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#this is the most fun I've had writing since the space in between y'all
whatevertheweather · 2 years
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Bite Me
(Rated M; Chapters 4/4)
Summary:
When Simon’s magic makes a spell out of “bite me” during a fight, Baz finds he can’t eat anything until he’s bitten Simon. Which he won’t do. No matter how much Simon wants him to.
Read Chapter 1
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hummingbird-games · 5 months
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Postmortem: #CrushedVN Edition
Okie doke y'all! It's been some time so I guess we're good to dissect this project!
(I almost didn't bother with writing this up, but at the end of the day I do the dev diaries and the random--game development related--posts for me to look back on and prove I'm learning. Getting better. Not regressing. So. Might as well move forward!)
Background/Inspiration
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It's like if you took my late 2022 brain and threw it into a blender!! Most of these are self-explanatory (Boys Love media I adore with emphasis on early to late teen experiences.) Let me draw your attention to The Edge Of Seventeen: not sure how many times I've rewatched, but it makes me tear up every single time. Main character Nadine is awkward AF, still hasn't come to terms with the death of her father years prior, isn't on the best terms with her mom or her older brother, and even ends up on rocky terms with her best friend too!! Anyway, that feeling of being young, and a little angry and a little sad and not feeling quite right on the inside but eventually reaching a place where things fiiiiiinally start to work out...it's just a sliver of what I wanted to capture and infuse into Crushed.
Listen y'all, I just pulled and pulled and pulled from real life experiences. I was inspired by authors Julian Winters, Leah Johnson, and Jay Coles' works (all Young Adult authors LOL! Fitting since I seem to be creating things for the teens at this juncture in my life). This all provided the base for Corey and his inner world. Also, I've been wanting to create a bookworm character...no time like the present right???
As for deciding to specifically create a boys' love visual novel of all things?? First, y'all must understand that I fought the original idea and anything related to it. This was coming off the heels of me suddenly seeing (another) wave of players throwing fits about indie games forcing you to play as a femme character. First off, no one is forcing you to do anything. Secondly, we are still at a point in video games where the majority of characters you play as are male. Forgive some of us for wanting a little variety 😑Thirdly, for those looking for games where there's even more inclusivity (choosing pronouns, playing as nonbinary/trans, and etc) I really wish that players would seek out those games that ARE being made and support them so the developers don't lose steam and drop their projects. It's so disheartening to make something that's meant to be consumed and BOOM, silence.
Anyway, all of that to say that as a developer herself who's tired of watching girls' media be regulated as Less Than, made fun of, and just overall disrespected, I wasn't interested in making any games that didn't center a female character. But back to my main point!!!
I had Heartstopper, the webtoon, infecting my brain. I was so not immune to falling in love with Nick and Charlie like everybody else. But then I was hit for the 34573847th time that I was engaging with white queer media. And I knew that if Nick and Charlie were Black Brits, they wouldn't be getting half the attention they are now. Even less if the boys were girls and we had a sapphic relationship on our hands. (But that sapphic story from Hummingbird Games is still brewing, and Corey and Jacob's story was ready first.)
Also....the biphobia is real. It's insidious. I could write a whole book about how the straights and the gays need to get their shit together. I could then write a sequel about how the Black community can be some of the worst offenders when it comes to our Bi Fam and say some of the most ignorant and devastating things. But I had limited time on my hands and decided to write a short VN instead. Once I let Corey just be, exist as the person he is, everything fell into place.
Things That Went Right...
I took a very niche, very Specific To Me, very nestled in the space between my heart and my brain and wrote a script just so I could be a part of a game jam specifically highlighting and supporting the work of Black game developers.
And I submitted the bitch on time.
I'm always down for anxiety rep!!! As a fellow anxiety haver, I say the more visibility the better!!! At the same time, it's not a one size fits all, and there were some things I dealt with that I'd never seen depicted and I figured I might as well be true to my experiences. Maybe someone would take solace in Corey the way I've taken solace in other characters for reflecting my lived experiences.
I tried new things I was scared of or didn't have time for with HSD or didn't feel confident enough to sit and learn previously: partial voice acting (and holding auditions to incorporate more), a text message system (which wasn't my own but part of learning to code for me means being able to take what others have done and replicate and/or use it myself), and implementing music and sound effects with intention. I've done it with film, but games are a close cousin in a lot of ways. A LOT of ways. I should remember that.
I still didn't do too well in the marketing department but for this game, it didn't feel like a failure. I also didn't really try. Oops. I've got to do better. I went into Crushed knowing it wouldn't have half the audience HSD does, and yet the feedback I've received for Crushed has made me want to break down into tears of relief.
I launched the game around 10 something at night my time and proceeded to be sick with anxiety for about 3 days. For three whole days I legit felt like I was going to die. And then I wanted to laugh because didn't I just make a game to express a version of the human condition?
Things That Were Different...
HSD showed off my skills when it comes to intensive planning and sticking mostly to that plan. Crushed was a jam entry that became more extensive over time and found me flying off the seat of my pants.
I also had less (aha, zero???) budget this time around. Because again. Jam entry. It wasn't supposed to be a Big Affair. But now that it's over and out to you guys, I'm not mad. You could say that it all worked out.
If I Could Go Back, I Would...
For one, I would have smacked the voice in my head that said "let's add more voice acting now". I love the feature, but there's no reason why I couldn't have done auditions after release. I was impatient and restless waiting for art assets, and my idleness led me to take on more things just to not feel useless. I Have Learned My Lesson, thanks.
I Had The Pleasure of Learning...
There will always be an obstacle in the way of game development. (And sometimes your body will be your own worst enemy, yuck.)
I don't know who my audience is (yet) for HBG but I'm always a part of it. And that's not a bad thing. If I hadn't felt so strongly about Crushed or even HSD, neither project would have happened because I would have given up a long time ago.
To the Future...
Empasis on future, but the world of Crushed isn't exhausted. It lives in the bigger universe of HSD:JY but took on a life of its own. So it's no surprise that Corey and his friends became even more precious to me. Not that I know when I'll be able to work on it, but right after finishing and publishing the demo, I outlined a rough draft for a kinetic novel sequel told through Jacob's POV. In my head, Corey's story was always half of a whole, and busting out Jacob's outline so quickly confirmed that.
(What I didn't anticipate was how loved Oke and Keegan would be, or that there would be a want for their story outside of myself??? Between us and this postmortem, I hope to sort out their deal and get the satisfaction of seeing another type of love story/dynamic I can't get enough of and share it!)
Closing Thoughts
The comments I've gotten concerning Crushed and noting the appreciation for its slice-of-life/grounded-ness is reassuring! Maybe I'll branch out to other genres, but realism will be something I always come back to. Also, making Crushed wasn't too traumatic soooooo that means I'm still making games LOL! Can't get rid of me yet!
- Gemini 💛
(some links of other posts where I went on tangents concerning the creation of Crushed; these can also be found by searching the tag "crushed vn"!)
Music Inspo and Crushed
Memes Tag Game
Game Dev Commentary: Bonus Content
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danger-r-98-5 · 9 days
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I was tagged by @emmithar-blog
How many works do you have on AO3?
Currently, I have 87 mixed between finished and non (need to get back to work on that lol)
2. What is your AO3 wordcount?
669,984... nice lol
3. What fandoms do you write for?
Mostly Red Dead Redemption 2, though I've posted works for Good Omens, Marvel, Detroit Become Human, and a few others. We don't talk about what isn't posted lol
4. What are your top 5 fics by kudos?
Fine line, bad crimes, trying times, 437.
Infinite cosmic power, itty bitty hobbit space, 270.
Outlaws in the streets, beasts in the sheets, 265.
A score to settle (the family act), 258
Golden feathers, what would you burn for? 228
5. Do you respond to comments?
As often as I can! I've fallen behind, There's 11 I ain't replied to yet, but I enjoy receiving and replying to them!
6. What is the fic you wrote with the angstiest ending?
uhhhhhhh, several that I ain't posted even though I ain't a personal fan of angst, but I think the worst one I have posted is probably part 3 in my good omen song fic A Little Death, though the series was supposed to have a happy ending.
7. What is the fic you wrote with the happiest ending?
They all have a somewhat happy ending, but I think the happiest ending thus far is probably a tie between This ain't No Fairy Tale, and The Family Act, then again it all depends on one's definition of a "happy ending"
8. Do you get hate on fics?
Not that I've seen? I've gotten constructive criticism before that was rather blunt about word choices (toward/toured and angle/angel that sort of thing) but no actual hate I don't think.
9. Do you write smut? If so, which kind?
Yes, though it's the hardest (lol) part most of the time. I've dabbled in a bit of everything, not much for the extra kinky stuff but it varies between fic.
10. Do you write crossovers? What’s the craziest crossover you’ve ever written?
No, usually I just deal with AU's, though I have had some crossover ideas It's never really been a calling of mine.
11. Have you ever had a fic stolen?
Not that I know of.
12. Have you ever had a fic translated?
Was in talks with someone a few years ago to have a few translated into Spanish, but it never got off the ground.
13. Have you ever co-written a fic before?
I've been given ideas and asked opinions on how certain scenes should turn out but never actually co-written with someone, no.
14. What’s your all-time favorite ship?
Morston, though Reylo and snupin are vying for second at the moment lol.
15. What’s a WIP you want to finish but doubt you ever will?
oh, too many to count! I would love to eventually finish my Stony Hacker series though, that was fun, but I've been in a writer's block with it for years at this point.
16. What are your writing strengths?
AUs, I can't keep it canon to save my life but give me an alternate universe idea and watch me run lol.
17. What are your writing weaknesses?
Voices and speech patterns, it never quite sound's like the character to me and since I fandom jump so much Arthur Morgan has on occasion spoken like Paladin Danse.
18. Thoughts on writing dialogue in another language in fic?
I've done it a couple of times, so long as it doesn't overtake the fic I think it can add a little spice to the dialogue or make whoever you're writing seem more in character.
19. First fandom you wrote for?
Posted pacific rim, very first was Inuyasha........... those didn't survive
20. Favorite fic you’ve written?
My fic are like my children! How could I possibly choose one!...................... My unposted Hogwarts AU.
I'll tag @trippin-over-my-fandoms and @gaslightwestern, if y'all wanna, no pressure! =)
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shyguycity · 4 months
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It's been a while since I made a formal game of the year list on this page; in 2020, my now wife and I decided to make an entire fanzine about my favorite games of the year, which ballooned in size and scope from there. If you're interested, you can find the link to the (free!) magazine, Critical Diversions, as well as see what else I've been up to in the gaming space, over at https://twitter.com/crit_diversions. It was written by five people, myself included, layoutted into a magazine format by me, and with some lovingly done illustrations made by my wife. We've also started a discord, games club, and podcast, all under the Critical Diversions banner, if any of that sounds appealing to you.
Since that magazine project, I haven't really had the creative energy to write a full game of the year list the way that I used to. Until now! 2023 has been the most incredible year for game releases that I've been alive to see, and there's so much to be excited for and talk about, I just couldn't resist anymore, despite the fact that we're gearing up to do a community game of the year podcast. But before we get to the top 10 list proper....
Honorable Mentions:
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We Love Katamari ReRoll + Royal Reverie
The original We Love Katamari, released on the Playstation 2 in 2005, was already one of my favorite games ever made, so it's borderline unfair of Namco to release an absolutely perfect HD remaster of it in 2023. Namco must've thought so, too, because this was one of my most anticipated games of the year, and I didn't even realize it had released until I happened to see it on the eShop. To the uninitiated, Katamari games task you with rolling up real world objects with your sticky katamari ball, growing bigger and bigger as you go, all with the intent of making your katamari big enough to make stars in the sky. It's a simple yet delightful enough concept on its own to be enjoyed by anyone, but add in an unmeasurable amount of charm and one of the greatest soundtracks ever made, and it's easy to see why this goofy little series has persisted for over two decades now.
For my money, this is the best entry in the series, practically spilling over with creative and fun new ways and reasons to roll over innocent bystanders and animals with a space ball given to you by your negligent, abusive father, who is also basically god. Oh did I forget to mention that there's an actual well told narrative with a genuinely emotional-but-not-saccharine message at its core? Buy this fucking game y'all, I've already seen it for as low as 15 dollars.
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Final Fantasy V Pixel Remaster
Final Fantasy as a series misses way more often than it hits, for me. Yeah I love 7, its remake, 10, and 10-2, but by and large, every other entry I've tried to spend time with has left me incredibly cold (looking at you in particular, 6). Between craving a turn-based RPG and having the flu earlier this year, I decided to take a chance on the pixel remaster version of 5, released on consoles for the first time in 2023. Imagine my surprise when it became hands down my favorite entry in the series, as well as one of my favorite RPGs I've ever played.
Not to say that what's presented here hasn't been improved upon in the past 30 years; Octopath Traveler 2, a game we'll be talking about in my actual top 10, seemed to base its entire design around "Hey remember Final Fantasy 5? Let's make a way more open and less restricted version of that". Still, though, what FF5 was doing as an early Super Famicom game is pretty impressive; boasting a fairly open-ended job and multiclass system that's absolutely begging you to make as many fun combinations as you can imagine with your party members, it's a game that's infinitely more replayable than your average Final Fantasy fare, despite its lacking (but not horrible!) story. I ran through the game with a samurai that could also shoot hoardes of squirrels and bees out of my pockets, so you know it's a great game.
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Super Mario RPG
Look, you'll never convince me that Mario RPG and Paper Mario: The Thousand-Year Door aren't both wildly inferior to the original Paper Mario on the Nintendo 64. I've held this belief (and grudge against these other Mario spinoff fandoms) for most of my life, and I will continue to do so. And I say this as someone whose first exposure to RPGs was renting the original version of this game as a seven-year-old!
"It's too simple!" I would always bleat feebly in the general direction of the nearest hardcore Geno fan whenever this game was brought up. "It's a solid blueprint for what was to come later, but largely feels like a rough draft, a 16-bit Final Fantasy with a Mario coat of paint!" And, yeah, I am right about all of those things, and I'll continue to never let any of you forget it. But in 2023, playing this remake of one of Nintendo's most annoyingly favorited fan favorites, I couldn't help but let myself get washed away in its charms. There's no build variety or real "role-playing" to speak of, you can 100% the game in like 12 hours, and you just generally never have to turn your brain on while playing the game at all. Call it softness, call it old age, call it just really being in the mood for a cute and charming little adventure, but I fell in love with this game and its world in a way I never was able to previously. Bring on that Thousand-Year Door remaster next, Nintendo; I'm in a forgiving mood.
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Dead Cells: Return to Castlevania
Speaking of being in a forgiving mood, did y'all know that I thought the original 1.0 release of Dead Cells was incredibly boring? Released in 2018, this sidescrolling roguelite was getting a ton of accolades at the time that had me extremely excited. That's not to say that it was bad, of course; I could see the markings of a well made game, and obviously the game was appealing to someone out there, with all the praise it received. But after 10 hours with it I deleted it off my Switch, thinking I'd never.........return.
It only took five years and a paid Castlevania expansion to make me give this game another look, but I'm glad I did, because I would put this pretty high up there on my all-time roguelite list now. To be clear, most of my issues with this game still remain, mostly that it gets repetitive much sooner than you'd expect of a game with as much content as this does. But instead of cooling on it 10 hours in like I did back in 2018, I got over 60 hours and dozens upon dozens of runs in before calling it quits on Dead Cells this time.
And if you're a Castlevania dork, honestly, just pick this up. There's more than enough love and fanservice here to keep even the most ardent of Castlevania freaks crying bloody tears, including the ability to replace the entire soundtrack with Castlevania songs, most of them the original version but with some new compositions included. Roguelite shredding in a video game hasn't been this good since Hades.
Now...the actual list.
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10. Marvel's Spider-Man 2
No one is more down on open world checklist collectathons than I am; the idea of spending over 100 hours playing a modern Assassin's Creed game honestly makes my tummy hurt. And by and large, Spider-Man 2 doesn't stray far from this design template. You run, jump, swing, and glide all over New York City, stopping burglaries and car chases on your way to the next story objective or side mission, leveling up and spending points on various skill trees to level your Spider-Men up to gain new/upgrade old abilities, rinse and repeat. Structurally, this game isn't really doing anything different from the previous two Spider-Man games from developer Insomniac, and yet this entry was an absolute joy to play to me in way those weren't.
Largely, I think it's the pacing of the game. And not just on a macro scale, though I do think that's improved here as well. No, for me it was most noticeable in the combat; no longer are you holding down a button to freeze time and pull up a gadget wheel and having Spider-Man select one of his little science tools to shoot out before doing a few melee attacks and web shots. Instead, all of your gadgets and super moves are activated in real time with different button combinations. It might sound breathlessly dorky, but that simple change really sold the illusion of playing a Spider-Man simulator to me, and not just a Ratchet and Clank game with a Spider-Man skin.
The story I also found to be a wholesale improvement over the last two games, albeit with the caveat that the symbiote and Venom storyline almost never come across as anything beyond tryhard 90s edgelord shit in any form of media. Truly, I think Venom is just a straight up awful character, and is even worse here than usual, and I was exceptionally tired of Peter's gruff mean guy voice by the end of his time wearing the symbiote. Miles more than made up for any issues I had with the Peter side of the story, and with the way the game's story leaves off, I hope to see that character again sooner than Spider-Man 3 in another half decade.
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9. Pikmin 4
This feels like Pikmin's big breakout moment as a series. And honestly, maybe my biggest surprise of the year isn't how great this game was, but how many other people were (finally) raving about Pikmin. The fact that it's this relatively low on my own list when most people I know that played it have it near the top of theirs shocks, while also making me feel pretty damn great about Pikmin's future.
From a casual perspective it's pretty easy to see why this has been such a hit for the series. It retains all the charm and cuteness and great gameplay loop of previous games in the series, while making a ton of smart changes along the way. New to 4: a fully adjustable camera that makes you feel way more involved in the action (and see all of the impossibly cute death happening around and to you); a whole host of quality of life changes, like being able to move your spaceship around each stage at will to have a more accessible base of operations; bonafide multifloor dungeons where you're able to soak in some of the best aspects of Pikmin's gameplay without worrying about time passing; "dandori battles", both against the CPU or local rivals where you aim to manage your armies as efficiently as possible; and partner space dog Oatchi, who can help you and your little army of dudes in whatever way you see fit, from battling to carrying to scouting, thanks to an honest to god skill tree. In a Pikmin game! Who woulda thought.
Honestly though, as great as this game was, I can't help but pine for the more complex level and puzzle design of Pikmin 3, as well as the local splitscreen cooperative play of Pikmin 3 Deluxe. That second feature in particular was sorely, sorely missed in our household, as Pikmin 3 Deluxe's sublime coop is some of the most fun I've ever had playing a video game with my wife. Here's hoping the now inevitable Pikmin 5 manages to bring these missing elements home, much like my group of 100 Pikmin carrying an entire watermelon the size of a small mountain back to our spaceship for the day.
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8. Bomb Rush Cyberfunk
Besides just being a great year in game releases, 2023 was also the year where my expectations were subverted many times over. I'd seen plenty of overhyped indie spiritual successors to fan favorite games from the late 90s and early 2000s come and go, so my interest level for BRCF as someone that's never played a Jet Set Radio game couldn't have been much lower. But that's all on me, because if I'd known that this game and its inspirations were essentially just 3D platformers dressed up as a 2002 cyberpunk anime that'd air at 2am on Toonami, I'd have been all over it much sooner.
This game effortlessly pulls off everything I value in 3D platformers. The level designs are masterful and well thought out while still feeling organic instead of just abstract obstacle courses (the game does dabble into the latter at times, and they're some of the most standout moments as well). Being set in a city, it's naturally got a large emphasis on verticality that I think not enough games in this space bother with; I want to feel my stomach drop when I miss landing on a grind rail half a mile in the sky, even if falling from that far has no consequences beyond needing to pull off the platforming section again. And unlike the earlier Tony Hawk games, I'm free to explore each environment to my heart's content, looking for new songs to add to my playlist or spots just begging to be tagged with graffiti. Wrap all of this up in a style and soundtrack that are both just fucking cool, and what else could I really ask for? Well, besides just more of this, please.
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7. Resident Evil 4
In a year full to the brim with remakes, remasters, and revisits, Resident Evil 4 is the one with the most expectations put on it, due to not only the pedigree of the original RE4 (often cited as one of the best games of all time, and surely the catalyst for the modern over the shoulder third-person shooter), but the obscenely high quality of Capcom's other recent remakes from the series; 2019's Resident Evil 2 remake, in particular, being one of the best big budget games of the last half decade, by my estimation. A lot of fans cited RE4 as both "impossible" and "pointless" to remake, though I imagine those same fans were the ones most anxiously waiting for this remake to drop with bated breath.
The end result? RE4 as a remake can't live up to the lofty expectations a lot of people probably hoped it could, not really, but I think it's also one of the most successful video game remakes I've ever had the pleasure of playing, in terms of the fun factor. The gaming landscape has changed a lot since 2005, a lot of that change because of RE4, so what do you even do to make a revisit under a modern lens worthwhile? I think Capcom didn't fully know the answer to that question, as the biggest mechanical additions to this game are the ability to parry the vast majority of attacks with your knife, and erm....craftable ammo? You'll of course find a handful of new enemies and remixed encounters, an even fewer amount of new weapons, and a couple welcome completely redone areas, like a mini open sandbox where you're free to explore the shores of a lake, and a much more clever and interesting version of the brief time spent playing as Ashley.
This might all sound like damning with faint praise, but truly, Capcom's ability to thread the needle here and deliver an honest to god, full on remake of RE4 with modern production values and budget, all without compromising the vision of the original, AND managing to make the remake tonally fit with the current vision of the extended Resident Evil universe? There's some black magic at work here, surely. Or at the very least some ancient parasite bugs at large.
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6. Kirby's Return to Dreamland Deluxe
Kirby is the best Nintendo series, and this is an excellent remaster of one of the best Kirby games. What more is there to say? The only reason this isn't top three of the year material is because, well, I played it when it originally released on the Wii. But what's your excuse, coward?
I often hear the refrain of "Kirby games just aren't for me", and I used to humor that line of thinking, largely to avoid prolonged contact with dumb babies. But that dies today, and so will you if you don't stop being a dweeb. High quality sidescrolling brawlers with lite platforming elements and puzzle solving, set to some of the best music ever made for the medium, sporting an adorable aesthetic that's used as set dressing to cover up some of the best backstory and lore this side of Dark Souls? That's not for you? What is for you then, besides being a sad weirdo that still waxes nostalgic about the girl you held hands with once in middle school? Her mom dropped you two off at the theater once to see White Chicks and she never thought about you again. Grow up. Change something about your life. Kirby's got more charm and delight in whatever his puffy mass equivalent to a pinky is than Super Mario Bros. Wonder managed to wearily attempt to slump over its shoulder for an entire game. Y'all should be ashamed.
...
I dunno what this bit is anymore, so let's pivot back to normalcy. Yes, I know, I know, I'm the Kirby guy. It's my favorite gaming series, hell, maybe my favorite franchise in any medium period. But I'm also not blind to its faults and missteps, such as 2018's Star Allies. When I tell you that Return to Dreamland Deluxe, a remaster of a game I played over a decade ago, now with additional content, is one of my favorite games of 2023, I really mean it. The base game was already excellent, and the first entry of the modern era of Kirby, under the helm of Shinya Kumazaki. A new cel shading-adjacent rendering, coupled with completely new abilities Sand and Mech on top of perhaps the overall best set of copy abilities in a Kirby game, really help make the game feel fresh; Sand's combo and damage per second capability in particular is through the roof, while not feeling imbalanced.
The meat of the new content, however, is the new epilogue, in which you play as fan favorite character Magolor. Magolor plays very differently from Kirby, eschewing copy abilities and quicker movement for magic, and the game also introduces an honest to god skill tree into the series. This mini adventure culminates in not only what is probably my favorite boss fight of the year, but an in-universe lore explanation for why Magolor shows up in spinoff Kirby games adorned in green instead of blue and trading in crystal apples.
That may sound goofy and extremely in the weeds, and it is, but for a man in my mid-30s that's been beyond bored of Nintendo's refusal to do any significant kind of world building or storytelling in almost any of their mainline games, Kirby manages to continuously surprise and delight me with both its gameplay and universe in a way no other Nintendo game is even interested in trying. The Super Mario games should take heed.
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5. Octopath Traveler 2
I played both demos for the original Octopath Traveler back before that game came out, and to say I didn't like it would be an understatement! The writing was at best flat, and at worst, overtly sexist (and that was just from a demo!), I found the battle system to be clunky, and the thing most people praised it for, its "HD2D" approach to graphics, I found quite ugly; it seemed to be throwing away any attempt at an actual artstyle in favor of cranking a bunch of photoshop filters up to max and letting people ooh and aah over some particle effects and oversaturated lighting. Great soundtrack, at least.
I couldn't tell you what drove me to check out the demo for 2, but I did, and instantly, something clicked for me that didn't in my limited experience with the original. Full disclosure, I haven't finished this game yet, and in fact I don't think I'm even halfway through. And that's a shame, because I think it could honestly rise even higher up this list, based on what I've already played. The battle system is fast and snappy, as long as I'm paying close enough attention to all the information on screen, like enemies weaknesses and my current BP situation. The overworld feels far more inspired by popup books than I remember 1's world feeling like, while still retaining the gorgeous battle sprites that the original excelled in. The soundtrack is an all-timer, to put it lightly. Even the writing for the characters, while still nowhere approaching the rest of the game's strong points, feels less like it works exclusively in lazy caricatures and broad stereotypes. Yeah there's a merchant character named Partitio from an old west-styled silver mining town, and yes I was just as worried about that fact as you probably are reading that sentence. And yet, Partitio has honestly become one of my favorite characters of the year, his desire to use his mercantile skills to ease the burdens of the working class only being outshone by the electric guitars and saxophone in his theme song.
What truly impresses with Octopath Traveler 2, though, is its sheer openness. The world is, while not quite your oyster right from the start, pretty dang free form for the most part, allowing you to go recruit your party members and explore towns and monster-filled wildlands in whatever order you see fit. This extends to the job system, which affords you the most freedom to truly make whatever kind of team you see fit I've ever seen in a game of this kind. I'm currently multiclassing my cleric, Temenos, into a scholar, and I've rarely felt cooler/dorkier at the same time, wielding nearly every magic type offered in the game at once with one world-weary church inquisitor. Just typing up this entry has got me itching to get back to the game, hoping to discover even more jobs to multiclass the rest of my crew into.
Take it from me, someone who as little as a few years ago felt pretty much over turn based RPGs, especially those coming out of Square-Enix: this game is very worth your time, regardless of your feelings towards the series, or even genre as a whole.
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4. 30XX
In a year chockful of exceedingly excellent roguelites (Dead Cells: Return to Castlevania, Risk of Rain Returns, Cobalt Core, Vampire Survivors, just to name a few), 30XX stands tall above the rest for me, not just in terms of quality, but also in its ability to completely take over my gaming time for a couple months. This has all the trappings you expect from a game with the structure of a roguelite; permadeath resulting in having to start your entire run over, unlockable items and stat upgrades purchasable with currency carried over from the run you just died in, powerups that you collect during a run to give yourself a fighting chance (and which force you to make on-the-fly decision making about how best to synergize your build), and a white knuckle intensity that makes the runs when you really start to shred feel all the more rewarding, albeit no less anixety inducing.
What ends up separating 30XX from any other game in this admittedly crowded space is that it's essentially a roguelite take on Mega Man X4, the beloved Playstation 1 entry in an even more beloved series. X4 was the first game that really fleshed out lightsaber wielding cool guy Zero as a fully playable character, for the first time letting you play through the entire game as both him and series protagonist X. 30XX makes no bones about its inspiration; Nina, the blue one, is the X equivalent, meaning you'll be primarily shooting enemies with your arm cannon, while Ace, the red one, slices and dices with an energy sword, just like Zero. Likewise, the (absolutely gorgeous) spritework and extremely catchy soundtrack are doing their best to evoke the oft overlooked aesthetic and sounds of 2-D games from the Playstation 1. Rounding out the package are full-featured coop, both local and online, community made levels, daily and weekly seeded runs with leaderboards, and the promise of even more updates, including new characters(!!).
Even Mega Man series staples you might not expect to show up in a roguelite take on the formula end up being major focuses of the game, like gaining new abilities from defeating bosses. The game even takes that mechanic a step further, letting you mix and match two abilities to form completely new ones, like combining your black hole and homing lightning abilities to create a barrage of homing lightning strikes emanating from a swirling void. Or, in true roguelite fashion, you can even forego an ability from a boss altogether, if a different reward suits you. And that's just if you're playing as Nina! Ace gets an entirely different set of abilities and mechanics, all built around melee capabilities and close quarters combat.
If any of this sounds appealing to you, you're probably now asking yourself "why have I never heard of this game?" And I truly can't answer that, as this feels like it should already be a revered indie darling on the level of Shovel Knight or Super Meat Boy. If you're a Mega Man fan, please do yourself a favor and check this out. There's even a separate mode that minimizes the roguelite elements, including a removal of permadeath, if that suits you! This is a better Mega Man X revival than you'll likely ever see out of Capcom, if a day even ever comes for that at all. It also happens to be better than just about any official Mega Man game Capcom has ever put out, as well.
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3. Sephonie
My personal gaming identity feels inexorably linked to Analgesic Productions, the two person development team that's putting out the best indie games most people have never even heard of. The only thread on Resetera I've ever made was solely for the purpose of evangelizing Anodyne 2: Return to Dust, a game that resonated so hard with me the effects are still reverberating outwards, as my habit of recommending that game anywhere I go has helped me forge genuine friendships (and probably gotten me on to a few government watch lists). Even the Ocean was the third game my friends and I covered in our games club, and was by far and away the best talk I've ever had about video games, sparking a creative spirit in me for months afterward. Marina Kittaka and Melos han-tani make some real affecting fucking games, is what I'm saying, and the idea of trying to sum up what makes Sephonie so special (and maybe even my favorite of their impressive work) is a bit daunting.
At its most base level, Sephonie is a 3-D platformer not dissimilar from the Tony Hawk Pro Skater series, or even the above Bomb Rush Cyberfunk, albeit without any wheels; instead of tilting the analog stick to move at whatever angle you want, you hold a button to run forward, the stick's sole purpose being to make adjustments to direction. Your mobility on its own isn't very versatile, and getting around requires careful and clever use of the environment to do wall runs and jumps, grabbing giant dandelions to float, landing on mushrooms to bounce, etc.
Even for a self-proclaimed platformer guru (maybe even especially for one!), the movement feels unwieldy or even downright intimidating at first. But in Analgesic we trust, and by the end of my initial 8 hour or so playthrough of the game, I felt like a parkour god, able to pull off complex maneuvers that I would have never been able to dream of in the opening sections of the game. Coming to grips with the controls and eventually mastering them was one of the biggest joys I experienced in video games this year; don't go into this expecting s Super Mario Odyssey-level of 1:1 control that lets you immediately start flowing through the environment like a hot knife through butter, because that's decidedly not the point here. Despite what the past few console generations have taught us, we don't need standardized controls across every game, as all that would serve to do here is sand down the distinct personality and learning opportunities presented in Sephonie.
Rounding out the gameplay are linking puzzles. The three playable characters are researchers who have come to the remote island of Sephonie to study its unique animal and plant life. Linking with each new lifeform you discover presents you with tile-based block puzzles, which end up being a nice change of pace from the platforming. As a testament to just how much love and care was put into Sephonie, the vast majority of these linking puzzles each have unique mechanics, be it teleporting tiles, tiles that are blocked and need busted open by matching blocks on adjacent tiles, tiles that multiply your point total, creatures that travel the puzzle and alter when and where you're even able to place your tiles, etc. With some tweaks, the link puzzles could be a whole game unto itself, and it's really impressive!
That's all well and good, but the main reasons I come to Analgesic games are the unbelievably good writing and even unbelievably-er soundtracks, and both are where Sephonie truly shines for me. Unfortunately, to talk too much about the story here would be bordering on a cardinal sin, and you're better off listening to some of the music on your own. Why not try the entire playlist here?
The previously mentioned Anodyne 2 opens by telling you it's a game about life. That's a bit of an understatement for me with Analgesic's games in general, but Sephonie might be the best example of "a game about life" that I can think of. As someone that grew up in a midwestern town full of basically nothing but nothingness and corn, the Bloomington, Illinois section of the game is without a doubt the most beautiful segment of any game I've ever played, and the main thing I keep coming back to with this game even six months later. I've never been so simultaneously full of nostalgia, regret, disdain, self-loathing, and fond memories as I was while platforming around an abstract dreamscape version of a midwestern town right off the highway. And I don't think I've ever related to a character in any fictional work as much as I did when Amy was talking about feeling lucky she was born in a small town, because it made learning how to drive much less intimidating.
If there's one game on this list I would beg someone to give a shot, it would be Sephonie. Hell, if there was one game I could force anyone to play, Sephonie might be taking that spot as well. As a thorough contemplation of what it means to be alive, and what connecting with one another can truly mean and feel like, there's no better work of art out there today, and certainly not one anywhere near as fun, either.
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2. The Legend of Zelda: Tears of the Kingdom
What can I say about TotK that hasn't already been expressed in a million think pieces, essays, and podcasts across the entire internet by now? As a direct followup to 2017's stellar Breath of the Wild, I had concerns going in - would the magic still be there? Is exploring the same incarnation of Hyrule going to be fun when I know all of the broad strokes already? Are the bosses not going to suck this time? The answer to all of these is a resounding "absolutely", but there's so much more on offer here.
Everything in this game makes BotW feel like a rough draft, a sentence I never in a million years thought I'd be typing prior to getting my hands on the game. Any mechanic you can think of that you loved in the prior Zelda entry is either improved upon here or excised for something infinitely more interesting. The Sheikah slate abilities from BotW feel not only basic, but downright boring compared to the powers on offer in this sequel. Who cares about being able to spawn bombs at will when I can fuse batwings to arrows to make them fly further? Or just swim through through the damn ceiling!? To say nothing of the fact that you can build basically anything your imagination can spring into existence, from cars to rocket ships to pilotable mechs to lawn mowers. And it all....just....works, somehow, not only tonally with the game's world, but also from a game perspective. The game even lets you have five CPU controlled companion characters out at the same time, every one acting independently to take down enemies near you! It feels like your Switch is going to collapse under the weight of this game's ambition at any moment, and yet I put over 300 hours into the game with not a single crash in sight.
If there's one thing I can complain about, it's that the story feels like an actual afterthought, to the degree that it actually bummed me out, even as someone with rock bottom expectations when it comes to story in a Zelda game. The marketing REALLY hyped up the return of longtime series antagonist Ganondorf, and he just....kind of has no motivation for anything he's doing here. I'm not asking for much, and there are genuinely great character moments lightly sprinkled throughout the game's runtime, mostly with princess Zelda herself. But I couldn't help but imagine how much harder some story beats could have hit if Nintendo, again, actually even attempted to give people the tiniest but of anything to chew on when it comes to the stories they're telling.
But whatever, I've got a catapult to build to launch me and a korok buddy up a damn mountain.
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Baldur's Gate 3
Like most people who cut their gaming teeth on more straightforward action fare on consoles, the term "CRPG" (computer RPG) seemed beyond out of reach for me. Dice rolls? Skill checks? Playing as a charisma based character to persuade bosses to kill themselves instead of having to fight them? READING!? Uh, I'm an American, thank you very much; I like my video games game-y and my gravy portion extra, ma'am, and I don't have the patience to think about probability and stats.
So imagine my surprise when, after my wife started playing the game on her own, I found myself itching to get into the character creator myself. Not the moment to moment gameplay, mind you, but the character creator, a step I'm notorious for getting through as fast as possible so I can start "actually playing", even if I'm stuck with a boring default character named Goober. Something about watching my wife agonize over which horn style and subrace to go with on her tiefling bard, which hairstyle and color looked cutest and would match her vision of how she was going to roleplay in the world, stirred something in me I didn't know existed. While she was perusing all the customization options, I spied the class "monk" and a race called "dragonborn", some anthropomorphic dragon people with a lot of pretty color options for their scales that also affect your elemental resistances. "Yes," I thought to myself. "I'd like to make a humanoid lizard dude that punches shit to death. I'd like that very much". And before my wife was barely out of the tutorial section on her first character, we were already backing out to make a second save file where we would play the entire thing cooperatively, fretting over the decisions and romance options each step of the way together. I got to make my silverscale (that means he's got ice powers, baby) dragonborn monk, Shikai, and the following 300+ hours (and counting!) with Baldur's Gate 3 have been the most fun I've ever had playing a video game.
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Would I be as gobsmacked with the game if I was intimately familiar with the genre? Maybe not, but I guess that's my point. Living with my wife and playing games together has completely changed how I engage with a lot of them; Animal Crossing was basically a cute chores and debt repayment simulator with a dash of fishing on the side until watching my wife play the game for thousands of hours taught me the joy of decorating.
Elden Ring was her first foray into the Souls-like genre; she had a similar reaction watching me play the opening hour of Elden Ring as I had watching her in the BG3 character creator, growing increasingly frustrated as she watched me putz around making a boring dexterity based samurai character when what she wanted to see was some faith-based holy magic in action. Despite my love of Souls-likes, I had always just made standard melee based characters in them, usually katana wielding doofuses; I'm an American, I don't know a lick about incantations, I HATE thinking, and please keep your Wes Anderson movies to yourself, ma'am.
But as I saw how much fun my wife was having shooting fireballs and throwing lightning bolts at enemies, I eventually started speccing my dexterity character into intelligence as well, making a samurai sorcerer, undeniably the only thing cooler than a normal samurai. That's not to say that playing Elden Ring with a melee exclusive character is wrong, but just that with a touch of curiosity and willingness to take the tiniest step outside of my comfort zone, a comfort zone I didn't even realize was as tiny as it was, I opened up a whole new way of enjoying a game I already loved playing. Learning to enjoy Baldur's Gate 3 feels like I've opened the door to an entire new avenue in my mind, waiting for me to fill it with opinions about games I've been avoiding my whole life. I'm gonna actually make a concerted effort to finally play stuff like Mass Effect and Disco Elysium sometime soon, two games I had preemptively decided years ago were just "not for me", and I'm genuinely excited about it.
This entry is so long already, and I didn't even mention anything about how the game actually plays (it's the best turn-based battle system I've ever experienced, to say nothing of the freedom you're afforded to solve every single scenario presented to you in the game.
Or anything about the characters (this is the best cast of characters I've seen in any medium, and they feel like genuine friends of mine in a way that no other game has ever come close to feeling).
Hell, to save time and my poor fingers: Baldur's Gate 3 is without a doubt the best video game I've ever had the pleasure of experiencing. And as little as a few months ago, my only thought towards it was "that game probably isn't for me".
Don't make my all too human mistake; check out shit that looks interesting, take the chance to expand your mind and your taste. They're not all gonna be Baldur's Gate 3-level bangers (what is though, really), but you truly never know what you're going to discover. And you might even find yourself open to a whole new avenue of life to enjoy that you had previously assumed was just for mega dorks.
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genericpuff · 1 year
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Hello! As a previous fan of LO (back when there was actual effort in the art and I mistakenly thought certain themes and symbolism would be carried through the story) I’m really excited to see what you do with these characters! I was honestly pretty invested in the whole fertility/death goddess dissonance I initially thought was going on, so you can guess I was mega disappointed with where the story went. And I’m already way happier that you’ve begun to build off their relationship as something tangible and emotional, rather than insta love.
Honestly, when I first started reading I thought a major plot point was gonna be Persephone having to balance these two sides of her self that are in conflict, and come out to be a goddess of spring and new growth from decay and death. I thought it was gonna be clever, since that’s kinda what springs like, right? New life and growth from death and rotting matter of the previous seasons. That and the whole ‘red eyed wrath’ thing she had going seemed like a fun hint that she was suppressing her real emotions, and a lot (but not all) of her overly sweet personality was to cover that and be what she thought she was supposed to be. Kinda sad in retrospect, but that’s part of why I’m excited to see where your reimagining goes!
First off, been loving the asks I've been getting from y'all the last little bit, it's a great way to keep stuff updated here in between new Rekindled uploads and essay dumps LMAO so keep 'em coming!
Moving on-
I was really hoping to see that same kind of dissonance carry through the story as well, and it's proooobably one of the biggest things I'll be tackling in this rewrite because it was the one thing I was most disappointed to see fall through in LO.
Fun fact, a lot of my writing over the past decade has focused on dualities like this, alter egos, buried trauma, light vs. dark, host vs. parasite, etc. many of which were concepts you would find in stuff like Undertale, Omori, etc. but like... before those things even existed (I've been writng and making comics online for... a looong time.) I suppose it's the weeb in me that's drawn to these types of personifications of personal dark sides that are present in elements like Chara, Headspace/Black Space, etc. Needless to say, playing games like Undertale and Omori was like, super validating LMAO (if not a little oof because it also reminds me that my ideas aren't that original but that's not a bad thing, there's no such thing as an original idea anymore and that's what makes writing such a great process!)
So like... I weirdly feel that the plots and character dynamics/tropes I usually write and thought no one was interested in has prepared me for this one specific thing??? And it's for a fucking Lore Olympus rewrite comic jfc-
The universe has a funny way of preparing you for things you never expected to be guided to, I suppose. The only fallout is I'm not really eager to share my normal work on this blog due to how rabid/pervasive Rachel's fanbase is (and, y'know, Rachel herself) and I'd rather just protect my usual projects from that potential mess because my usual projects are the ones that are wholly my own, and I intend to still be working on long after Rekindled is done.
But trust me, it's out there and its heartbeat is in perfect sync with that of Rekindled's.
Maybe that'll be the essay I write at the end of all this.
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houseoflennoxx · 1 year
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Happy December! What were your favourite moments of 2022 on simblr? They can be from your blog or someone else’s <3
OMG, I've been thinking about this question for... literally 20 days. I'm super indecisive about these things, so I've decided to answer in a slightly different way. I don't like to talk much about myself and having started in August (omg, 4 months now and I don't even know what I've done with my life in this time) doesn't leave me much room to choose between my posts. So let's not talk about me. And let's not talk about posts.
My favorite thing this year has been entering such a beautiful, welcoming and loving community. At least with me it has always been like that. Although she no longer publishes (for the moment, I really wish she comes back), I need to mention Daria (@thedevilliers), since it was thanks to her that I discovered this little world within simblr and it was the push I needed to start my story. If you read this, thank you for your inspiration.
In these months, it has been very helpful for me to have discovered the Discord server, being part of a small community with which to talk about the things that I like the most (and sometimes discuss a little about some things that we like less). It has been a lot of fun being able to talk to all of you these months, I hope 2023 continues the same. Here, I want to mention @funkyllama, who besides being the first to offer me a collaboration and teach me how to do it, you helped me a lot and you were the one who encouraged me to join. Thanks from my heart.
Lastly, I want to highlight several more little people in this community, either because I discovered their stories this year after joining or because I more or less connected with them. You are all incredible artists, you have enormous talent and I am proud to share space with you. Keep writing and creating art please, you are doing us all a favor. @trentonsimblr @armoricaroyalty @warwickroyals @crownsofesha @miyuzarry @bridgeportbritt @theroyalthrones @ardeney-sims @whitmoreroyals @theroyalsofcorrilea @albanyroyals @akitasimblr. (I hope I'm not leaving someone behind, in that case, please, be aware I really appreciate y'all)
And one last thing, cheers to me for being able to stand firm in the things that I like and move forward with this. I have learned new ways of writing, editing and exploring a creativity that had been dead for a long time. So here's to a 2023 filled with more drama and the weekly pop culture reference.
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greenix · 2 years
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To offer my take on your idea:
Iris is a mix of ALL their most positive traits, including some advantages of Drayden's parenting. (As he had more experience raising a child at this point. especially ones with divine abilities )
She's not flawless-she still has negative traits, but they do not mirror her sibling's negative traits. this might make them harder to see. (as they'd expect since she mirrors the boy's positive traits, she should also mirror the negative. that she doesnt/has her own, might catch them a little off guard)
I definitely agree! I don't think I'm quite ready to pick her completely apart as a character yet, but I can say with some confidence that she has identity issues. in a family with such strong figures (backed by a legend where she is told that she "has traits from her brothers") she has trouble finding her own individuality amongst it all. big shoes to fill! she definitely struggles in finding her own person amongst the mix of Reshiram, Zekrom, and Kyurem. from the outside she seems like a very confident person, but she has to hold together a lot more than it looks.
I can see Iris perhaps being bipolar - instead of Emmet's Always Smiling and Ingo's Constant Frown, she rockets between the two. depending on what twin she's with at any given time, she can act more like the other to contrast or vice versa. now that I'm putting this all out in text I'm realizing I've just gone and made the entire family autistic and you know what? good for them my boys may be autistic but got damn can they work a train
this went a bit off track but. love Iris! she's a super fun character and I always love writing her! she has a bit more of a role in the fic I've been working on recently but I'm realizing that she's not in the twin dragons fics quite as much, so from y'all's perspective my Iris content may be a bit space :( love my girl!
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itsmeizumine · 3 years
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so, i searched high and low for a post i swore i made talking about why i wanted to make a naruto oc and had this initial blurb and everything that i just intended to add on, but since it disappeared somehow, i'll start again
it's going to be long, but feel free to tag along the ride under break!!
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so, i know anyone who has followed me for a while might have caught up to the fact that i’m on my own naruto nostalgia personal hell right now. it has been dragging for a few months in and out since my lil sibs started to watch the ENTIRETY of naruto franchise just because (we’re talking about all filler eps, all arcs, all ovas, all movies; they’re real champs like that). we all are stuck in the same rooms with each other and nowhere else to go so there was really no way to escape this even if i wanted too, which… i did, in the beginning, not gonna lie (i can’t handle second-hand embarrassment guys, i just can’t, and kid naruto is– oh my god); but then i kind of settled on this constant utterly mortified state so deeply nothing else phased me enough to stop watching the damned thing with my sibs, and here we are.
(and pls, don’t get me wrong. i love naruto, it was important to me as a kid and i still feel echoes of its impact on me even now in my life; it’s just– watching it with my kidsie sibs and parents in the same room with it dubbed in my native lang and them having no context to most things anime, just… no lol)
and god, as much i like the series, rewatching it made my heart ache too. kid naruto had an awful life, dude. for real. it just made me want to swoop in, adopt him and get him somewhere else asap the whole time we watched classic. it was devasting blow after devasting blow since day one, and it took too long for him to find support and bonds (as flimsy as they were) he could cling and lean on (and even then he was left/had to leave behind some).
idk guys, i might be overthinking this but kids in precarious situations always make me emotional af
so i thought: my mojo is making ocs, okay, that’s how i dive into fandoms and such, maybe i could make someone he could call a friend? even if it’s just to comfort him and myself a bit?? yeah, let’s go with this
and like, i wanted him to have someone to goof up with and be silly and talk freely and not have to appear awesome to with that false bravato of his (because he uses that when he’s not comfortable, and i really really really need him to be, for once) but i also wanted him to have someone he could fall back whevener he wants, no questions asked, and that could take care of him if things came down to it, but couldn’t strip naruto’s control over his own situation as an adult would (because that’s terrifiying thing to feel, no control over what’s gonna happen to yourself; now imagine that as a kid that has to live and tend and watch out for their own well-being themselves or else they might as well die in a ditch and no one - in naruto’s mind on the very beggining of classic - would bat an eye?? yeah, no good indeed); so an older kid it had to be. older sibling figure or whatever.
and since i wanted this older kid to approach naruto amicably, they couldn’t be a kid native to konoha, even if they were there from on and beyond. or else they’d first think of naruto in the preconceived notions leaf-civilians kid thought (as a vague monster/demon their parents made of him), or as leaf-nin kid thought (a dumb numbskull, disgrace of the academy).
so before i even started on the kid themselves, i had to settle on a place out of konoha to start the deal (hahaha going through naruto wiki pages on my dying computer was so much fun guys, you have no idea)
i didn’t find a location that made sense in the wiki so i came up with something on my own. it turned out really cool actually. i’m going to link a post talking about this location in particular because this post is too long already, but what you need to know about shokinin daichi is that it was a completely civilian-based settlement. no one was prevenient from a ninja clan and married out of it for peace and quiet, no one had a second cousin that once dreamed about shinobi life as a kid or anything. i know it seems unfathomable in naruto’s universe to such a place exist, especially with how the world is exposed to us on the anime at least, but believe me, it’s more likely than you think. there’s far too much empty space on naruto’s geography and petty, small 1x1 feuds between clans for it not to. shokunin daichi was a place civilians were relatively content with their lives, and if one of them was more ambitious they’d aim for bigger things, yes, but it wouldn't usually scale so far as to become ninja.
my kid, kawarake, was the same. his family made up one the cores of the sanka clan, but since no one was looking forward to taking the clan head’s position from the main family anytime soon, they all lead relatively quiet lives with their own thing going on. the sanka clan run the ranch of shokunin daichi, and each of its cores took care of one kind of animal. kawarake’s family core took care of horses, and he spent most of his days since he was five tending to them or taking care of his littler cousins who wanted to tend them. if he wasn’t on the stables, he’d be strolling in the settlement’s main square to talk to and help all his extended family, or he’d be in his little hide-out by the river farther south from it. he was looking forward to start an apprenticeship under kakka’s clan on metalwork once he was bit older to have the excuse to go out of the settlement more often, but there was no rush on his part still. he was fine like this.
one seemingly random night, with most of the settlement preparing to lay down for the day, a group of nuke-nin found the place. no one knew how, nor who they were; and whoever was left after that disaster could only guess why, but as soon as the rogue shinobi caught sight of the quaint little thing that was kawarake’s home they started to set things on fire. they pillaged and ransacked and destroyed everything in their wake and soon it became clear that there was little to no thing the civilians could do to defend themselves, even with their mattocks and sickles and ropes and wooden planks and the strongest men and women there. smoke and heat enclosed around all of them, and people that had lived their entire lives there together were forced to leave with no plan or direction, just the clan heads’ ultimate order to grab who they could in their way out and survive. hope against hope that they’d find each other again.
kawarake had managed to find his nephew, and be found by his mom before they had to leave the remains of their burning, collapsing ranch behind. with stingy eyes and searing burns and scratches and soot here and there, they made their way out of the settlement to find kawarake’s dad and a distant cousin by chance, but couldn’t manage to reach a group - their people - running in the distance before they too dispersed each to some direction in search of safety. between the kawarake’s mom, dad and cousin, they decided that their best bet would be to seek refuge in konoha for now; and there they fleed to through forest and packed dirt as the night went on.
i don't think it's confirmed in canon but i've seen it around enough in fanfiction to think it might have been implied somewhere. the politics of seeking refuge in a hidden village might change from country to country but i think there's a consistency on the treaty: it has to be compensated for the risk it takes in accepting the refugee, either by trade if the said refugee can has capital to start producing right away or by demanding a shinobi from the refugee's household.
kawarake then becomes the first gen nin of his family, in order for them to stay in konoha and under it's protection. he's the best conventional candidate because of his age; his cousin and parents at too old for the academy, and his nephew too young. he's uneasy in the beginning, he's surrounded by ninja that can, with a few hand seals, create a catastrophe as big as what happened on his settlement just because they felt like it, and that's disconcerting af, but once he realizes that he's also gaining this power, and he's also also learning how to counter it, he manages to ease up a little bit. he even starts to look forward to the possibility of making missions out of konoha in the end; that way he can look around for all his family, and warn them they have a safe place to stay in konoha.
his family arrives two years after the uchiha massacre, and he graduates as a genin on team 3 the same semester as neji, tenten and lee. here's what i have of him and his team, intend to post more soon
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he's a nice kid, guys, but he really shouldn't run around with a kunai like this
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here's him, isako (also oc, gotta write stuff for her) and shiyoka (same, tho y'all have seen art of them and kawarake together already), their sensei is dope too and deserves her own presentation just because.
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