the surface and pushed right into the pot.
You shut your eyes, the golden glow permeating even through your eyelids, and oddly enough, you can breathe like it’s pure oxygen. You can feel your spell being taken away from you, your limbs becoming fins, and you open your eyes.
I want to be human, you cry. I want to see my love.
The cauldron erupts, pushing you out of it on the top of a geyser. You hear popping noises and try to stand, looking down to see several of your sisters caught up in the fount of bubbling-over magic, thrashing joyfully as they try to wave at you with suddenly huge fins. 
You wave back, and gasp involuntarily when you see your own hand. Five fingers, covered with soft skin, veins carrying warm blood and strong bones beneath it. Your sisters may have grown far more in the span of the last few seconds, but you’ve reached an entirely unfamiliar size and shape yourself. You stretch your legs, examining your toes, the way your dress—the same color as your scales and a little iridescent, just like they were—flows around you, and beam at your sisters.
Thank you, Mother. You bow your head quickly in short prayer.
“Let’s go see Tsutomu!” You call out, and your sisters leap in answer. The surface world is so different through the eyes of a human. Your head is turned constantly to the shore as you race on the bubbling foam towards the highest hill you can see, a speck of yellow and red on top of it growing closer with every step. Lights turn on and off in the windows of homes, a thousand little fireflies glowing smaller in the distance. Trees, shivering and shaking in the wind, make up the landscape, shaping it into something that looks almost soft from so far above.
The broad panorama isn’t without more minor detail, though: with some fascination, you see two glowing eyes staring at you from along the road. Their owner steps out of the shadows—a furry creature with pointy ears and a tail and a sleek white coat of fur. Another cat follows him into the light, this one black and her eyes shiny green, unlike the first’s calm blue. The white cat rubs his cheek along the other’s, winding around her while she stands stock-still. Quick as a minnow, the black cat swipes at him, but the white cat darts away, checking over its shoulder to see if she’ll follow. You beam broadly and speed up, eager to situate yourself in this strange and exciting new world Tsutomu comes from.
Tsutomu can’t remember a time his mother’s spent the night away from home. Every night, without fail, if she knows that his dad will be in the harbor, she sits at home and waits for him, beaming their signal in start-stop patterns, having whole conversations with him in flashes when the radio reception isn’t to be used. It’s not often he’s away from home, either; it makes him uneasy to be away from the open sea. A closed horizon is a strange sight to him, like being a bug trapped in a bowl.
His parents’ commitment to each other has shaped him, something he’s always known. In sickness and in health, they swore to each other, and they kept it. For better or for worse.
His mother certainly seems intent on plowing through the worst to get to his father, now, the rain hitting their windshield in sheets and the water sloshing around their tires. Tsutomu doesn’t protest at all, just hangs on to the grab handle and stares out at the behemoth waves.
A flash of red shines in the corner of his eye. He sucks in a sharp breath, twisting fully around. He squints, trying to make out shapes through the rain.
“Get back in your seat,” his mother blindly swats at him with one hand, eyes focused on the road. “You’re throwing off the weight distribution.”
Tsutomu ignores her, white knuckling the cushions of the car as he watches you, dancing in the rain, running with the waves. You duck and weave, your dress red against the cold, gray sea.
“There’s a girl in the water!”
“What? Where?”
His mouth lies, but his heart knows the truth, knew it as soon as he saw you.
“There,” he points, but you pull ahead of them, and then there’s nothing but lightning flashing in the distance. “Never mind. Never mind. We just—we just need to go home, sorry.”
“Right you are,” his mother says, and drives the gas pedal into the floor.
Tsutomu is a shipwreck. Tossed around on the waves of his thoughts, he finds himself cresting and falling, one emotion followed immediately by another. It can’t be you. It is you. Tsutomu doesn’t care what you are, just that he can see you again. He wonders if this is what drowning feels like.
Their wipers battle to slough off the buckets pouring from the sky, and Tsutomu’s heart drops to his soles when a smudge of red reveals itself just to be his old bucket, hanging off the fence. His mom parks and he tries to regulate his breathing, unbuckling his seatbelt and getting out of the car on shaky legs.
“Is that…” His mother says, trailing off, and his head snaps up, the car blocking him from whatever she sees.
He walks around, trying desperately not to break into a run, trying not to get his hopes up.
Barely audible over the sound of storming, the pat-pat-pat of rapid footsteps is his only warning before—
You crash into Tsutomu, both faces scrunching up from the impact, both losing your footing on the wet pavement and falling further into each other. He knows it’s you even with his eyes closed. He would know you in every world and the next; he would know you from the beat of your heart and the touch of your skin and the way he loves you, loves you, loves you.
For a moment, before you hit the ground, you feel like you’re flying with him.
You spill together onto the driveway like an egg cracked into a pan, still holding each other in a bone-crushing embrace. You inhale his scent deeply and nuzzle into his wet-rain-jacket shoulder, and he cracks his eyes open, afraid you’ll disappear when he comes back to reality.
Tsutomu says your name quietly, on tenterhooks, almost all the breath in his body taken out of him.
You lift your head and say his louder, eyes wide and bright and wet. He can’t stop his tears from welling up, but he can blame them on the rain.
You kiss his cheeks where the salt might dry, one then the other, soft as the breeze. Tsutomu can still feel your smile, unfading. The sky turns gold around you.
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aquaquadrant · 1 year
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Hiii question!!!
What would the hels be for each member of the soup group, and what part of the original players do they represent?
I remember we know Pearl's already, but I forgot her name and what trait she is. I think it was something about 5 am Pearl with less chill?
Impulse.. I don't think we've met his yet? My guess just knowing Impulse probably has something to do with pettiness and also untrustworthiness (3rd life)?
And Gem! This is who I was really asking about but I decided to add the rest of the soup group in because why not :) My guess is that it has something relating to Geminislay? I would also assume based on 4+ years of watching her that her hels counterpart would likely being very sarcastic and have very dry humour. Like the rare times Gem pulls the sassy card are always hilarious and I think that hels!Gem should get to speak like that all the time :)
Also would you be okay with me taking this au/universe and writing some of my own stuff using different characters? As of right now I don't think I'll actually post it anywhere, but I have a lot of silly ideas mainly regarding the soup group and empires crew, but since this is you and Lunar's au I wanted to ask first before actually going anywhere with them <3
oooooo ok so first off, absolutely. while i’ve done a lot of worldbuilding for the HTP au, i def don’t own the concept of hels or helsmits- that was a gift bestowed to the fandom by welsknight and my interpretations are just one of many. all i can claim to really own are my original versions of the helsmits, who again, are one of many, and my storyline. so i’ve got no prob w you doing your own thing, and if i did, that’d be pretty unreasonable of me imo.
BUT YES, soup group. so we’ve actually met both pearl and impulse’s hels so far in ‘from eden,’ though only very very briefly. pearl’s hels is opalescentmoth, a giant monstrous moth hybrid who lives in a cave and eats players that come across her. she’s huge and has big fuzzy wings and antennae and multiple arms and massive compound eyes. her defining traits would be unhinged-ness (??? however you’d say it) and silliness. so yup, basically 5 am pearl all the time, but now she’s a man-eating monster.
impulse’s hels was introduced more subtly via a chat convo as instinctEV, atlas’s rival in the redstone business. he’s a demon like impulse is in this au, but with all his demon attributes cranked up to 11. big scary boi. horns, fangs, glowing eyes, forked tongue, forked tail, maybe even some kinda freaky demon legs, the works. but one of instinct’s defining traits is insincerity, so he sorta throws ppl off with his supposedly kind demeanor. in reality he’s more preoccupied with his other defining trait, hyper-efficiency, and only cares about other players so long as he can use them.
now, neither gem nor her hels have showed up in the au so far and probably never will. i do have a vague concept for her tho. i’ve always pictured gem as some variation of deer hybrid, whether it’s just an elf with antlers, a faun, or full-on cervitaur. so her hels is capricornslay, a unicorn hybrid (yes i know the actual capricorn sign is a goat, don’t come for me). i haven’t nailed down her traits, mind you, just the Aesthetic. she’s a centaur with a horn, and she’s like the old-fashioned unicorns on medieval tapestries and the side of vans, all delicate with the cloven hooves and lion-like tail. big ‘the last unicorn’ vibes. but her deceptive beauty and gentleness belies a hidden viciousness. she portrays the dark side of the forest, like that creepy old bog and mossy decay vibe, while gem portrays the light side of the forest, the cheer and vibrancy and life. cottagecore and dark cottagecore, u know the vibes.
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Fanfic asks 5 & 20!
Ty so much for the ask!
5. Which WIP is first on your list to complete this year? Will you post a snippet?
I am DETERMINED to finish at least one entry into the 2024 Brio Fic Week. Idk what suddenly happened where my brain no longer can make Brio kiss and instead is just rotting on Animal Crossing Happy Home Paradise, but here I am, designing adorable cottages every day instead of smut writing. 😂
I have a good start though, I swear. It’s gonna happen. If I have to take a PTO day off work and make it happen, this fic is happening.
A Raw Snippet (I haven’t read through yet so this may change, but this is kinda the general feel I was hoping for):
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20. Any plans to work on original fiction this year?
I don’t think this will ever happen. Original fiction is hard because you have the task of worldbuilding and characterization from scratch, which requires so much skill to do well. For me specifically, I also would need to feel some sort of passion or attachment to original characters to feel moved enough to invest the hours and hours it would take to create all this from scratch. And idk if I have it in me right now. Creating chemistry is difficult, as we know. Because as consumers of media we know that we don’t always feel that chemistry from fictional characters. So it’s kinda like all these stars have to align for the magic to happen. I suppose there are fictional genres other than romance, but pfffft, who wants to write that? 😂
But also listen, I am TELLING y’all, the GG fandom writers are so far ahead of the traditional romance authorship currently monetizing the most lazy and cliched trope, it isn’t even a competition. Maybe I’m biased because I especially love the Brio chemistry and I love reading original takes on what it looks like, I am yet to find a published work that executes the way you all do. There is so much self doubt in fic writing. But please believe me, if Colleen Linear-Storytelling Hoover can hoover in those bucks, the masterpieces we have gracing our AO3 fandom tag would have no trouble. The world-building, the use of character-affirming symbolism, the subtle exploration of the personal psyches and an unlikely kinship between two damaged, guarded people… We HAVE all that. Our trope is tailored. It’s sprinkled with believable, in-character pieces of structure that make it something unique and beautiful. Our “stuck in an elevator,” or our “high school dating AU,” or our “jealous of new love interest who won’t work out anyway,” is so much more immersive and visual than all these romances I keep trying to tolerate but can’t take seriously because those authors aren’t you guys. Fic has absolutely ruined me.
New Year Fic Asks
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mehoymalloy · 14 days
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I’ve been thinking about sending you an anon for awhile! I wanted to say that when I first say your Otohan/Imogen fics i was really confused on why- but then one night I was bored so I began reading them and absolutely fell in love with your writing. The way you write Otohan to begin with and the relationship you’ve conjured up is kind of insane in a really good way. I don’t know what I was expecting, but I’m very happy I gave a ship I was very against a shot because you are very incredible.
I’m looking forward to more information on the judicator au! I know you’re working on it with someone else (I’m pretty sure I remember seeing that) so I wish you both the best with it. And cant wait for any updates you have on… like… anything. (No but seriously I really am stoked for the judicator au anything you say about it I will eat up like someone starved in the desert please feel free to share more- :) if you want to ofc)
Wow, talk about making my morning (day, week, month, year)! I honestly cannot thank you enough for not only giving my writing and this ship a chance, but also taking the time to send me such a kind and wonderful message to let me know. Messages like this seriously mean the world to me, so genuinely, thank you so much.
The one thing about planning a fic in full like this before publishing it is that every snippet I could share feels like a spoiler. So instead, please accept these random scraps of worldbuilding details and tidbits!
First and foremost, I truly would not be writing this AU without @inomakani. She encouraged me to go wild in our DMs talking about it, helped me solidify a lot of the plot details, and offered her own ideas whenever I got stuck deep-diving into the nitty gritty details (as I so often do). For example, she helped conceptualize Imogen's pseudo-permanent dorm room with a very cool and cozy layout. Here's just a tiny piece of the amazing floorplan she made that she'll likely post in full when the fic is published.
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To further emphasize how awesome this whole project of hers was (because she really did plan ALL of Imogen's room; I simply gave the final 'ok'), here's my far simpler layout of the Aydinlan Seminary's campus:
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Furthermore, Ino has contributed immensely to the wider worldbuilding (something she truly excels at). As a sort of silly but no less brilliant example, here's one of the cantrips she came up with for the in-universe encyclopedia of kink, Mistress' Magical Manual of Kink (mentioned in this snippet of how Imogen finds the book to begin with):
Conceptus Interruptus Level:: Cantrip Casting Time:: 1 Action Range/Area:: Touch Components:: S Duration:: 7 days School:: Abjuration Attack/Save:: CON Save Source:: Apocryphal Reproduced In:: Maya's Magic, Maladies, and Medicine Reproduced In:: Mistress' Magical Manual of Kink Reproduced In:: Wizard Sex-Ed at the Aydinlan Seminary A spell seemingly as old as time itself, this cantrip has no confirmed source. Rumors abound that it originated in the days before the calamity in the once-great city of Aeor, but nearly as many claim it came from the earliest days of the plane-hopping elven city of Syngorn. Considered to be a crucial part of any sex-education course, it is taught to magic practitioners as a matter of practice. Similarly, magical items with the spell cast on them can be found in most self-respecting magic shops. The spell subtly changes the recipient's physiology to destroy gametes in the body for the duration of the spell. This makes it an effective form of period protection as well, though this was not discovered until the sexual health work done by Maya Ayad in Maya's Magic, Maladies, and Medicine. The spell may be dismissed by the caster at any time, but gametes must subsequently be regenerated by the body, which may take up to a month.
I would also absolutely be remiss if I didn't give Imogen glasses in the "Imogen is a Huge Nerd AU" (they're round, bronze-colored, and wire-framed, attached to a matching chain she wears around her neck because the bridge is just a little too wide and frequently slips down her nose; Professor Kai gave her his old pair when her and Liliana first arrived at the Seminary, and at this point it's a sentimental quirk Imogen can't bring herself to fix). The frames and temples are etched with teeny glyphs that provide Darkvision as well as the ability to magnify (and yes, please imagine that Imogen's eyeballs appear comically large when that spell is activated lol).
And finally, while I can't share much about Otohan themself and all the theorizing we've done on judicators in general, I can share this little detail about one of the more passive abilities they have, since it's mentioned in the opening of the fic.
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Again, thanks so much for sending me such a kind message! I hope this absolute overload of random headcanons can feed you while we work on the main course!
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minecraftbookshelf · 9 months
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What’s the situation with hostile mobs in the marriage of the state AU? I assume the answer is different for night mobs and Illagers/witches, based on what you’ve mentioned before?
So, if nighttime mobs do exist, do they come from somewhere? Or do they just form out of death smoke like they do in the game? Slime is an important codland export, so are slimes different?
And Illagers are probably just another race right? Or is it more of a culture thing? Are villagers also a race distinct from humans? How do the codfolk/mythland interact with the swamp witches, who you mentioned before do exist?
Also this isn’t really related to the main question but I don’t want to make a separate ask; are gems antlers from elven or deer-hybrid ancestry? (Are elves just deer-hybrid fae?)
Wow that’s a lot of questions, your Worldbuilding is really good btw. (And your writing too)
It's low-key kind of scary how you you're batting...three for three? i think? on asking exactly the thing I really want to talk about XD
You would be correct, most of the night mobs are basically wildlife, if incredibly hostile wildlife. Creepers and spiders and such. (Though spiders are sometimes less hostile and more just, doin their own thing and mindin their own business.)
Skeletons and zombies are also not sentient (anymore) and are basically considered large, dangerous pests. Like if cockroaches were human sized and out to ruin your day, specifically. (I'm not sure of their exact origins yet, because I haven't quite decided how I'm adapting my base mcyt mythology for this au)
Spiders are just like real world small spiders as far as "where they come from". Creepers and Slimes are actually similar in origin, n that they are sort of a magical manifestation of an environment. They both kind of...grow? Out of the land. Slimes are a bit pickier about where they grow from.
Slimes can also be farmed (As in livestock, not in the minecraft sense) which they are in the Swamp, where they also grow at a higher rate. They can be fed algae to encourage them to grow, and then split to make smaller slimes, which can be grown in turn.
Creepers just...separate themselves from the land and wander around after dark. Unless they encounter something that causes them to explode. They're generally considered to have about equivalent intelligence of dogs, as far as anyone can tell, and don't seem to be sentient.
Illagers/Villagers are just human/human+. Villagers are usually interpreted as citizens of relevant empires (see, smajor's elves and ldshadowlady's...pastel fish people) while Illagers are a specific culture, mostly based out of the mountains. (This is mostly because I just associate them with mountains because that's where I somehow encounter most of the Pillager Towers I find while playing minecraft.) They are primarily nomadic but do have bases (said towers) and most of them consider the Crystal Cliffs to be their homeland, as much as they have one.
Witches are also humans/hybrids and its a set of abilities and skills and not a species. the Swamp Witches are a specific group who live deep in The Swamp and mainly are fairly isolated, through they do provide council and aid to the other Swamp Dwellers, particularly during the Occupied years, which was when they separated from the majority of the population and went into hiding, when they were targeted by the invaders. The other Swamp Dwellers tend to regard them with cautious respect.
There are also wandering witches, who tend to travel around and either help or harm (based off personal inclination) as they go. Pix is on decently good terms with about half of them, with the other half it is on sight. (Mostly on the part of the witches)
Most Witches do not exist on good terms with Mythland, even a few hundred years down the line. Tensions remain.
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As for Gem's antlers...
:)
So elves are not deer hybrids (or owl hybrids) despite sharing a few physical traits. (and the fae of the Overgrown are not hybrids either, despite frequent resemblances to butterflies and/or cats)
The primary differences are instincts. Fae and fae adjacent people tend to have some physical traits of different animal species, but they aren't actually from the species if that makes any sense. They don't have the animalistic instincts and tendencies any more than they have the human ones, despite resemblances both ways.
Hybrids are actually human+, as I referred to them earlier in this post. All hybrid species started out as humans. They're ultimately the result of the environmental magic of the world (and sometimes meddling from gods and spirits and such). They will have some combination of physical traits and instincts from their additive animal species, to go along with their human ones. They will also have human lifespans and developmental cycles, with a few minor variations here and there.
(But Rain, you say, you made a whole post about Seafolk and their life cycles and development and how its different from humans? Yes because the Seafolk aren't entirely hybrids either. The Deep Oceans have their own variations of fae folk and there was much more intermarriage and cultural crossover there than on Land. But that's another post altogether.)
As for Gem in specific...All I'll say for now is that
A) There is some extant xenophobia against fae races in a lot of majority human kingdoms and half-elven and elvish-descendant individuals often struggle.
B) Gem insisted stoutly her entire childhood that her antlers are because she's a deer hybrid.
C) Deer hybrids have tails.
D) Gem does not have a tail.
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zukkacore · 9 months
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I’m not opposed to the fanfic-to-romance-writer pipeline in principle bc there is literally nothing wrong with fanfic as an avenue for creativity and expression and practice and I don’t think it’s a lesser version of writing, and literally everyone is inspired by something and that’s ok for it to carry over into your original work, but what does bother me is that they are different mediums with different strengths & do different things for their audience & it is really tiresome to act like you can transpose the conventions of one medium to another with no legwork to learn the new thing and expect it to successful. You can’t just write a screenplay and expect it to translate well to a Broadway musical without learning the new medium. I think fanfic-to-book writing is the same way. Of all the “this feels like fanfic” insights you could have about a book, from it being light on worldbuilding and heavy on character interaction, to there being some self insert or wish fulfillment aspects in the protagonist, to a juvenile or conversational tone in the writing style, to the story having some clear derivative influence, I think the worst sin the fanfic-to-romance-writer pipeline has birthed is these books that are really sparse on explaining the connection between the romantic leads or really delving into what makes them work & instead rely on a presupposed & preconceived knowledge of its fanfic inspiration in order to be enjoyable at all. This is what I mean when I say fanfiction is great for what it is, but it is a medium that does not demand a lot of legwork in terms of worldbuilding (unless it’s very explicitly an AU) & allows you to presuppose a lot & also IS FREE. Whereas w/ a book I am paying my hard earned coin, so coming w/ a recommended prerequisite source material sucks ass. I can get behind a book that is clearly derivative of the author’s long time fandom interest but using that inspiration to craft its own story, but what I’ve grown tired of is the growing number of books that are coasting off intertextuality & nothing more.
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shukakumoodboard · 5 months
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anon i hope you are able to find this because you asked my original blog and i’m trying to stealthily migrate so my irls can't find me dkgjhfkjl
answers below the cut <3
would you like some fandomy thoughts?
1. list 3 positive things about your current fandom(s) [which ofc im answering for gaalee]
the discord i'm in for it is the highlight of my day and forms approximately 65% of my social life! who knew you could hyperfixate on some gay ninjas and as a result, end up visiting people irl and getting christmas cards and making incredible friends all over the world? pretty sure i have standing invites to homes in at least 3 different countries rn. incredible
fic quality is fuckin'. superior. and i'm not saying that because i write, i'm saying that as a reader. it's a smallish fandom and yet there's folks who can write full-length novels like @sagemoderocklee and @the-moss-project, people who can write every possible trope and au greyson's georg @ghoste-catte and @urieskooki and so many others i couldn't list them all. it's beyond obvious that the authors who write the gaalees are SO passionate about them. writers i lov you evryday
seguing from that into art!?!? pleas i have a dragon hoard of fanart only for my fics and there's over 100 pieces. A HUNDRED ARE TIOYU GIKISDINDIGME. giving u all a kissy rn. also the way i can get on discord and get immediately smacked in the face with bespoke paneenis liike every day help. gheelpp don't look at me. i will save my money and commission every one of u if its the last htign i do
2. a headcanon you weren’t sure about at first but have come to like!
oho! ready for this one? i was initially not super on board with hairy!lee. what was i on actually. me, a Wrong, and now i will purposefully include it in every fic as a sign of penance for my sins
3. answered!
4. say something nice about a ship you don’t ship (it can be another ship in your fandom, a mutual’s OTP, etc)
those who know me know that i strictly see leesaku as a brOTP, like those dudes are buddies to me. but that being said, i think leesaku as a romantic pairing is far healthier for sakura than her canon partner. lee is capable of so much love and forgiveness and they do parallel each other so much as the like... "underdog"/non-gifted member of their respective teams. she deserves love and support and understanding and lee would be genuinely ideal for it.
5. something you see in fics a lot and love
sunans (and team gai) being multilingual. oml one of my fave headcanons. you cannot tell me these different countries with different isolated villages are all casually speaking the same language when in big chunks of nart they didn't even like. get along properly. i loooove the concept of a shinobi common tongue and regional languages. further on that same thing, given team gai is pretty chinese-coded, i think it makes sense that they'd also be speaking another langauge, whether taught by gai or just because of their own independent histories or whatever. @sagemoderocklee has some truly stunning worldbuilding and it where i got my love for this hc from <3
6. something you see in art a lot and love
h-h-h-hHEIGHT DIFFERENCEEEEEEE
ok joking aside i refuse to believe gaara made it past like 5'3" that man did not sleep for his whole adolescence. conversely lee was probably on the Optimum Macros and that healthy eating would 100% contribute to maximum height gains etc. that man deserves to be 6 feet tall, that's my opinion and im right
thank you so much for the opportunity to gush about my blorbos <3
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artbyblastweave · 1 year
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So for Christmas (Merry Christmas) I got this self-published anthology of superhero vs zombies short stories (helpfully titled Superheroes vs Zombies. Possibly the other way around, I don’t have it in front of me.) For the most part it wasn’t good. I mainly wanted to see why it wouldn’t be good. If you want, like, a competent and involved examination of Superheroes vs Zombies, one where editors got involved, Ex-Heroes is right there.
That said. One of the two (count em, two) actually good stories concerned a former supervillain with a Valefor-type powerset defending the town he retired to from a zombie outbreak- by mind-jacking eight or nine local toughs into forming a competent, fearless firing line instead of running for the hills. A Khepri light situation. The other one concerned a trio of battered street-level heroes attempting to defend a refugee convoy from an infected teleporter who keeps dropping mobs of zombies on them whenever they have to stop the convoy.
I mean, not high art! But they’re both solid short-piece concepts, zombie stories that you basically couldn’t tell without involving superheroes. And they both illustrate one of the core difficulties of trying to write a Superhero Vs. Zombie piece, which I’ve discussed before; half the fun of pitting superheroes against zombies, conceptually, is that you’re swinging a necrotic bat at a setting where the precedent is that the heroes always save the day, and then.... very much not having that happen. And then you run into the difficulty of actually establishing that precedent within the story proper, establishing a classic cape setting just to annihilate it, and if you do a remotely good job of it, you end up thinking to yourself, “Jeez, what a waste of a cape setting.” 
These two stories mostly dodged this problem by being hyperspecific vignettes that imply a larger (dare I say Wormlike) cape setting but don’t do a ton to flesh it out beyond the immediate situation. The way Ex-Heroes dodged it was by having the superhero setting get cut off at the knees by the zombie apocalypse, a setting that could have ballooned to the scale of Marvel or DC smothered in its crib (while the cast is still manageable.) And the third thing you can do is just do a zombie elseworld with an established setting. This is what most of them do.
So, if I was gonna do an original superhero zombie thing, I think step one is that I’d make it a book of loosely interconnected vignettes, like World War Z, or like this book if all the stories were good instead of just two of them, and I think that would allow me to bridge the worldbuilding gap, mostly focusing on extremely specific situations but clearly implying the skeleton of the larger, “classical” superhero setting. I think step two is that instead of writing original fiction, someone should just write a bunch of fanfiction vignettes about the Worm setting undergoing a zombie apocalypse. That’s right, this was a Worm post the entire time. Specifically we should cajole @crazydreamercycle into doing this. He writes good fucked-up OC parahumans vignettes. Or Foxtail-Lavender (not sure what her name is on here) because she actually did write that one Vista-centric zombie AU, Waif. 
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masterghandalf · 1 year
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Embers by Vathara: A Too-Long Review
Embers is one of the most famous – perhaps the most famous – fanfics in the entire Avatar: The Last Airbender fandom. It’s also one of the most controversial, prone to creating very strong, very polarized opinions among its readers. The fic’s fans call it an incredible piece of worldbuilding that turns aspects of the original show on its head and enriches others with a darker, more morally complex plotline and sophisticated themes. Detractors call it blatant Fire Nation propaganda that worships at Zuko’s feet and demonizes everyone who ever slightly disagreed with him. The fact that both sides of the debate can get very… heated, to put it mildly, only furthers the controversy. At the risk of igniting old flame wars (pun very much intended😉) I thought I’d step in and offer my own thoughts on things. In brief, I think there’s a lot of positive things to be said about Embers, and I can see why it has the fandom it does… but at the same time, for a number of I reasons, some major, some nitpicky, I personally cannot bring myself to embrace it. Let’s take a look behind the cut to talk about why!
What is Embers?
First off… what’s this about, anyway? Embers is an Avatar: The Last Airbender AU fic, diverging from canon early in Book Two, written by Vathara (a rather famous fanfic writer active in multiple fandoms, and IIRC has also published original fiction under her own name) from 2009-2014. Its basic premise involves Zuko, while on the run with Iroh in the Earth Kingdom, rediscovering, based on things his mother had taught him, a lost firebending technique- fire-healing. From there it snowballs massively as Zuko gets caught up in spirit shenanigans, becomes a yaoren (two-element bender) who can also bend water, wrestles with his own legacy, and ultimately explores finds himself caught up in an ancient struggle involving spirits and dragons with more at stake than anyone has realized. The story begins in a one-shot, “Theft Absolute,” and then continues in Embers proper, and it is long – 91 chapters (not counting “Theft Absolute”) and more than 700,000 words even discounting author notes, making it longer than the entirety of The Lord of the Rings (even if you include The Hobbit too), longer than freaking War and Peace, and roughly comparable to all three volumes of Brandon Sanderson’s original Mistborn trilogy together. Woof. In other words, there’s a lot to dig into here. Though the fic itself (at least the FF.net version) does not internally divide itself in any way other than chapters, its TVTropes page splits it up into twelve discrete story arcs, which I may bring up occasionally for ease of reference. Anyway, the sheer size and complexity of the fic means there’s a lot to discuss, so with the basic intro out of the way, let’s get to it.
What’s Good About Embers?
Before we begin, I’d like to say that while my ultimate feelings about the fic are largely negative, I can absolutely see why it got popular and why its fandom has generally been so devoted to it (and since I will be talking about a lot of negative things, I did want to go ahead and put this part first, to make it clear that I do have aspects I like, and the things I don’t like should be understood in that context). For one, it’s very long, very detailed, and as of 2014 it’s complete. As a fic writer myself who has written some very long fics (none this long, though!) I have an inkling of how difficult a feat this is to pull off and can absolutely salute Vathara for the achievement. As for the writing itself, I wouldn’t call Vathara a great wordsmith, but she is, generally speaking, a solid one, with prose that feels professional-novel-quality; considering what a lot of fic (especially from a fandom that skews young, particularly at the time of the show’s original airing and the time Embers got started) is like, that’s yet another breath of fresh air. While I have some issues with the plot itself (more on that later) it nonetheless has a clear plot, one with lots of moving parts, and pulls it together generally well. In short, as a literary achievement Embers is already head-and-shoulders above a lot of fic, and not a few published novels. It also uses a lot of tropes and plot points that have a lot of appeal in the fandom. Zuko is the hero! Multi-element benders who aren’t the Avatar! Fire healing! Zuko is the reincarnation of an important historical figure! Aang’s Fire Nation friend Kuzon is an important historical figure! Ty Lee is a secret airbender! Koh the Face-Stealer is the big bad and was all along! Spirit stuff! Dragons! Any of these are things the Avatar fandom tends to eat up; Embers has all of them. At the same time, it also avoids a lot of the common pitfalls; in particular, it mostly doesn’t focus on issues of romance at all and thus neatly sidesteps the fandom’s infamous shipping wars, which is both rare and a relief, especially for a Zuko-centric story. It also has a lot of worldbuilding of Vathara’s own devising that’s extremely complex and detailed; said worldbuilding is controversial, and I can say I’m one it doesn’t really work for (again, more on that later) but there clearly was a lot of effort put into it, Vathara did her homework, and if you do like it, it’s one of the fic’s major selling points. She also includes a number of OCs from various walks of life that offer different perspectives and flesh things out more. And, of course, deconstruction fics that seek to problematize the canon and/or offer darker, more “mature” takes on the source material are always going to have a following in any fandom. Regardless of what you think, it makes you think (as the fact that I felt compelled to write this review, something I don’t normally do, should attest… I certainly wouldn’t put this level of thought and effort into a fic I just thought was bad). In short, I can absolutely respect Embers as a piece of writing and as a rare achievement in fandom, and I can also see a lot of reasons why it has the appeal it does for people.
But in the end, the story doesn’t work for me. Some of the reasons why are obvious; some are more subtle; some are more nitpicky issues of personal taste. But I’d like to take a while to discuss why, despite everything I do think there is to like or appreciate about the fic, it rubs me the wrong way. First off, I think it’s best before anything else to discuss the lion-turtle in the room.
Is Embers Fire Nation Apologism?
This is perhaps the most common accusation levelled at the fic by its detractors; that Vathara loves the Fire Nation, presents them as being in the right and the war as justified and everyone who opposes them as being evil. In fact, Embers’s tropes page used to (it’s since been removed) compare the fic directly to The Last Ringbearer, an (in)famous LotR fic (actually a published novel in Russian, its original language, but a free fanfic in English) that flipped the tale’s original morality, presenting the elves and wizards as evil, Gondor and Rohan as their dupes, and Mordor and Umbar as innocent victims of bigoted imperialism. The fic’s fans, meanwhile, says that this is a surface-level reading that completely misses the story’s nuances and ignores its actual messages. So, what’s my take? Is Embers pro-Fire Nation apologism? My answer is… no. And also, yes. Let me explain.
First off, the fic’s reputation as Fire Nation apologism has undeniably been exaggerated by its hatedom. It presents the Hundred-Year War as being wrong. The genocide of the Air Nomads was wrong. Characters like Ozai and Azula (and, posthumously, Sozin and Zhao) who were villainous in canon remain villainous in Embers. Stopping the War and overthrowing Ozai remains a goal of all sympathetic characters in the story. That Last Ringbearer comparison is, I think, unfair (and, honestly, regardless of my issues with Embers, I think it’s a superior work to Last Ringbearer in every way… but that’s beyond the scope of this review). Vathara does not try to paint Hundred Year War-era Fire Nation as being in the right or “the real good guys.”
But. But.
Embers doesn’t try to paint the Fire Nation under Ozai as heroic, true enough. What Embers does do, however, is prioritize Fire Nation POVs and Fire Nation concerns. You might argue that this is a natural side-effect of the fic’s POV centering on Zuko, but I think it goes beyond that. Cultural clash is a major theme in the fic, and this is where a lot of Vathara’s worldbuilding goes is in exploring the worldviews and practices of the four nations in much more depth than the show does (more on that in the next section). But practically any time a Fire Nation character gets into an argument with a person from another nation, the Fire Nation character’s POV gets prioritized and they’re the one the narrative wants us to side with. Characters are frequently lambasted for not understanding the Fire Nation and Fire Nation values, and if they don’t that’s their fault, but the reverse is almost never true, with almost any conflict presenting the Fire Nation character as being in the right. The Fire Nation are literally descended from dragons, it’s eventually revealed (all Fire Nationals seem to have a little dragon ancestry; a few have a lot of it); none of the other nations have anything like this going on. Fire is consistently treated as a “special” element unlike any of the others, and firebenders get to do things like keep volcanoes from erupting to protect everyone else in the world and no other nation has anything comparable going on; we also get a lot of info on how unique the Fire Nation ecology is and the specialized management it requires. The war is mostly understood through the lens of how it affects the Fire Nation, with a lot more time given to how it’s warped Fire Nation culture than the harm they’ve done to the rest of the world (indeed, a big deal is made at various points about how once the Fire Nation conquers territory, they view it as just another part of the Fire Nation and its people as their people, to be treated as such, and those who don’t follow that ideal are presented as aberrations, which is… not how empires actually work). And so on.
But the biggest issue… Kyoshi. Embershas a really weird take on Kyoshi and her role in the Fire Nation’s history that hangs over the entire fic, and not in a good way. See, in Embers-verse the Fire Nation in Kyoshi’s time was a bunch of independent islands ruled by feudal lords (who fought each other all the time but apparently never tried to take more territory than they could control or unify the islands because they knew they couldn’t hold it, because that’s clearly how aggressive warlords think *rolls eyes*). But the Earth Kingdom was attacked by Fire Nation pirates, and none of the local “Great Names” could stop them because hey, the pirates weren’t their subjects. So Kyoshi committed genocide on half the Fire Nation and forced the survivors to swear allegiance to the Fire Lord, and in Embers if you swear loyalty to a firebender, you can’t break it without dying or nearly dying (more on that when we get to the worldbuilding). So, yeah, the political structure of the Fire Nation is presented as being an unnatural imposition and it’s all the Avatar’s fault, with the war being a direct consequence of this. Yeesh. This backstory ends up pervading the Fire Nation’s characterization, providing justification for why no firebender will ever trust the Avatar and why they’re convinced the other nations want to wipe them out and will if the war turns against them or if they try to make peace. It doesn’t justify the war… but it is used to present the imperialist conquerors as victims themselves, doing something they’d never have done if an outside force hadn’t mauled them and rearranged their political system first (all that pent up aggression they used to work out fighting each other had to go somewhere, apparently…). And that… really makes me uncomfortable, not least because of how it takes the onus for starting the conflict off the Fire Nation and puts it on someone else (not the only way the fic does this, as Ozai ends up overshadowed by the real villains too) while also creating a scenario where it feels like the world revolves around the Fire Nation and the Fire Nation’s issues, with the rest of the world as supporting players. In short, while it doesn’t try to justify the Fire Nation’s actions in the present, it goes to great length to make sure those actions are understandable and Fire Nation voices and Fire Nation concerns are prioritized by the narrative while those of other nations are generally marginalized.
 It gets especially obvious when you see the treatment Vathara gives the other nations. So, let’s take a look at the fic’s worldbuilding in general.
The Worldbuilding of Embers
One of the most talked about aspects of Embers is its worldbuilding; Vathara takes what’s established in canon and adds a lot of detail and complexity to it. Like most aspects of the fic, however, said worldbuilding can be very controversial; fans love how detailed it is and how it reframes their understanding of canon, while critics tend to think it doesn’t fit well with what canon establishes about the world. Personally, I tend to fall into “the worldbuilding is really interesting and compelling, but I’d like it a lot better if it was an original setting rather than trying to shoehorn it into the Avatar world,” but there are a few cases where I do think it has very profound issues of its own. So, let’s dig into it, shall we?
Bending: I’m going to address Vathara’s take on bending first, because it influences almost everything else she does with the setting. Bending in Embers works quite differently from how it does in canon. Most obviously, not only does every element have its own sub-school of healing (instead of just water), but every element has mind control powers of a different sort. Yes, really. I’ll discuss each of them in turn as I get to each nation specifically, but in general for a fic that prides itself on realistic consequences for actions and well-researched worldbuilding it's a rather... striking choice to throw in “but literal mind control” as an explanation for peoples’ actions. Also, benders (and non-benders, to a lesser degree) are often depicted as being under their element’s direct influence much more obviously than in canon, to the extent that it’s treated as genuinely surprising when someone does something opposed to their element’s philosophy; despite the work Vathara does to flesh out her various cultures, this ends up making them feel rather “planet of hats-y” at times. Ultimately, I kind of like Vathara’s bending as a magic system, creepy stuff and all, but I do think she adds so many elemental bells and whistles to things that the basic idea of magical elemental martial arts gets kind of muddled.
The Fire Nation (and dragons): I’m going to start with the Fire Nation, because it’s clearly Vathara’s favorite culture and the one where the dragon’s share of the worldbuilding goes to. And, okay, I’m a bit torn. Because on the one hand, Vathara’s Fire Nation is genuinely interesting. On the other hand, it ends up diverging significantly from the show’s Fire Nation, to a level beyond what I think Vathara intended or realized; for another, I think there’s some very problematic aspects of this society that go uninterrogated because Vathara is too busy squeeing over how awesome they are. I’m also including dragons in this section because they’re intimately (in some cases very intimately) tied with the Fire Nation, and because Vathara clearly really likes them and changes them significantly from canon.
To start with, let’s look at the political system. I’m honestly not sure Vathara realizes this because she doesn’t really discuss in in her author notes, but she somehow ends up giving the Fire Nation an entirely different form of government than they had in canon. The canon Fire Nation is clearly a centralized absolute monarchy; everything we see seems to be run by a centralized bureaucracy, its military force is a centralized, professional military, and the chain of command for both culminates in the Fire Lord, who has absolute legal, military and (implicitly) religious authority over everyone. Vathara’s Fire Nation is still a monarchy, but instead of a top-down absolute monarchy it's a bottom-up feudal monarchy where, instead of one centralized country, it’s made up of a bunch of local fiefdoms where people are loyal first and foremost to whoever their local “Great Name” is, that person has authority over the domain and then in turn swears loyalty to the Fire Lord. Needless to say, this is a completely different form of government and would produce a completely different social and especially military structure from the one we see in the show. Indeed, in the fic said social structure is greatly explored and becomes plot-critical, but it doesn’t really jive with other aspects ported over from the show’s version (such as why Embers’s Fire Nation still has a centralized professional military instead of each domain providing their own troops separately when called on, as would be the case in an actual feudal system). Unfortunately, I think a lot of the detail also comes at the expense of the other nations, with a lot of aspects of Vathara’s Fire Nation being held up as unusually awesome in-universe, whether explicitly or implicitly. Most obviously, Great Names (which, considering the Fire Nation’s Japanese influences, is a pretty clear equivalent of historical daimyo) and their heirs are awesome and Vathara really, really wants to make sure we know that. The fic makes it clear that to be a Great Name you have to be a badass, and you have to hold yourself to certain standards of behavior (even a Great Name as tyrannical as Ozai seems to have to have some standards at least where his subjects – ie, the Caldera specifically in his case – are concerned) and have to keep all the volcanoes in their territory under control so everyone should be grateful to them, and have their special court language based on Sanskrit that only they speak, and if you’re a real Great Name everyone will respect you and think you’re wonderful because you’re just. That. Awesome. Even Earth Kingdom characters are impressed when realizing that Zuko (or "Lee”) is probably a Great Name’s son and think that must make him a badass! It gets a little wearying after a while, to be honest, especially since the other nations have nothing comparable (titled Earth Kingdom nobles don’t get nearly as much focus, with a few exceptions, and the Water Tribes and Air Nomads obviously have completely different systems). At the same time, the Fire Nation is also apparently the only country that regularly fields female soldiers (this one does have some basis in canon – they certainly seem to have more of them, at the very least) and also the only country where a commoner can become a high-ranking officer, even though the sorts of feudal societies Vathara’s Fire Nation is modeled on tend to not have much room for social mobility, to put it mildly (military aristocrats are an elitist bunch, as a rule, and tend to guard their prerogatives jealously!).
Oh, and this is all held together by the Fire Nation’s version of mind control – loyalty. Basically, anyone who swears allegiance to a firebender can’t break it without resulting in severe illness or death, and powerful firebenders can even attract the loyalty of people around them and make them want to serve them, even if said people don’t want to or even know what’s happening (in some cases, like Azula with the Dai Li, even if they’re not Fire Nation!). Every Fire Nation citizen (except exiles) owe loyalty to someone, and again, can’t break it or disobey an order without potentially fatal consequences. And this is where I have my real problem with Vathara’s Fire Nation. This system as a whole is never criticized or problematized. Oh, sure, loyalty to the Fire Lord specifically is a bad thing… because it was imposed from outside by Kyoshi. In the natural state of things, every domain would be independent – but still under the control of their Great Name, still with their own little loyalty pyramid, just without the Fire Lord at the top over everyone. And, indeed, at the end of the fic, the solution to the war is… to dissolve the Fire Lord’s throne and return every domain to self-rule but keeping the Great Name/loyalty system intact. This is uncritically presented as a good thing, because this way the Fire Nation will police itself by means of domains fighting each other (and it’s made clear Fire Nationals always want to fight, and it’s a dreadful imposition to try and make them live peacefully) keeping any one of them from getting too powerful. What’s never addressed is the way this would logically lock a quarter of the world into perpetual conflict with itself, driven by the personal honor of feudal warlords whose people are essentially powerless to disobey them (and again, it’s made clear Fire Nation clans have to have conflict; we’re explicitly told Sozin’s father trying to mediate them all was doomed to failure and drove him to die young, and this was crucial for shaping Sozin’s outlook on life, his resentment of the Avatar, and his desire to redirect his people’s aggression outward). And despite Vathara’s insistence that a proper Great Name doesn’t take more territory than they know they can hold, I’m still not sure what’s stopping a particularly ambitious lord from conquering neighboring domains, forcing their lords to swear loyalty, and eventually building up enough of a powerbase to start the whole mess over again. I don’t think Vathara’s intention was for her Fire Nation to be read this dystopian, but personally, I find it very hard to read it any other way (it doesn’t help that almost all our major Fire Nation POVs are nobility, military, or both; we don’t really get the common person’s take on all this, but I somehow doubt they’re all that enthused). It does remind me a bit of PC Hodgell’s Kencyrath series (enough that I wonder if Vathara’s read it…) where the Kencyr also have a feudal society driven by magically binding loyalty to the ruling class and strict, arcane codes of honorable behavior, except that society is portrayed as deeply, profoundly messed up in ways that Vathara’s Fire Nation isn’t. Also, one last word on the concept of loyalty… it pretty much creates a society where the “I was just following orders!” defense is actually valid (yes, you can disobey orders in Vathara’s Fire Nation, but the consequences are bad enough it’s clear people generally don’t, and Fire Nationals in-fic tend to treat “I had orders” as a justification for most things) and… I really, really hope that was unintentional. Because if not… damn.
In hindsight, this may have sounded harsher than I meant it to. I really do find the concept of Vathara’s Fire Nation interesting, and “decadent empire run by corrupt, backstabbing sorcerer-aristocrats” is one of my favorite setting types, but I really wish she’d taken the very problematic aspects of this society and, well, problematized them instead of going all in on “clans and domains are awesome and Great Names are awesome and everyone wants a good Great Name to pledge loyalty to.” It’s not that Vathara’s Fire Nation doesn’t have problems, but said problems are mostly presented as being imposed from outside (the entire office of the Fire Lord, for one…) and the ideal solution is to essentially revert back to the pre-Kyoshi status quo. It plays into the overall theme, which I’ll get to at the end of the review, that yes, the war is wrong, and Ozai was wrong… but the Fire Nation itself is the real victim here instead of the people they were, you know, trying to conquer, or at least as much of a victim as they are. And, well, I don’t like the implications of that very much (and I’m less sympathetic to this sort of thing than usual this past year, considering certain current events), especially when you consider Vathara’s takes on the other nations.
Before we go on, one last word I’d like to have is on dragons. Vathara clearly likes dragons a lot. I don’t blame her – I went through a big phase of dragon-loving in my teenage years, and they still remain one of my favorite fictional creatures. In a broad sense, I really like Vathara’s take on dragons. Unfortunately, she’s shoehorned them into a setting where they don’t fit, and it makes a mess. Canon’s dragons are “the original firebenders,” fire’s equivalent to sky bison for air or badgermoles for earth. They’re powerful, wise, ancient creatures, sure, but still essentially animals. And I really think Vathara didn’t like that, because her dragons are sapient, nigh-immortal shapeshifters who can and do often interbreed with humans. On its own, none of that’s bad – I like most of those traits in dragons, and there’s mythological basis for most of it. But where Vathara tries to jam them into the place of canon’s dragons is where it gets awkward. In particular, she seems to have an axe to grind with canon’s take on dragons, at several points actively mocking how dragons are often considered animals by humans, people who don’t realize dragons are sapient, or how they are regarded as no more than sky bison (which in canon I’d say is no insult at all, but, well, I don’t think Vathara likes sky bison very much). That “can breed with humans” bit becomes particularly important, because it turns out all Fire Nation people are descended from dragons. Most of them very distantly, of course, but some much more closely, including (of course) Zuko. And we get treated to a lot of exposition on how this directly influences Fire Nation people’s psychology and culture and makes them different from other humans, especially “dragon-children” with close draconic ancestry. So basically, what it boils down to is Vathara’s favorite nation having literally superhuman ancestry (I count “being a dragon” as superhuman) something none of the other nations do (it also adds another layer to fic!Fire Nation’s persecution complex, since they think if the other nations find out they’d consider them subhuman). Normally, I’d love to read about a culture of dragon-people, but it’s just so incredibly out of place in the Avatarverse that I can’t really connect with it there, especially since I feel like it just serves to underscore that Vathara’s favorite culture is special, everyone!
Basically, there’s a lot I find conceptually interesting in Vathara’s Fire Nation, but I don’t like it as written. Personally, I’d emphasize the self-destructive nature of their feudal honor culture more, play loyalty for horror in general (not just if you’ve got a bad lord), and move it out of the Avatarverse entirely into another setting where the dragon stuff could be made to actually fit, or at least into a fic where it’s a full AU from the start in a sort of “Avatar: The Last Airbender reimagined, ultimate universe style” rather than a canon divergence AU that still accepts large swaths of the show as having happened. This is something I’ll be coming back to quite a bit, actually, since I think Vathara’s Fire Nation really highlights how much of this stuff I’d find much more palatable as original fic (or, again, full AU) rather than fanfic.
The Air Nomads: Okay, this is where I think real problems lie. Because even if I unironically loved everything else about the fic… I still wouldn’t be able to rec it unreservedly if it had Vathara’s take on the Air Nomads in it. Whereas most of my other issues with the fic are about context and execution, its take on the Air Nomads is something I find inherently irresponsible and indefensible on its own merits. Vathara’s Air Nomads disturb me – not their activities in the fic, but the meta fact that this portrayal exists at all.  What am I talking about, you ask? Well, first off, there’s a running theme that starts in the fic early any time the Air Nomad genocide is mentioned talking about how it actually makes perfect sense that everyone in the world secretly hated and resented the Air Nomads and weren’t that sad to see them go. To the point that it starts getting uncomfortably victim-blamey. Then we later learn that in the distant past the Air Nomads used to be Mongol-like warlike conquerors. Okay, that’s not as bonkers as it seems on the surface (real-world Tibet did have its imperial age, and there are some interesting historical connections between Tibet and Mongolia) but considering the earlier portrayal, I still side-eye it. And then, we get the big reveal – the Air Nomads, or at least the Air Monk elders, were evil. See, the airbenders’ version of mind control is something called “Harmonious Accord” that is never really explained in detail but is apparently just flat-out brainwashing. And the Temple Elders used it to force all their people to agree on everything and to use the Air Nuns as baby factories then force them to give up their children to be raised communally. Anyone who dissented, and anyone who wasn’t a bender (canonically, all Air Nomads were benders, but clearly Vathara knows better) were kicked out and forced to live among the other nations, which boiled down to the Air Nomads inflicting their criminals on everyone else. Since they were all conditioned to not be attached to anything, the Air Nomads wandered around the world, causing disruption and refusing to deal with the consequences of their actions. Oh, and little things like “compassion” were brainwashed away too, apparently (which is, like, the antithesis of actual Buddhist belief – hey, Vathara, compassion’s the whole point). And it turns out that their pacifism was a hypocritical sham, forced on them by one bitter old monk (who started the temple system) who was jealous of the warlords and seized power during a power vacuum and remade the whole culture in his image (and apparently by forcing the airbenders to be peaceful, he somehow locked them out of most of their powers, including healing… somehow). Yeah, so basically, Vathara’s Air Nomads were a literal brainwashing cult created by an evil old man bitter because he wasn’t a good warrior as a form of revenge, and everything Aang knew about his people was a lie! I can get trying to grey up the Air Nomads a bit, break a few of Aang’s pedestals, but this is just excessive. And, sort of as the antithesis of how it seems like nobody can ever get a word in edgewise arguing with a Fire Nation character, any time Aang tries to defend his people, he’s met with evidence of some new horrible thing they did.
Now, like I said, Embers doesn’t try to justify the genocide itself. The mass murder is clearly portrayed as wrong (though it also has some of the edge taken off – a lot of the kids got out, with help, and there are enclaves of surviving airbenders around the world, including in the Fire Nation, so Aang’s not really the Last Airbender). But at the same time, the destruction of the Temples themselves and the culture that was based there… Vathara seems to think that was good, or at least necessary? She even has Gyatso, or at least his ghost, seem to agree with her on that. And, okay, I hate it. I hate that Vathara took a peaceful, monastic people from canon and turned them into evil baby stealers, for reasons I’m not entirely sure on (partially, I feel this may be to punish Aang specifically – more on that when we get to characters – but I also can’t help but wonder if a Buddhist monk wronged Vathara somehow in real life, because it’s sort of… weirdly personal). But I especially hate it because the Air Nomads are a stand-in for people groups who have faced genocide in real life – Tibetan Buddhists most obviously, of course, but others as well. And while Vathara did say in some of her ANs that she wanted to engage with the sort of propaganda that makes genocide possible… what she honestly ended up doing, IMO, was creating a culture where that propaganda is true (they’re not like us! They don’t think like us! They don’t value our culture! They don’t care about family or loyalty! Peaceful coexistence with them just isn’t possible!). And, well, by about the dozenth chapter where I feel like I’m being treated to the Protocols of the Air Temple Elders (seriously, the only thing that saves the fic from flat-out slandering the Air Nomads with blood libel is that they don’t seem to steal other nations’ children – though honestly, I wouldn’t put it past Embers’s Air Nomads) I just feel angry. Even Yangchen gets reduced to having been a brainwashed nun who had to be saved by the yaoren before she could realize her destiny as the Avatar. I just… am deeply disturbed Vathara thought going this far was okay, and desperately hope the unfortunate implications here were unintentional. Desperately.
The Water Tribes: Vathara’s take on the Water Tribes has me torn. On the one hand, she does go into a lot of detail about what the lives and customs of an actual Arctic tribal people might entail, in particular how their wars and raiding work, how their chiefs lead and gain honor, the role of women elders in the tribe as peacemakers, negotiators and sources of wisdom and authority, etc. I like all that stuff a lot. But there’s also some problems. The biggest problem, as I’ll get to when we talk about characters, is Katara. Vathara openly hates Katara, and a lot of what we learn about the Water Tribes is filtered through her take on Katara, which ends up painting a lot of it in a bad light. Furthermore, a lot of the comments Vathara makes about the research she did for the worldbuilding here comes across as, well, pretty condescending in the way she explains how “tribes” have to prioritize survival above all else (as if “tribes” are some sort of unified phenomenon), using the “E word” unironically when talking about real-life Inuit peoples, and the hopefully unintentional implication that anyone who lives in the Arctic is definitionally driven insane by the lack of a regular day-night cycle. Ultimately, this ends up painting a picture of the Water Tribes (especially the Southern Tribe; the Northern and Foggy Swamp tribes don’t get as much focus) as backwards and parochial, focused on their own communities above all else and not really caring about the rest of the world except as it affects them; also, they’re seemingly obsessed with revenge, to the point that it’s treated as fact that if a Water Tribe Avatar is born while the Hundred Years’ War is still ongoing, it will almost certainly end with said Avatar leading their people to commit genocide on the Fire Nation as “enemies of the tribe” (which also serves to feed the fic’s ideas about Fire Nation victimhood, and is part of a general trend where the fic equates “the desire to see the Fire Nation as a state and military power defeated” with “virulent racism against the Fire Nation as a people”). Also, Vathara’s waterbenders have the power to control other peoples’ emotions and bind them together towards common attitudes and goals; it’s very telling that unlike Fire Nation loyalty, this is called out as being creepy and dangerous, and Katara gets portrayed as a terrible person for doing it, albeit subconsciously. It’s not all bad – Water Tribe warriors, including Sokka, Hakoda, and Bato, tend to get fairly sympathetic portrayals (even though they do sometimes need other characters to explain things to them that I really think they shouldn’t) but then you also get weird asides like the implication that Gran Gran is apparently into murder and eugenics(!) on rather spurious reasoning. So, all in all, it’s a mixed bag, with some genuinely interesting worldbuilding I actually really like, that unfortunately often gets filtered through a seeming need to make Katara look bad that negatively impacts the portrayal of the whole culture.
The Earth Kingdom: This will be the shortest section, as Vathara’s Earth Kingdom feels very close to the canon Earth Kingdom. Even earthbenders’ form of mind control apparently just involves binding people to honor contracts and agreements, which is pretty straightforward and doesn’t get much focus. The biggest issue is the Dai Li. Honestly, I think Vathara gives the Dai Li more overt whitewashing than she does the Fire Nation. Vathara’s Dai Li are actually supposed to be an order of badass spirit-fighters, protecting the people from dangerous spirit world threats, which they apparently still do most of the time, with the whole "secret police” thing being more of a sideline. While Long Feng is still presented as evil, the overall vibe is more that the Dai Li are only corrupt because he’s in charge, rather than the whole organization being rotten (and we’re treated to a number of sympathetic Dai Li characters, most obviously Shirong, while the Gaang get called out for assuming the Dai Li are evil, even though none of their interactions with them have given them any reason to think otherwise). And even Long Feng gets a war hero backstory he didn’t have in canon. I assume this is more of Vathara’s desire to add moral greyness to the setting, but, well, I don’t think that the creepy authoritarian secret police were a group that really needed a sympathetic POV showing that they’re mostly a bunch of honorable men who just want what’s best for their city and it’s just the guy in charge who’s a bad apple, honest! She also gives Kuei a bunch of superpowers for being Earth King, which I’ll discuss when I get to the fic’s themes since I view it as part of a larger trend.
Spirits: Embers uses spirits a lot; it also really plays up the blue and orange morality of spirits in a way I genuinely like and appreciate (though Vathara seems weirdly defensive about this, like she expects her readers to assume that all spirits must be “good guys” and she has to defend a different portrayal, despite the fact that in my experience most of the Avatar fandom considers spirits to be assholes and thinks the world would be better off without them). I do have one particular issue, though. Maybe no one else cares, but as a grad student in religious studies it bugs me so much. That’s Vathara’s use of real-world deities. Agni as the Fire Nation’s patron god has some slight basis in canon, since Fire Nation honor duels are called Agni Kais (Agni is the name of the Vedic fire god… but it’s also literally just the word for “fire” in Vedic Sanskrit) but then out of nowhere partway through the fic she throws in Guanyin as a deity worshipped in the Earh Kingdom, and Tengri as the deity of the Air Nomads. Tengri, in real life, is the chief deity of Tengrism, a traditional religion of Mongolia (which ties back to the connection between the historical Air Nomads as fantasy Mongols from the fic’s history) while Guanyin is indeed venerated in China – but she’s a Buddhist bodhisattva, which is especially weird because the Earth Kingdom isn’t really coded Buddhist in either the show or Embers (shouldn’t the Air Nomads be the ones revering a bodhisattva? And this one really gets me in particular; for some reason, likely Guanyin’s comparative real-life prominence, it feels as immersion-breaking as if it turned out one of the Air Temples was now home to a sect of Christian or Manichaean monks). It’s especially jarring because the Water Tribes still revere the Moon and Ocean Spirits rather than real-world deities (and Vathara gets their names backwards – the Moon is Tui and the Ocean is La, but she flips them for some reason). Honestly, I wouldn’t use real-world deities in the Avatarverse in the first place (I have referenced Agni in some of my old fanfics, following fanon at the time, and I now consider that something of an old shame, fwiw) and if I did, I’d stick with a unified theme of Vedic deities (going off of Agni) rather than taking a grab bag of different traditions and trying to weld them into one cosmology.
The Avatar and Yaoren: Vathara’s take on the Avatar is… interesting. On the one hand, she does have a running theme of each Avatar having to wrestle with their predecessor’s mistakes which I like, and which basically became canon as we got more stories focused on different Avatars (though I do think Vathara sometimes takes it a bit too far, making it seem like the Avatar has caused more problems than they’ve solved; seriously, what did Kyoshi do to you?). On the other hand, she for some reason feels the need to retcon that the Avatar is not actually the reincarnation of their predecessors, but the World Spirit (this fic being mostly written before the introduction of Raava) choosing a new, different human host each time. And I absolutely don’t get the point to this (conceptually, the Avatar is basically a cross between the Dalai Lama and the Avatars of Vishnu, and in traditional interpretations that’s not how either of those work) and it mostly just seems to be thrown in to give Aang something else to be wrong about. Yaoren, on the other hand, Vathara loves; they’re her own creation and as two-element benders are basically mini-avatars (though they’re actually older than the Avatar) and of course Zuko gets to be one. And while the fic goes into a lot of detail about how traumatic the experience of becoming a yaoren is, the way it also lays on thick how important yaoren are and how the Avatar needs them as advisors and how the world falling out of balance is partially due to their decline and how her yaoren characters (especially Langxue) seem to have a better idea of what’s going on and how to fix it than everyone else just oftentimes makes it feel like she’s really laying it on thick regarding how amazing this creation of hers is, with the traumatic aspect being more about milking more sympathy for Zuko than something that actually affects the plot (ie, being a yaoren supposedly cuts Zuko out of the line of succession for good, since he’s now technically a waterbender… but that ends up not mattering because the position of Fire Lord is abolished anyway, and it doesn’t stop him from becoming the Great Name of Dragons’ Wings once it’s established).
Well, this is all getting a little long, so I think I’ll stop here for now and split my overall review into two parts (at least). I hope you’ll join us next time, as we dig into characters, plot, theme, and the fic’s relationship to canon. And if you’re reading this and do like Embers, please keep in mind that I’m not trying to attack you for liking it, and all of this is just my own opinion, no more, and no less. Otherwise, see you soon (fingers crossed!) for part two!
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dadfuckerfest · 11 months
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Look what we found in Dad’s journal!
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Weird.
Anyway, the Man writes like Yoda, but here is what we figured out:
1. What the fuck is a “Dadfucker Fest”?
It’s a weekend dedicated to the “fucking” part of Dadfucking.
2. How can someone contribute to this most wonderful and noble cause?
Give us porn! Remember, Dad wasn’t exactly a monk, and Dean gave him everything he’s ever had. All you have to do is write (or draw or edit) some dadsex and mention @dadfuckerfest and/or tag #dadfuckerfest (mentions are preferred, for consistency and notifications). We’ll reblog it to this page to share with your fellow dadfuckers and to save for posterity!
3. Wait, is it just John/Dean? What about [other canon/original character]?
Characters and ships other than John/Dean are most welcome! However, your work still has to be about J/D to some degree. This means threesomes, gangbangs, third-party POVs, role-play, J/D by-proxy, unrequited fantasies are a-okay. You can find some examples here. If you’re still unsure if something is allowed, feel free to ask for clarification. (Though to be honest, we’re not very picky over here.)
4.When is this dadsex going down?
When is it not going down?! Feel free to start working on your daddycestuous fic/art and sharing it as soon as you like. However, works will be reblogged to this blog on Friday, July 28th through Sunday, July 30th.
5. What’s with the day-by-day break-down?
Think of the day-by-day break-down as our reblog calendar, to help us categorize your works. Or if you like, think of them as very optional, not-at-all-serious “themes.” They are as follows: * Friday July 28th: (Pre-)Canon — i.e. the m/m J/D of our main timeline. * Saturday July 29th: Alternate Universe/Curses/Other Weird Shit— incl. genderswaps, John survives AUs, no-supernatural AUs, fuck-or-die, possession, Huntercorp, time-travel, monsterfucking, omega!verse, prequel AU, whatever your sicko heart desires! * Sunday July 30th: Kink — what it says on the tin: give us some kinky shit. As you can tell, the line between canon and AU is very blurry, and J/D can be kinky in any world. So don’t worry too much about sticking to themes – chances are, your work will fit in at least one of these days.
6. What about prompts?
Flip over to pg. 10 for instruction, and pg.11 for the list.
7. I don’t like any of the prompts and I want to freeball and/or rawdog it.
We see what you did there! Submissions need not be in response to a prompt. This is your chance to finish (or start!) some wips, to distill a story idea to its sexy essence without worrying about plot or worldbuilding, to turn a DFF ask into a little scene, etc. etc. Once again, as long as it’s J/D and porny we will take it!
More lore under the cut!
8. What is the desired porn-to-plot ratio?
As long as there is (a little, a hint of) fucking, we’ll take it! If you feel like you need plot to make your story work better/more enjoyable for *you*, please inject as much as you’d like.
9. How long should a fic submission be?
As long as tickles your pickle! You probably won’t get a lot of fucking done under 500 words, but feel free to prove us wrong.
10. I want you to reblog my stuff but this event name is very cringe and I don’t want to mention it.
A. Fuck you! B. You can notify us in other ways of your desire to share your filthy disgusting porn (e.g. dms, mention us in a reply, carrier pigeon, etc.)
11. John/Dean is so very sexy, but I’m shy and I don’t want to post on main. (This is NOT Jensen Ackles, by the way.)
They are the sexiest! You can post your work anonymously on ao3 and send us a link. You can also create a new tumblr account using a new email address and use that to share your wonderful daddycestuous creations. (If need be, we can also discuss email submissions).
12. Can my fic/art be used for another event?
Sure! As long as it hasn’t been published before.
13. Is non-con allowed?
Yes, but please give some heads-up in the tags or in the beginning of the fic.
14. Is under-age allowed?
See above.
15. I really want to participate but the timing doesn’t work for me.
No worries! a) Remember, you have two weeks from today to post whatever your heart desires. b) The point of this event is that it’s low stakes and there isn’t a lot of prep work required, which means theoretically we can have more than one round! If enough people want to participate again, we can definitely have a repeat later this summer/in the fall, etc. (Also, we always take late submissions!)
16. Who is the fucker behind the curtain?
Hi, it’s @egipci! Please feel free to send me any questions here or on my main blog!
17. We haven’t talked before/we don’t follow each other/I don’t like you. Can I still participate?
(Un)lucky for you, I love J/D about 1000x more than you don’t like me. As long as I can reblog your work to this blog, I will!
18. Your graphics suck! Our eyes are bleeding! Are you making this shit on a toaster?
Actually, I’m making it on an DIY busted-up Walkman-cum-toaster. If you got some better nerd instruments and you want to put them to good use, hit me up!
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cosmicseaofgender · 1 month
Text
Hello! I’m looking for a roleplay partner!
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ABOUT ME
My name is Juno. I’m 32 years old, and I’ve been roleplaying for a full 20 years. My current time zone is EST (or UTC-5). I mostly write 3rd person, past/present tense, limited perspective. I tend to write however much feels right to me- that said, I do tend towards multi-paragraph replies. I’m bisexual, intersex, and genderfluid, and perfectly happy to write any and all types of characters, gender sex and sexuality notwithstanding. I am multiship and polyamory friendly.
9 hours of my day are taken by work and I also have a few minor disabilities that can drain my energy and make replying difficult sometimes. As such, I also understand when other people experience something similar. I may gently check in with my roleplay partners every so often, but I don’t find it helpful to pressure anyone to push a reply out when they aren’t feeling it.
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REQUIREMENTS FOR PARTNERSHIP
Age: 20+
Writing Styles: Third person is necessary, past or present tense.
Location: Discord, Email, Google Docs
Reply Lengths: Whatever feels right in your heart! The important thing is the content.
RP Content: For original content I will be very interested in worldbuilding- I like to make sure I’m fully invested in the universe before I focus on characters. For fandom content, I’m fine with canon-adjacent and AUs both. SFW and NSFW are both fine by me, as long as discussed beforehand. I am kink-friendly within certain limits, which can also be discussed.
Other Considerations: I will not engage in pro-vs-anti discourse on either side of the line for any topic. If someone having a stance on that is very important to you, it would be better not to contact me.
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WHERE TO CONTACT ME
Message me here for my Discord. No passwords required, just let me know that you’re interested, and we can talk about it!
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CURRENT FANDOMS
Kamen Rider (Decade, Kabuto, OOO)
Natsumi, Yuusuke, Kagami, Eiji, Ankh, Date
Lord of the Rings
Legolas, Faramir
Hades (Game)
Nyx, Hypnos, Zagreus, Chaos, Aphrodite, Artemis, Hermes, Achilles, Patroclus
Yuri on Ice
Viktor, Phichit, Yuri P., Mari, Minako, Emil
Outlast
Waylon
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EVERGREEN FANDOMS
Homestuck
Too many to list
Hetalia
See above
Harry Potter
See above
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shortfeather · 2 months
Note
HEYA, BEHOLD!!
🍓🥤🍄🪐🦷🥝🌸🧩
Hehehe I couldn't decide, so you may choose to answer just a few of these if you wanna! :]
so MANY—
🍓: I don’t remember exactly? I’ve always loved telling stories though, and had actually started writing original fic as early as 2010, so when I finally got online and into fandom in 2018-ish it was really an inevitability. But I know I fell in love with it when I made a couple particular author friends whose works I got to help on (beta/edit/brainstorming), which is honestly still my favorite thing to do. The reason I have so many AUs/ideas is because I love workshopping so much XD
🥤: gotta shout out both Odaigahara and MawoftheMagnetar on AO3. I just adore how much worldbuilding they can imply/show in such a short amount of time, and they have such unique ideas!
🍄 : firstly, hear me out on the pairing. It’s zedskall. Please take a moment to imagine zedskall in truly any context or relationship. It would be GLORIOUS. even doc would live in fear of the things they are capable of. The headcanon is that they would collab on a shop where you have to pay in exp somehow, exploiting zed’s incredibly niche game knowledge and Iskall’s love of challenging his fellow players
🪐: my dogs, my chickens, my goose! They all love me <3
🦷 : sleeping on things, especially creative stuff. Not only does it force you to rest, but it allows you to get a much more objective look at whatever you’re creating. One of the major reasons Hesperides is as good as it is is that I will not publish a chapter until I have written it, edited it once or twice, slept on it, and then made any further changes the next day. Do this with art, with writing, with recording, with hard work/school assignments if the deadline allows. And sleep on it PROPERLY - not just a nap, but a full night of rest.
🥝 : I don’t lie a lot because I don’t like how good I am at lying… the most recent lie I told was probably that I had already started cooking dinner for me and my mom when I hadn’t? But then I started like five minutes later and it was ready when she got home so does that even count yk
🌸 : I have several, I live on a farm! I’ll put the pictures in a reblog though
🧩 : formatting. I’m a stickler for it on AO3 especislly. If there’s no breaks between your paragraphs, and god forbid if you don’t have paragraphs at all, I will not read it. Similarly, if you don’t have a new paragraph when someone new speaks, I will click that back button faster than grian
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