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#punished heroines
wonder-vixen · 9 months
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rottentiger-art · 2 years
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Any villain/moraly questionable character's evil actions can be forgiven if they eat pussy well
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(Major S-Class Heroine spoilers)
ok idk if im mischaracterising tesilid but like. tesilid in my head is such a funny guy because he went fuck this shit im tired of living and the world wont let me die in peace so ill destroy it so NEITHER of us can exist and he becomes a mass murderer and puts his entire heart into it. and he's like teehee since this will be the last round i'll just have fun committing some (many) atrocities, but then when it doesn't work out he goes uhh hey god if you're actually out there. that wasn't very nice of me, sorry. i'll be good this time. and he genuinely means it 😭 both times. when he destroyed the world and when he said whoops that was a shit idea nevermind wont try that again. like he's beating himself up for it and when things go wrong he blames it on his sins, like does that sound like a thoroughly evil person to you. it's like he was just being a little silly and committed a whoopsie when he was off destroying the world yaknow like that wasn't really him that was just a slip of judgement when the chaos and evil got him at his very fucking worst and had zero support. it just so happened that this "slip of judgement" occured over an extended period of time and he did actively pursue it for a while but like
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matildalyonne · 28 days
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25% of 2024 done
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midsummernightsmemes · 2 months
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Crime and punishment memes coming soon.
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lenaorion · 1 year
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35 film from; Primavera sound, buenos aires.
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hnting · 2 years
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I need to write out my cyberpunk verse for Jess but yall are talking monsters on the dash and I gotta say, Jess must be a werewolf. It's what she deserves and she'd genuinely be happier than as a human.
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devoutjunk · 1 year
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finally finished WOLF HALL and have been walking around in a post-reading rapture; was excited to dive into the tag to find my favorite quotes and it's all photo sets of period costuming (fine) and absolutely unhinged takes on the book (fine but mind boggling lol)
#listen i was a definitely a huge anne boleyn stan as a kid#and you could argue the women in wolf hall don't always get as much complexity as mantel grants cromwell#but idk i think a lot of them DO#it's just that they aren't cast as heroines and their virtues rub up right alongside their vices#they aren't the CW or HBO versions of themselves#they are petty and scheming and bitter#but also brave and pious and loving and vibrant#they are doing and saying what they have to to keep power in a world that punishes the powerless swiftly and without mercy#and so is cromwell!#yes you can tell mantel loves him as a character but she doesn't make him a flawless or uncomplocated protagonist either#he is every bit as blood-drenched and scheming bc he knows the alternative: a boot to the head and his face in the dirt#he and henry are constantly trying to outrun their childhoods; to put down the ghosts that still haunt them#sometimes they suceed#usually they end up with more bodies#more ghosts#another tally against them when it's their turn on the gallows or at the pyre or in their sick bed#praying for absolution#i'm not sure anyone in mantel's world comes out looking innocent or heroic in a simple sense#maybe hero in the sense of an epic#the rise the fall the reversal of fortune#the end where you always realize no matter how high you climb#you can't outrun your past#but like thomas realizes#it's not the dead who are after us#it's us who won't leave the dead be#we resurrect them we put words in their mouths we remake them#and every retelling of history will have different heroes and different villains#mantel is zeroing in on one entry point into the story#the nature of that means that some other interpretations will be excluded
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wonder-vixen · 6 months
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runawaycarouselhorse · 7 months
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"Was Hiroshi's speech always that rough? KUE! KUE! Every time he tells them to eat."
"... ah... he's had too much to drink and this little victory's gotten to his head."
"Oh, he's being insufferable now. 'Oresama'?--oh, that's not going to stand, you act out, you lose, the story's going to punish you... yeeep."
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bluesadansey · 8 months
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different franchises definitely have their own individual ‘scale’ for different characteristics such as morality of characters, types of treatment expected for different types of characters etc. but sometimes it is kind of wild to go from one metric of discussion to another like the wiplash can be insane especially when major differences exist between fandoms in adjacent genres/types of stories. Like sometimes it just makes me go ‘you really must not read/watch a lot of other things in this genre if this is how you feel’. Specifically what I’m talking about rn is the many different tweets and posts I saw once ChoTh came out about how Grace Blackthorn’s redemption arc would never happen if she was a male character and she would have been treated way worse narratively like… that absolutely threw me for a loop ngl. “a male character in a paranormal story would never get a redemption arc after using mind manipulation powers on female character(s) with dubious at best consent implication and morally dubious female chars who do this are romanticized more” like what other paranormal/fantasy stories are you even consuming that lead you to believe this is the case like please tell me the answer is you just aren’t that into urban fantasy outside of TSC because that is the only way it makes sense…
#and then on the other hand I also saw people who like her get up in arms about her ending#and don’t get me wrong it is a more cynical/‘punishment’ aligned ending than a lot of similar male chars would get#but compared to what I’m used for when it comes to female chars like her / being jaded in that regard#on a scale it’s a pretty positive / not that misogynistic ending#like it’s clear cc really liked her and sympathized with her which is not how it usually goes with the women writing this type of char as#villain/anti-heroine#she did do more to punish her/make her more palatable than she has for her morally dubious male chars in the past#but like. considering how wide her audience is and how much people hate her regardless can’t say it was a bad decision#s speaks#fandom wank#to be clear I’m not saying fans shouldn’t criticize her ending I’m just saying my reaction to it was fairly positive because I’m used to /#have come to expect worse lmao#obviously with any char like Katherine or Alison or Jenna you get fans making that argument even though clearly in the works you have male#who are harming on a larger scale but still get more romantic narrative treatment#not exactly the case here because there aren’t chars like that in tlh and her male lis tend to be a different flavor of problematic than th#but like. I had major wiplash is what I’m saying#general media#like. Grace ends the series in a way that makes clear she’ll never be close with the core four ever again but they ~tolerate her. Her#relationship with Jesse the person she cares about most is forever tainted because he finds what she did to James despicable#but she gets to start over and be tutored in her passion for science by Henry and is free of Tatiana and has some potential for healthier#dynamics with other people and a chance to rebuild I think it’s a suitable half point way more generous than most female chars of her type#would get objectively obviously more cynical than most male chars would get#like imagine if post sire bond Damon could never be close with Elena again and his relationship w Stefan was permanently effected and he wa#on friendly-ish terms with some chars but mostly tolerated without being fully trusted#he doesn’t have a hobby/profession he’s passionate about like his Grace loves science so that’s out#like… I’d love to live in a universe where that statement was true it’s definitely nawt sorry I’m repeating myself ignore me#Also the dealing of James’ trauma was far from perfect but it was way better than I expected I really had learned to have such low expectat#for how that type of trauma is portrayed shockingly cc actually wrote the most equitable handling of this storyline I’ve seen which still#had it’s problems.
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qserasera · 1 year
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ahHHHh the heroine’s network is rising up to help her take subtle revenge on those who tried to harm her and her husband the sixth prince
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felikatze · 5 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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ystrike1 · 4 months
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Dark Castle - By faun_me (8.5/10)
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This one is a rich and heavy story. Slow burn. Alot of lore. The love interest is an 8 foot tall half human rat man. Memory loss. You've seen some of these tropes before, but they're done well. The art improves steadily as well, and the creature design is well above average. No generic dragons here
Our nameless heroine has no memories. She knows so little that her common sense is gone. She isn't afraid of demons. She has been dragged into the demon realm for unknown reasons. She's being stalked by a friend that looks human, and his demon master desires her. Luckily, she is captured by another influential demon.
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At first he seems very nice. He doesn't welcome the stranger warmly, but he doesn't throw her to the wolves. She would die for sure out in the open. The ruler of this castle, Nemalla, doesn't know she's someone else's prey. He really becomes her protector by accident. He even investigates the cloud in her memories, out of pity. It's....a refreshingly normal reaction. Our confused heroine doesn't get special treatment right away, BUT the male leads personality gets established. He's not unreasonable, for a demon.
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His kindness is not too good to be true. We see his life outside of his conversations with our protagonist. He's a feared and fearsome leader that doles out capital, cannibalistic punishment with his own hands. He is weighed down by loneliness, because he never expected to rise so high. He was trying to survive, but success left him alone with many enemies.
He is never overtly awful to her, even though his daily life demands a manly/harsh attitude.
The lore is a ton of fun.
Our heroine is ugly. Her features are hideous. She has no tail. No soft fur. Her white skin is gross and unseemly. She does not elegantly blend into the dark, the way a sultry demoness would.
We get hints.
Nemalla is attracted to her, even though her looks are repulsive to any demon.
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It starts out very innocently. Nemalla likes her company. He's used to fear and hate, but having a friend is a precious new experience. It soothes his mind. When he shoos our protagonist away to focus on work he regrets it. He muses over how to invite her back over for...him.
He doesn't just want her to regain her memories.
He wants to hang out.
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Our protagonist must regain her memories on her own. Nemalla can only help her so much. That's the rule binding her amnesia curse together.
She remembers her name when he takes her to his gorgeous personal garden, to impress her.
Simona.
He tells her to stop.
Names are power in the demon realm, but she gives it to him.
He does the unthinkable.
He shares his name with her too.
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He explains the gravity of their exchange.
Knowing a name means you can influence that being, in this particular realm.
Nemalla knows many names, because he is powerful.
Simona has nothing, and she has foolishly given her name away.
He considers...showing her. Punishing her to give her a reason to think. To be less innocent, but he doesn't do it because of his perverse attraction and his loneliness.
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Nemalla was imprisoned before. He was at the bottom, with less than nothing. There's an extremely creepy scene. It kind of comes out of nowhere, and it's a red flag. It is why I'm reviewing this series.
Nemalla sees himself covered in blood, back in his chains.
Simona appears, glowing with ethereal light.
He looks at her like she is his only savior, and the illusion snaps away.
Nemalla isn't dreaming.
He had that visceral vision as soon as she touched his hand.
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Simona has a friend named Alter.
He kisses her while she's asleep.
He grabs her while he's wearing a mask, and he torments her. He tells her nothing. He lusts over her in the shadows, and his master wants her too. I don't care if he's hot he made a terrible first impression, and the way he treats Simona screams "annoying yandere". You know what I mean. The kind of persistent guy that exists to be slapped around by the real male love interest. He's not that intimidating.
Hopefully his master will be better.
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Boom.
Lore drop.
Nemalla was born a prince. The son of a queen. That queen...became lovers with a demon outside of her marriage. The bastard prince was eventually thrown in the dungeon, with his mother.
She died there next to him.
It's implied that she loved her half demon son, and he loved her, and that makes their story even sadder.
It also explains why Nemalla is attracted to Simona neatly. (He likes demons too)
It's nice that it's clear he likes HER, not just her body.
The master who wants her has not revealed himself yet, but I have no doubt. I have total faith in Nemalla. He is absolutely going to tear the other men after her into shredded demon beef.
(Important note: Nemalla can probably change shape. His real body most likely is the rat demon body, but I do think he'll try to seduce Simona with a hot humanoid form at some point. He's already done for. He thinks about her whenever they're apart.)
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tylermileslockett · 4 months
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The punishment of Pandora's jar illustrated by me
Seeking retribution for being betrayed by prometheus, Zeus forms a cunning punishment for humanity. He orders ingenious Hephaestus to mix water and soil to form a maiden: Pandora, the first woman of the mortal race. The olympians impart gifts and attributes into her. From Athena, the skill of needlework and weaving, Aphrodite; “cruel longing and dares that weary the limbs.” Hermes; …”a shameless mind and deceitful nature.” Athena clothes her in a “silvery rainment” and an “embroidered veil,” the Charities offer necklaces of gold, and the Horai crown her head with spring flowers. Hephaestus forges a crown of gold for her head.
Zeus then orders Hermes to deliver Pandora carrying a jar as a wedding gift to Prometheus’ brother, Epimetheus, (who had already been warned by Prometheus never to accept gifts from Zeus.) But bewitched by her beauty and splendor, Epimetheus accepts. But Pandora’s curiosity gets the better of her and she opens the jar, releasing ills, toil, sickness, sorrow, and mischief into the world of humankind. She covers the jar before the final trait can escape: Hope. So it thus remains for mortals to use.
On one hand, this tale can certainly be a reflection of misogyny from a patriarchal society. On the other hand, this simplistic and sexist view clearly wasn’t universally reflected amongst all greek cultures and mythic literature, with the creation of powerful female heroines like Atalanta and Penthisilea who exercise real agency in their destinies, or goddesses like the mother goddess of Ephesian Artemis in Anatolia, or the war-like Aphrodite Areia of Sparta. Even more nuanced are the vengeful female antiheroes like Cyltemnestra or Medea, who lash back at the patriarchal suppression they face.
Like this art? It will be in my illustrated book coming in October 🤟❤️🏛 check my top 2 links in my linktree in my bio to join my newsletter for updates and to join the kickstarter notification page. 
What do you think about hesiods portrayal of pandora in his tale?
Support my book kickstarter "Lockett Illustrated: Greek Gods and Heroes" coming in early 2024.
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mariasont · 3 days
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Date Night - A.H
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a/n: i have been so obsessed with the nanny recently so this is kind of based off that
masterlist
‧₊˚ ✩°。⋆♡ ⋆˙⟡♡ ⋆˙⟡♡⋆。°✩˚₊‧
pairings: aaron hotchner x nanny!reader
summary: you get home from the world's worst date
warnings: none i think, IDK IM SO BAD AT THESE
wc: 0.9k
To put it quite frankly your date sucked. He was disrespectful to the waiter, made really unsettling noises while eating, talked incessantly about his ex, and worst of all, he didn't let you get a word in edge wise (a major issue because you really like to talk).
Saying you were disappointed would barely scratch the surface. The rarity of your dates, thanks to your demanding role as a live-in nanny for Viriginia's most occupied FBI agent, made your free time all too precious. Mr. Hotchner was home this weekend, which granted you some time off, well-deserved you might add, but you had wasted it on some sad excuse of a man who made you believe that chivalry really was dead.
You had a clear mission when you entered the house: to drown the evening's disappointment in a generous pour of red, slip into your comfiest pajamas, and indulge in trashy reality TV, which, by comparison, casted your night in a much more flattering light. You were beginning to accept that maybe, you were meant to be alone, only because men sucked.
You all but threw your jacket into the closet, kicking off the pumps that had spent the night punishing your heels, and bent to rub the throbbing pain, releasing a sigh steeped in disappointment.
"You're home early."
Your heart leapt to your throat, hand flying to your chest on reflex as you whirled around to face the sight of Mr. Hotchner lounging in the armchair, a whiskey glass cradled in his hand. The light from the lamp beside him served to accentuate the shadows beneath his eyes, no doubt caused by his job. So, what he was doing up was beyond you.
"Geez, Mr. Hotchner, are you trying to give me a heart attack here?"
A mock frown creased your face, and you sauntered over to his chair. You settled on the armrest beside him and smoothly relieved him of the glass, taking a small, savoring sip. Annoying him was one of your favorite pastimes, one that was all too rare with his usual absence.
"So, what's the occasion? Waiting up for me?"
He wasn't amused, clearly, his face unchanging. With a deliberate motion, he took the glass back, taking another casual drink, and despite his stern look he didn't move away from you. His eyes shot you a sharp glance, withholding any spoken response.
With a light tap on his shoulder, you hopped down from the arm of the chair.
"It's okay, you don't have to say it. I can read you like a book," you tossed him a wink, your dress flirting with the edge of modesty at the quick action. His eyes briefly betrayed him, moving towards the expanse of flesh now on display. "Ahem, Mr. Hotchner, my face is a little higher."
You gently nudged his chin upward with your finger, guiding his attention to your eyes. You loved his eyes, a cocoa brown color that reminded you of rich, velvety chocolate truffles, a comparison you were pretty sure had slipped out when he interviewed you.
"Careful," he cautioned in a low murmur, easing himself from the chair and setting his glass aside. "As your employer, it's reasonable for me to be concerned about your well-being, you are the woman who raises my child."
"Oh, absolutely, sir. Your concern is most reasonable and duly noted," you replied with an exaggerated formality, lightly tapping his cheek before neatly tucking your hands behind your back.
He traced his brow with his fingertips, as if to smooth away the beginnings of a headache, undoubtedly brought on by you. A sigh of exhaustion followed. "I trust I don't need to remind you of who signs your paycheck."
With a beaming smile, you sing out, hands moving to rest on your hips. "Totally clear on that, sir!" You turn and head up the stairs, your mumble just loud enough for him to catch, "A little raise wouldn't hurt though, just saying!"
He's close behind as he warns in a low voice, "Don't push your luck."
You stop so suddenly he almost stumbles into you and you feel his hands steady you on your hips, dangerously close to the curve of your ass as you glance back at him.
"Oh, I wouldn't dare, sir."
A slight shake of his head and those perceptive eyes convey all he doesn't say as his hands fall away, the space they leave behind feeling oddly empty. 
"So, the date didn't go well?" he asks as you reach the top of the stairs.
"No, I didn't say that. It was wonderful, perfect actually." You'd always been a terrible liar, and naive for thinking he'd fall for it. "He might just be the man of my dreams."
He gives you a look that tells you he sees right through your bullshit. "Let me guess, he probably ordered for you without asking, talked over you, and didn't even bother to walk you to your door."
"Uh, no, that's not--," you start, voice squeaking slightly. His unimpressed look makes you fold--something you found yourself doing way too often around him. "Okay, fine. But really, using those weird FBI skills on me? That's playing dirty, Mr. Hotchner."
"No 'weird FBI skills' required," he replies, the slightest smirk gracing his stupidly handsome face. "Your taste in men is just... consistently interesting."
"Interesting is better than non-existent, which I believe is the current state of your dating life, Mister."
He moves closer, the narrowing space nudging you against the wall. "Well, considering my days are filled with work, parenting, and apparently, babysitting you, dating isn't exactly a priority."
He was kind of hot when he was mad. His eyes narrowed at you. Okay, not kind of, definitely hot when mad.
"Oh, Mr. Hotchner, it sounds like you need a night off from all that babysitting," you purr, placing your hands on his shoulders as you grace him with a smile. "Why don't we discuss your options over dinner? My treat?"
A sigh of exasperation escapes him, a telltale sign that he's done with the conversation, which actually is how a lot of your discussions end. He steps back and opens the door to your room. "Goodnight."
"Goodnight, Mr. Hotchner, see you in the morning," you say, your hand pausing on his arm just a beat too long. "Sweet dreams--though I'm sure I'll be in them."
taglist: @hotchhner
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