#puppet collection arg
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I have been thinking back a lot about the things I was apart of back during my middle school and highschool years.
I was largely in the Markiplier and Jacksepticeye fandoms for the longest time, still am. Something I always come back to that lingers in the back of my mind is Puppet Collection. It was the first and only ARG I partook in. Now I don't remember much of what happened as that feels like such a long time ago.
I do remember one thing, I remember breaking the game by creating a group dm. Not realizing that I had added a mod. Luckily I was allowed to stay in the game though because it was a genuine mistake. But I will say...I remember that I had been crying a lot when it happened because at that time I was so into the Puppet Collection story and game I thought it was real.
I, no longer have the account that was used for said ARG on Discord. I also remember that because of Puppet Collection, I created what some would remember was called the Tainted Souls ARG.
An ARG based around Darkiplier, back then I was young and naive to think I could do something as big as Puppet Collection or really any other ARG.
Hell the moderators of PC had been brought in to help...but I remember that there was a lot of fighting amongst my team and theirs.
Now...was Tainted Souls a perfect thought out ARG? Hell fucking no. In fact me and the mod team were flying by the seat of our pants because We didn't plan anything. We didn't stretch it out, we didn't have documents made. We just winged it.
Now I'm sure you're wondering why I am bring this all up. And no it's not to create another Tainted Souls ARG. Although I've thought about a sequel or hell even redoing Tainted Souls better than it was.
But no, the reason why I bring this up is because...I want to make a video. A well researched video think like Night Mind, how he does videos on various args and such. I want to do something like that, but I want to cover Puppet Collection, Tainted Souls and other JSE and Markiplier based ARGs. So to anyone who was apart of Puppet Collection, Tainted Souls, hell Ominiscience. I want to get into contact with you whether it be through discord, email, or tumblr messages.
And to anyone who were players in these ARGs I'd also like to hear from you as well, I want perspective from both mods and players of these ARGs.
I want to talk and get as much information about these ARGs so that I may cover them in youtube videos.
@corvidazed and any one else please.
#puppet collection#puppet collection arg#tainted souls#tainted Souls arg#omniscience#omniscience arg#markiplier#jacksepticeye
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ANJDABHSDDSHNSDAJCEAHUIAJENDIJFSAKONSJFNIDWBHSAIJWJHKkodmjmslwmjdejaonaeksfmkhkiiyrakpndksncosnovhslrjyuwidsjdksjdiefjriahudjkahEo8qids,zkmdskdnslmvdNJOSDBJAOSDJIJSVDHJIORSHBASMDKADJBISDHD
I JUST DID THE HUGEST STIM EVER OH MY GOD
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THANK YOU SO MUCH ORION, YOU MEAN SO MUCH TO ME AND MY HEART IS ABSOLUTELY FULL RN!! THANK YOU AND TO EVERYONE WHO HAS GIVEN ME WISHES TODAY WAAAAA
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I DONT. THINK IM BREATHING ANYMORE I KEEP LOOKING AT IT AND IM GONNA PASS OUT HEWLPEME AAAAAAAUAUAAUUA
iI- I -I -I WIL- I WILL- I- I WILL I- I- WILL- I WILL DEFINITELY- MAKE SURE TO EAT HIS CA- I MEAN- I MEAN- HIS CAKE- I MEAN HIS CAKE I MEAN HIS CAKE I MEAN HIS CA
Happy Birthday !!! @kawaiialeisha
Number #1 reboot liker! Youāre the sole reason Iāve been drawing a bunch of Reboot Wally recently !!!
Make sure you eat the Cake Whole š
Reboot AU by @bloodrediscream
#I LOVE YOU SOOOO SOO MUCHHHHHH WAAAAAAAAAAAAAAAAA š©µš©µ#THIS IS MAKING ME TOO HAPPY ā THANK YOU AND MIMIX FOR MAKING ME ART AUWUWUAA IM ACTUALLY ABOUT TO CRY /SRS#YOU GUYS ARE THE MOST⦠YOU ALL MAKE ME SO HAPPY#ILL HAVE THE BEST BIRTHDAY EVER THANKS TO YOU GUYS#welcome home#wally darling#wally darling fanart#welcome home fanart#art#welcome home wally#partycoffin#welcome home arg#welcome home puppet show#welcome home reboot wally#reboot wally art#human reboot wally#LOVE YOU <3333#My heart is dying whenever I keep looking back at this ā save me š /pos#IM CALM COOL AND COLLECTEDā¦.#(i love you so much for the millionth billionth gazillionth time)
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The Copied Cathedral: Drakengard
In September 2022, something odd happened.Ā
A group of talented NieR: Automata modders released footage of a church they added to the game on reddit and twitter. It was a pretty big accomplishment - Automataās engine is difficult to work with, and many players with a cursory familiarity with it felt that this kind of addition to the game was unfeasible, so for something of this scale to be created represented a shift in the landscape of NieR modding. However, this achievement was practically rendered irrelevant by the way in which they chose to reveal their work: an arg/āhoaxā wherein they pretended to ādiscoverā the mysterious church in an unmodded copy of the game, presenting it as a long-hidden easter egg.Ā
This gained unusual traction. This kind of thing happens a lot, but Iāve rarely seen it gather the kind of steam the copied cathedral did. The collective practiced cynicism of the internet, as well as the increasingly white-box nature of our favourite games, reliably helps quash the kinds of rumors that would easily gain traction on the playground, when it was much harder for someone to definitively prove you a liar when you claimed to have climbed aboard a rocket and shot off into space to find Deoxys in Pokemon Emerald. And I think thereās a pretty clear reason for this: anytime anyone expressed scepticism over the church and its impracticalities, they were met with the same refrain.
āItās Yoko Taro. Of course he would do something like this.āĀ
This refrain remained intact even when how people engaged with the moddersā work changed. In the beginning, it was āItās Yoko Taro. Of course he would include an easter egg that people would only find 5 years later!ā When it became clear that the cathedral did not, in fact, exist in the game, it became āItās Yoko Taro. Of course he would craft an ARG to tease future NieR content.ā
As someone who has had a relationship with Taroās oeuvre since playing NieR at 14 years old, this was all very confusing to me. Because the Yoko Taro that I thought I knew didnāt do stuff like this. None of his games were ever advertised with any kind of obscure ARG disseminated through social media. His games didnāt really have obscure secret content that remained secret for years after the fact. I thought Yoko Taro was a guy who directed games with sweary, murderous protagonists connected to each other through intricate lorebooks that never left Japanā¦and showed up to promote Drakengard 3 as a sock puppet. Without my realizing it, what āYoko Taroā was had changed, and he had become, in the eyes of many, a kind of mystical trickster, whose mad genius was simultaneously incomparable and unpredictable, whilst also falling into neat patterns that were easily and instantly recognisable.Ā
Did I miss where these collectively agreed readings of Taro and his work came from? And if not, where did this perception of Yoko Taro come from?Ā
When did Yoko Taro become Yoko Taro?
In The Copied Cathedral Branch A: Anarchy in the UK
It seems appropriate, somehow, when talking about Drakengard, to start at the very end. Thatās where the conversation often begins and ends, isnāt it? In the public consciousness, this game is practically a footnote, an inciting incident to the more significant, more complete work; this is the game that led, in one of its endings, to NieR, and in turn, to NieR: Automata.
This history weighs heavily on Drakengard. Itās practically impossible to imagine anyone experiencing it now without some knowledge of how it connects to the various strands of Yoko Taroās Cinematic Universe. Iām very much included in that - āEnding E leads to NieRā was the first thing I learned about Drakengard, and it was the curiosity over what that meant that led me to the game. Itās unfortunate, then, that this approach completely inverts what Ending E of Drakengard actually is - a joke.Ā
Going through the experience of unlocking Ending E and playing it for yourself makes this so clear in a way that hearing about it second-hand will never quite manage. You have to go through the painstaking task of finding every single weapon - some of which have requirements so arbitrary and obscure as to practically necessitate a guide - only to unlock an ending where absolutely none of them are required. You play a rhythm game to the tune of the gameās deliberately abrasive and discordant soundtrack, and then are unceremoniously shot down. And in case there was any doubt left, the game laughs at you after thanking you for playing.
In context, this is a prank played on completionists, a surprise sucker-punch that revels in what a stunning anticlimax it is. Good job, buddy! Thanks for spending hours of your life pressing square-square-square-triangle, or maybe circle if youāre nasty. Hereās your reward: a confirmation that you wasted your fucking time.Ā
And to be clear: I think thatās great. Itās a joke that just gets funnier the more it builds throughout the rhythm game section - starting off easy, and remaining manageable throughout, until you finally reach a section that is so unbelievably difficult practically out of nowhere, pulling the rug out from under you just as youāve managed to stumble to your feet. Itās audaciously mean, and utterly wonderful.Ā
But Ending E isnāt a surprise anymore - itās the most famous part of the game. Ending E of Drakengard is, now, the opening notes of one of the most beloved - and lucrative - seriesā in Square Enixās roster. For most people who play the game now, itāll be the reason theyāre here, either literally, or metaphorically, as their NieR curiosity brings them to this title. For NieR fans, this is not an anticlimax punchline to hours of tedious weapons collecting. This is the final battle between The Dragon and The Queen Beast, a battle fought in terms incomprehensible to the fragile human psyche, ground zero for White Chlorination Syndrome and the Legion, and the beginning of the end of the human race. The fact that I can come out with that jargon without having to take a trip to the NieR wiki demonstrates that I too, am infected with the future history of Taro et alās work, work that has collectively robbed this sucker punch of its impact, and turned it into the most laboured Marvel Cinematic Universe teaser in the history of the medium. What a terrible thing to do to something you helped create.Ā
I donāt mean this to say that the mere existence of NieR has destroyed the intentions of Drakengard, but historyās shadow has undoubtedly fallen heavy on this game, obscuring a lot ofĀ what it actually is, even down to what the minute-to-minute play of the game is actually accomplishing.Ā
The common reading of the game these days is that it is intentionally unpleasant to play in order to comment on or satirize violence in video games. I can see it! Drakengardās combat is often described as monotonous, but I donāt think thatās quite right. True monotony would turn it into routine, and could potentially allow the player to sink into a flow state that makes the game drift past you. Instead, the game is interested in creating little sticking points that force you to keep yourself present in the fight. Whether itās long-range attackers, the gameās propensity for enemies to strike at you from outside of the cameraās vision, or scattering enemies in among the packs that require you to approach them slightly differently, the game manages to keep its killing a conscious, methodical act, never letting them forget about the things theyāre doing to others.Ā
But how different is this from its contemporaries? Many of the features Iāve described here - a camera that doesnāt always effectively every threat, parceling out enemy encounters into smaller waves - arenāt unique to Drakengard, but are common to many of its contemporaries on the PS2. In particular, Drakengard does not feel noticeably more abrasive than the PS2 Dynasty Warriors games that the ground battles are in direct conversation with. Itās not identical - Drakengard choosing to strip out the light strategy framing of Dynasty Warriors to focus entirely on killing enemies is notable - but playing a Warriors game alongside Drakengard made the latter feel less like satire of the former and more like imitation - the sincerest form of flattery. If Drakengard is boring, it might simply be because the form it is most closely emulating has often struggled being a critical darling. In fact, for a certain generation of people, the musou form is practically gamingās biggest and most laughable punching bag.Ā
This accusation of the combat being, in some sense, deliberately unfun, in particular, largely fails to explain the dragon-riding sections. In the hybrid levels - where you can hop aboard your dragon to rain death from the skies - it arguably acquits itself in this context well enough, particularly with the choice to use an awkwardly close-up camera angle that frames you above the ground but close enough to it to see bodies flying from every fireball and explosion you cause. Anti-air attacks are common and send you flying off your dragon, a consciously annoying friction which again forces you to remain in the current moment and avoid zoning out. But equally, this friction often comes with it a straightforward payoff - the satisfaction of, having eliminated any anti-air threats, of hopping back on your dragon and incinerating an entire platoon of soldiers. Less interesting is the dedicated dogfight missions. Here, there is no sense of weight to the violence at all, and the enemies themselves are so abstract - often being literal evil cubes that shoot lasers at you - that itās hard to derive any sense of humanity from them. It can definitely be read as an extension of the slight abstraction of the violence that happens when you hop on your dragon during the ground missions - weāre so far above the violence now that we canāt even see the viscera that is so present on the ground - but that just ends up ringing hollow for me.Ā
No, I ultimately think that Drakengardās air combat is engaging in very straightforward, very traditional ways. I enjoy it. In particular, the weight of the Dragon itself makes those moments where you swoop down to let loose a volley of lasers genuinely thrilling, in a kind of way that even contemporaries like Panzer Dragoon donāt quite emulate. And yet, despite these sections comprising a significant portion of the gameās runtime - around a third unless youāre going for 100% completion - they seem to elide the conversation surrounding this game as a satirical work. The fairly straightforward video-gamey thrills of flying a big dragon around and shooting lasers at monsters and evil imperial airships would seem to simply be somewhat inconvenient when attempting to explain Drakengard as a deliberately boring game.
Iām being cheeky here, I know. But I do think there is a huge sword of damocles, with the words āPS2 GAMES KINDA PLAYED LIKE THIS A LOTā etched into it, that hangs over anyone reading Drakengard as tedious on purpose. For all that the PS2 and its library is often lauded as one of the high points in the entire history of the medium, growing up owning one didnāt mean you were playing a Resident Evil 4 every time you put a disc into your console. Sometimes you came home from the game shop with something that played quite a bit like Drakengard.
This commonality it shares with its contemporaries is core to what I think Drakengard is actually doing with its violence. I am not suggesting that Drakengard is not abrasive at all, because to suggest they is to ignore whatās happening on the aesthetic layer, particularly the utterly phenomenal score composed by Nobuyoshi Sano and Takayuki Aihara, which is not only probably the best thing about Drakengard, itās probably one of the best in the medium. Making use of discordant, cut-up, and repeated samples of classical music, the soundtrack drapes the entire game in an uncomfortably dissonant air without falling into completely atonal noise.
Similarly, the dialogue that plays over the gameplay, while presented in a manner not dissimilar from Dynasty Warriors, is of a very different tone, even if it is equally unsubtle. Priests crying out that the world is ending, rival dragon riders going mad, dragons remarking about the worthlessness of humanity and your causeā¦It isnāt quite Cao Cao talking about how big his brain and dick is, even if it operates on a similar register.
This is an aesthetic dissonance that highlights the ludonarrative resonance that drives the game. It is also a reasonably common maneuver. If youāve ever played a game with a sad piano track playing out over a boss battle, youāve seen this before, though admittedly rarely on this kind of scale. Drakengard is less interested in being truly aberrant as it is in this kind of aesthetic dissonance bringing the genreās assumptions into relief.
This helps explain why some might find the story of Drakengard far simpler than its reputation - or the reputation of its director - might suggest. An evil empire is conquering the world and destroying a series of Seals in order to awaken some dark gods, and the protagonists would prefer if that didnāt happen. It is, quite consciously, an extremely stock video game plot. The difference, of course, is that said protagonists are led by Caim, whose personality, goals, passions, hobbies and sexual fetishes can all be described the same way: ākilling imperial soldiersā. Drakengard sees the two points common to the collective idea of the archetypal JRPG hero - dead parents and a high bodycount - and draws a direct line between them, constantly underscoring that Caim is wholly uninterested in protecting the world, and acts in the game entirely to express the trauma of his parents dying in front of him.
(Actually, side note - one part of that isnāt quite true; the game is surprisingly resistant to the claim that Caimās enjoyment of killing is in any way sexually motivated. Itās just not something the game wants to touch. The game exclusively uses sex and sexuality as a point of straightforward horror and taboo-crossing in a way that is quite revealing. More on this in a moment.)Ā
Angelus is Caimās dragon partner, and an absolute riot. Sheās almost everyoneās favourite character in Drakengard, and itās very easy to see why: she drifts above much of the emotional conflict of the narrative, commenting and mocking it in equal turns, like a one-dragon greek chorus, or, if you prefer, a fire-breathing Statler & Waldorf. Crucially though, she remains invested enough in the narrative to never become an annoying figure of detachment. Sheās not riffing on things, like a Marvel character might, as if sheās not part of the same world as the rest of the cast, she just has very little patience for the affairs of humans despite her forced entrapment within them. Itās a very delicate balancing act to walk, writing this kind of character without making them irritating, and it's a testament to the script, and particularly the performance, that Angelus comes across so well. Mona Marshallās dub Angelus is pitch-perfect, infusing her dialogue with a careful balance of righteous, haughty indignation and weary resignation that makes her an absolute delight to listen to as she mocks the worthless humans you and her are roasting with dragonfire, especially once notes of affection towards Caim begin to creep into her character. In a dub of mixed virtues, sheās consistently fantastic, and it speaks volumes that despite this kind of side-glance to the audience becoming a recurring theme in Taroās work, it's never as successful as it is with Angelus.Ā
Alongside Caim we have Furiae and Inuart, the central love triangle that drives the narrative. Furiae is Caimās sister, and the Goddess; a pure shrine maiden whose enforced chastity seals away the Empireās dark gods. Sheās also completely infatuated with Caim, who pointedly avoids confronting her incestuous feelings towards him throughout the game, even as her longing and desperation for him builds and builds, to the point that even Angelus comments on it. Inuart is Furiaeās betrothed, a soft-spoken bard whose sexual frustration at and jealousy of Caim leads him to become brainwashed and turn evil. And then thereās Manah, the gameās villain - an evil little girl who, after being rejected by her mother in favor of her twin brother Seere, turns to the Empireās evil gods for the love that she has been denied, becoming their possession and instrument in the world.Ā
This is the actual core theme of Drakengard - that of rejection and resentment, unprocessed, unexpressed, unrequited feelings left to fester and rot, turning outwards onto the world itself, of this kind of unfulfilled need being the origin of violence in the world. For all the hyperbolic claims of Drakengardās essential horror, it all settles into such a disappointingly neat and straightforward freudian framework. Every character - aside from Angelus - is fundamentally reducible to their singular freudian frustration. This makes the gameās perspective somewhat limited, but also makes it incredibly clear and transparent - thereās no avoiding these taboos.Ā
Itās not that this is entirely bad - I actually think Caim and Furiaeās relationship in particular is extremely effective, the obviousness of the taboo being brought into sharp relief by how Caim simply refuses to engage with it, letting the emotions fester and fester until, at the point when they are directly stated to him and he can no longer pretend that he cannot see them, his final rejection really hits hard. I particularly like that the game is uncharacteristically ambiguous on the point of whether or not Caim reciprocates Furiaeās feelings, which brings a messiness to how their relationship ends that really works. But by and large, the game is so laser focused on the binary contradiction of each characterās familial trauma, they always break in the exact same way, and it reveals just how little the game actually has to say on its own central topic.Ā
This becomes particularly apparent once you look at the other playable characters, who arenāt so much one-note as they have about half a note to share between them. Leonard is a kindly and empathetic priest who also happens to be a pedophile. Thereās Arioch, a jokerfied elf cannibal who eats babies because she was driven insane by losing her womb in her pact. And then thereās Seere, a young boy who will remain a young boy forever thanks to his own pact. He becomes friendly with Leonard. Each of these characters will send you on side-stories that all feature you slaughtering children.
Itās not just that the transgression here is largely shallow, it's that it's the same transgression, over and over. The conflict between the central trio at the very least is driven by exploration of a theme of unrequited love and the enforcement of taboo reaching a breaking point - for the rest of the cast, there is nothing there except for the taboo, and the taboo encompasses their entire characters. Arioch is a particular low point: the outrageous misogyny inherent in the depiction of a woman being driven completely insane by losing the ability to reproduce is self-evident, as is the gameās complete lack of sympathy for her in comparison with even Caim, but itās everywhere when it comes to these characters. You can just imagine the sneer on the gameās face as they describe Leonard, the āaha! Isnāt that fucked up!ā of quality of the reveal that the nicest member of the party is actually a pedophile. For all that I am willing to be sincere in my engagement with the gameās exploration of familial violence, there really isnāt anything to the missions where you engage in mass slaughter of child soldiers other than āisnāt this fucked upā. And I donāt object to it being fucked-up: my problem is that itās so one-note that it isnāt fucked up at all. The shock is so surface level that it becomes boring extremely quickly. Itās all so fucking teenage.Ā
Put a pin in that.Ā
What the game does gain by how incredibly loud and unsubtle it all is, is that it becomes impossible to ignore. The viscera of the relationship drama is as in-your-face as the viscera of Caimās violence, and achieves the same effect as the gameās soundtrack (though, less effectively than that). How surface-level it all is may make Drakengard largely unsatisfying to consider on these terms, but it is effectively oppressive, and I think that is key to why the game lingers in the memory.Ā
As the game goes on, its narrative begins to fray at the seams, sometimes in disappointing ways, and sometimes in delightful ways. The gameās standard ending is fine enough, and sings when it caps off the burgeoning romance between a murderboy and his dragon in an oddly sweet and earnest manner. Caim and Angelusā odd and sad relationship is easily my favorite part of the gameās narrative, and is, interestingly, something director Yoko Taro fought against depicting in this way, by his own admission. Taro wanted Caim to be as a parasite to Angelus (interestingly, a reversal of the relationship between the Dragon and its rider in Panzer Dragoon, where the will of the rider was subsumed unconsciously by the will of the Dragon), but at the suggestion of producer Takuya Iwasaki, scenario writer Sawako Natori imbues their relationship with an earnest romance without dodging some of the more toxic suggestions of it, and it ends up being the highlight of the gameās writing. It is worth noting, when considering the direction of future games in this series, that almost all of the gameās most effective moments come from treating the relationships with sincerity instead of shock.Ā
But of course, this isnāt really the end. As would become tradition for the games in the Drakengard/NieR lineage, the game offers a series of branching routes that lead to different endings. As the series would go on, this tradition would become increasingly superfluous, wielded more as an aesthetic and expectation than anything else, but in Drakengard, there remains something exciting about it, as each branch splits further and further from this relatively sedate ending until you finally arrive at the punchline that we all now know is coming.Ā
Route B feels like the ātruestā ending to the game, engaging most with the themes of toxic affection that end up driving the plot. Inuart tries to resurrect Furiae, and does soā¦but as a monster that kills him, grows giant, and has to be put down by the player. Caim finally confronts his sister and their relationship in the only way he can: murdering her enormous, twisted, eikon. Itās a classic gothic move, but it's the twist of the knife of the routeās final shot, the sky being filled with countless more Furiae monsters, that is distinctly Drakengard. Itās fitting that the gameās theme song plays at the end of this route, rather than the others. This feels like the end of the road for these characters, so it's no surprise that the following routes feel more like weāre veering off that road into far stranger and far sillier territory.Ā
Route C, on the other hand, is a total misfire. If the last route was the one that felt like it most naturally emerges from the themes of the narrative, then this is the opposite - the one where the entirely offscreen Dragon species decide apropos of nothing that, actually, theyād like to conquer the world, and so Caim and Angelus must do battle. The two lovers battling to the death should be something really impactful, but ends up as a baffling wasted opportunity. Without the care and investment the scenario brings to these characters elsewhere, Route C is a glimpse into a version of Drakengard that didnāt have the touches of earnest investment that elevates these ludicrous mean-spirited caricatures - a hugely boring video game. Iād say that it would be better if it had been cut from the game entirelyā¦if not for how the feeling of the narrative being derailed in this way lays the groundwork for the gameās incredible - and I mean that in both senses of the word - climax.
Branch D is probably the most iconic part of Drakengard, and it is definitely the part of the game that left the greatest impression on me when I first saw it as an 18-year old. Here, the involvement of Manahās twin Seere makes things with his sister even worse, as he regards Manahās desire for affection with horror and tells his Golem to kill her, which the God possessing Manah does not take kindly to. Thematically, the route ends here: another rejection, another breakdown in familial bonds - and interestingly, a parallel drawn between Seere and Caimās respective emotional stuntedness towards the feelings of their sister being drawn but never developed - leading to disaster. You could see a version of Drakengard that has the same approach as Branch B, simply cutting off at the point at which the doom of humanity becomes obvious, but delightfully, the game simply keeps going, setting its final few chapters in the invasion of the Watchers - who, of course, are giant stone babies.Ā
Of course, here we return to the problem of the future. It's not just that this turn has been spoiled - plenty of works, even the majority, retain their power even after they have been spoiled. Contrary to the opinion of the most annoying guy in your film class, knowing what āRosebudā is does not actually make Citizen Kane less electrifying. But the power of Branch D is, to me, entirely within the shock value of it. Its excitement is in the sense of how completely the narrative has been derailed. When you know about the giant babies ahead of time, the shock of their appearance is less effective.Ā
However, unlike Ending E, whose intention I do think is somewhat obliterated by the context by which most players will find it, I actually think the conscious anticipation of this moment by a player of Drakengard coming from the present day wonāt rob them of the effect, because the audacity of it all is still enjoyable. Itās an absurd literalization of the gameās shallowest engagement with familial love and desire as violent: evil babies that are going to eat you allā¦and that you must slaughter in their dozens to survive. I remember showing this scene to friends when I got to it, purely and straightforwardly to say ālook how weird and fucked up this is!ā, and see their reaction to it, devoid of all the context of the game leading up to this point, which I think is telling. It wasnāt important to me that they knew that this was a game filled with the need for love turning violent. It was important that they see just how weird these evil babies were.
There was a point in my life where, for those around me, the funniest type of joke in the world was the erstwhile Dead Baby Joke, a type of joke where the punchline is always, in some form, a dead baby. The punchline here is pure, naked transgression - you canāt joke about a dead baby! Itās the same kind of impulse that makes swearing when you are a kid fun, of sneaking into a movie the age certificate declares you too old for, and approximately 95% of the reason anyone plays Grand Theft Auto - the fun of breaking boundaries for the sheer thrill of breaking boundaries. And in a game that has made the transgression of taboo the core of its entire being, this feels not like an elaboration of its themes so much as the literalization of them in the most audacious way possible - the invasion of the dead babies.
Itās worth comparing this to the series that Drakengard is perhaps most in aesthetic conversation with aside from Dynasty Warriors: Panzer Dragoon. While Ace Combat was the direct inspiration for the flight mechanics, Panzer Dragoon is the source of much of how they look and feel. And, interestingly, it too is a series that wrestled with the astronomically high bodycount of its game in Panzer Dragoon Saga, the third game in the series which reinvented itself as a to-this-day utterly unique RPG. Set decades after both of the previous games, but not so far that their events have fallen out of living memory, Saga reframed the events of those games as world-shaking historical events that have turned the Dragon into an icon of power not unlike a Weapon of Mass Destruction. Much of the plot of the middle stretch of the game is defined by the factions of the story attempting to control the era-defining power of the dragon, as much because of the fear and symbolic weight of the Dragon as its ability to shoot lasers.Ā
This reaches its head in one of the gameās best sequences, where the mayor of the hub town asks the player character to assault a nearby Imperial base with their dragon. The mayor knows that this wonāt deal a major blow to the empire, but is attempting to demonstrate the use of the dragon as a deterrent against the empireās moves to annex the town so that he can get elected as the new leader of the town. This, of course, backfires massively when the Empire responds to the threat of the Dragon by bringing their own Weapon of Mass Destruction to the frontline and wiping the town off the face of the map, an irreversible scar left on the game map, removing (almost) every single NPC and sidequest related to the town from the game, all in response to the threat the player and their dragon represents.
The difference here is that while Drakengard makes the violence of its central conflicts more visceral and obvious, Panzer Dragoon makes it more complicated and, ultimately, nuanced. But to frame this as a criticism rather than an explanation accuses Drakengard of seeking nuance as a goal, and failing, and I just donāt think thatās true. Despite Panzer Dragoon Sagaās Empire being about as hazily defined as Drakengardās, it manages to make them feel like a real entity, one staffed by human beings that believe in their cause and react to the phenomena of the world around them . Itās telling, I think, that when you shoot down imperial vessels in Panzer Dragoon Saga, their crew cry out, often saluting the empire with their last breaths, but Drakengardās mind-controlled masses of soldiers and their abstract vessels often give no reaction at all. Thereās rarely a sense that these soldiers are meaningfully people, or that the Empire is anything other than a mass of bodies for Caim to slaughter. Panzer Dragoon Saga articulates violence as something that affects the world in ways beyond how much blood is spilt when someone swings a sword, while Drakengard is only ever interested in the blood itself, as an expression of the freudian frustrations of the characters. The viscera is the point, and the viscera is what Drakengard ultimately is.Ā
For all my sincere engagement with the gameās clear themes of taboo and familial conflict, there is a futility to it, because itās so clear to me that first and foremost, the game is interested in the fun of transgressing these taboos within a largely accessible framework. The thrills of Drakengard are the thrills of watching a Saw movie, the audacity of them actually doing thatā¦the enjoyment of a dead baby joke. This might all sound like an insult, but I promise it isnāt. A couple of years ago, I made a youtube video about edgy PS2 games, where I argued that these kinds of games with self-consciously edgy aesthetics are valuable for the straightforwardness of their rebellious attitudes. Drakengardās closest bedfellows, to me, are not Panzer Dragoon or Ace Combat or even Dynasty Warriors, but Jak II: Renegade, Prince of Persia: Warrior Withinā¦and Shadow the Hedgehog. Transgression for the sake of enjoying transgression might indeed be shallow, but it is also profoundly worthwhile, especially for young people chafing at the condescending and limited avenues they are offered to engage with the world. Hell, itās why I was drawn to NieR, when I played that as a 14 year old - I wanted something weird and different, for the weirdness and the difference. And for all my criticisms, I cannot deny just how good Drakengard is at this simple appeal.Ā
I feel a little like Iām engaging in some Sacred Cow butchery here, and to a certain extent that is a conscious thing. Thereās so much received wisdom about Drakengard out there online that I do feel compelled to try to articulate what I think it is actually doing.in the final verdict, I ultimately like Drakengard a fair bit, and I do think it is worthwhile. But I donāt think itās worthwhile because it is a wildly aberrant, abrasive work that challenges norms. I donāt think it has much to say about video games, and I donāt think itās meant to be so bad itās good. In fact, I think it is something that inshrines the norms it tackles in how fundamentally irreconcilable it views them. It is a straightforwardly effective bit of rebellion that we all need as teenagers, one that has a keen understanding of its target audience and their emotional needs. Games market themselves on offering illusions, of freedom and power, and Drakengard offers the illusion of rebellion against and excoriation of the status quo better than most any game I can imagine, and I think that is why it, ultimately, has become quite a popular game. It isnāt a surprise, the right kind of anger for a mass audience has always been popular. Never Mind the Bollocks, Its the Sex Pistols, for all that it declared itself oppositional to societyās norms, was ultimately extremely popular within them. It's loud, in your face, and guaranteed to get at least some kind of reaction out of an unsuspecting player. It is a dead baby joke, a loud, abrasive, screaming metal album played so loud that it pisses off your parents, an act of petulant, adolescent rebellion whose purpose never extends far beyond the rebellion itself. Show me someone who doesnāt see any appeal whatsoever in that, and Iāll show you someone who really needs to cut loose a little. But equally, show me someone who still thinks dead baby jokes are the height of comedy, and Iāll show you someone who needs to hear more jokes.Ā
in the copied cathedral ending a dead b[a]by jokes
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Summary of the current state of the Chess/AION ARG from both a real life and lore perspective as of 9:19pm PST below the cut, for any guardians interested in catching up. Copy pasted from Discord from a few hours ago but there's been little progress on the state of the board so. Sorry if it's a bit hard to read.
After compiling together a bunch of people's different chess boards they got from completing a game in Eris' throne world that can be done once you collected all the chess pieces in the world that spawned last week, a bunch of streamers were able to piece together a QR code that led to the following site: http://aion-archives.net/ If you complete the puzzle, which is 27 weird chess boards you have to solve, you will be able to interact with a bowl of water that says "the water reveals" and it will give you a four number code (Signal Frequency x----) from 0001 to 4096, along with a custom chess board that you should take a photo of. If you plug in your chess board to any kind of chess site and receive the chess notation or FEN number, you can go to AION and input the following: your frequency number, and then the FEN number minus a few pieces. This will give you one of three things: Green text saying match confirmed, blue text saying data corrupted, or purple text saying quantum spin failed. The last one means you input your FEN notation wrong, while the first two mean you successfully put in the FEN notation. Meanwhile, people are also piecing together each unique board generated to match a frequency by their borders, and lining them into smaller chess boards assembled out of either red or grey tiles. By finding the piece in that bigger chess board created by the smaller chess board that would create some certain checkmate condition, this piece can be plugged into the in-game chessboard and if you complete a square successfully pillars around the arena will light up. They have the middle square done as of right now.
A handful of numbers on the website from frequency signals, as well as a bunch of other random dates (typically in coordination with stuff to do in either Destiny/Bungie or actual real life chess history) will spit out little bits of lore from the terminal. AION stands for the Apollo Intertemporal Observation Network, and we previously heard a mention of an "AION Initiative" back in some of the dialogue you can unlock from Vesper's Host by progressing through the puzzles in the questline. This was mentioned alongside the likes of Rasputin and Soteria, who we know are BrayTech AI. This fact also came to us from Astraea, who herself is a BrayTech AI. It is also very likely that the corrupted data outputs in some way link to the Corrupted Puppeteer, which is a failed BrayTech AI attempt to simulate a Vex Mind that possesses the ability to jump across various hosts and was able to construct some kind of neural network hivemind amongst House Salvation refugees on the Vesper Station.
A dialogue piece that only unlocks once the questline is finished actually reveals the message that was received through the Anomaly, and it is essentially that of someone named "Lodi" communicating that they are adrift. It is very likely this person is connected to AION. Additional texts you can receive from the website are prompts about an experiment starting today, traveling to another star, and a bunch of shit relating to astrophysics. If you bug the terminal too much, it will literally IP ban you which has happened to some unfortunate people in the twitch chat.
What is most interesting is that the code for the chess puzzle was cracked by uncorrupting FEN notations held behind the following set of numbers: 10071956 (I believe). This date aligns with some super important game in chess history, but importantly, you can see it be one of the dates counted down on the satellite in the short Edge of Fate teaser trailer.
and basically that is what we have so far
also if you input bungie related dates you can get easter eggs like pictures of a chess board made out of master chiefs
Right now a LOT of dialogue suggests stuff about jumping through space and time, which aligns with both what we know about the Nine and how the whole ARG is basically a game of 4D chess.
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Other Hobbies the choir members would have?
AH TY!
Ocean: Horse girl Ocean will always be a thing in my heart. She rides horses + cares for a horse that is not hers but owned by one of her neighbours. His name is Remi. (That was my horseās name when I used to ride a long time ago!) She also plays a bit of piano, though sheās not very good, and plays Softball in the spring.
Noel: He journals a lot, and practices calligraphy and pressing flowers! He has a whole shelf of old leather bound journals just filled with pressed flowers, calligraphy, little doodles, and love notes! He also knows how to ice skate and does that in the winter, he and Constance like to go together.
Mischa: Besides his YouTube gig I imagine he does some sports, specifically hockey and lacrosse. He tries out for the football team every year but never makes it on. He also secretly enjoys dance, but he would never admit that to anyone.
Ricky: My man Ricky is chronically online. He writes fanfiction and has his own blog and ARG all centered around Zolar and the Space Age Bachelor Man! Heās not very active, itās kind of hard for him to be active, but heās great at basketball, and can pretty much make a hoop from anywhere on the court if heās balanced/focused enough!
Penny: Sweet, dear child. She collects skulls and bones, dries them out, and keeps them on a shelf. Some of her less creepy hobbies include hiking, roller blading, and swimming. Sheās a fantastic diver!
Constance: As mentioned before, she and Noel go ice skating together like once a week every winter, then they make hot cocoa afterward. She loves to bake and sheās very good at it! She also sews and is very crafty. Sheās made the choirās Halloween costumes every year for a long time! She and her little brother like to make sock puppets and put on shows together as well.
#rtc#ride the cyclone#headcanon#headcanons#ocean oāconnell rosenberg#ocean rtc#noel gruber#noel rtc#mischa bachinski#mischa rtc#penny lamb#penny legoland#penny rtc#ricky potts#ricky rtc#constance blackwood#constance rtc
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Yāall thought I wouldnāt find this huh? šļøšļø /pos
Eddie all dolled up šŖ»š

#another to add to the collection#donāt mind if I do :3#eddie dear drag#welcome home#welcome home fanart#eddie dear#drag#drag queen#welcome home puppet show#welcome home arg#not my art
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watching my mcyt mutuals reblog the softass my pussy hurts post. they donāt know that softass is one of many homestuck rp blogs that appeared earlier this year thatās meant to rp a pornbot made by some dudebro who canonically makes puppet porn and the gaggle of blogs is collectively creating some sort of fucking homestuck arg
#whiskey yelling into the void#hey mutkals. im very tired š hereās whats been going on in my circle of tumbly lately#also the dudebro in question raised an apocalypse baby#and then fucking beefed it on his own sword and got reincarnated as a teenager#homed stuck lore for u all š#it is. one in thr morning
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Quick sketches of Frank Frankly <3
#welcome home#fanart#frank frankly#welcome home arg#this arg looks so good so far I canāt wait for more#freaking out because now I have another puppet to add to my collection š
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Have You Heard?
- A Welcome Home! Playlist
Welcome Home! belongs to @partycoffin Images & playlist created by me
#welcome home#welcome home arg#welcome home puppet show#pls enjoy this groovy collection of tunes which is 100000% wholesome and not sinister in any way uwu#featuring songs for each neighbor plus some general songs in between#sorry to all poppy and howdy fans i love both of them so much but i STRUGGLED#did my best pls don't feed me to the void under Home
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#my art#fanart#artists on tumblr#welcome home#welcome home fanart#julie joyful#welcome home julie#welcome home arg#wally darling#sticker art#streetart#sticker collection#welcome home art#welcome home au#welcome home wally#welcome home barnaby#welcome home poppy#welcome home puppet show
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First of all: āYouTube kiddiesā is one of the funniest phrases Iāve heard in a long time! Thanks for making me laugh! And okay. Whatās wrong with people thinking discord roleplays are ARGs? We take pride in exposing people to the genre and directing them towards series like EMH, Marble Hornets, TT, MLA0, and resources such as Night Mindās channel. If people want to make roleplays with ARG elements, good for them! Theyāre being creative and trying something new! Theyāll get better as time goes on!
Second: You act like we didnāt acknowledge that PC used the trials format XD
Third: āAn alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. Subsequently, it is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium.ā
Thatās the definition of an ARG! Please tell me what PC didnāt do, or what Montauk isnāt doing, and weāll try to remedy that ^_^
āARGā mentality (mostly montauk and puppet collection
Thanks to thoseĀ āARGsā those youtube kiddies think every roleplay hosted on discord is a ARG. First of all: No.
Second: Good job ripping off the Seven Trials of Habit. Such an original idea.
Third: Donāt spread wrong information about ARGs.
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Todayās my 15th birthday!!!
#arg#Challenge:Help Abby#Challenge: Help Abby ARG#C:HA#C:HA ARG#jacksepticeye#puppet collection#inspired by Ā my vague knowledge of the puppet collection and playing TSFY and theĀ Cardican#not based on the puppet collection#vaguelyĀ formatted off puppet collection
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Social Manipulator discord?
Okay, so I've been thinking about doing a Discord for my story for a while ever since I became apart of Puppet Collection and the Tainted Souls ARGs and what I was thinking I don't think would be an ARG but a small thing for friends to be apart of! Something that would go along with what's happening in the story, but also "real life".
I'll definitely be having a video log for a character along with other things like codes coming from another character be involved.
I'm still not sure about it though. I would like to make this and might choose some people for character's if this kicks-off. But for right now, it's still in the air.
If anything, I might just leave it as a group chat for everyone to hang out :V
But yeah! I'd love to hear your opinions on it and if you guys wanna help out with anything lemme know. But know that I'm still writing the story right now, so I'll be really busy with both that and irl stuff! :D
Thanks! And I'll post the link soon, but I highly recommend you read the story first to understand what's going on!
#darkiplier#social manipulator#markiplier#mayor damien#wilford warfstache#the host#who killed markiplier#antisepticeye#the colonel#dr. schneeplestein#victoria's backstory#victoria#ARG#puppet collection
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masterlist
request here!
request anything, no limits.
fandoms: resident evil 8 / welcome home arg / marvel
mlpth au - welcome home
(tag list)
Wally has to do it. He has to save his friends - no, his family. The only family he has ever known. And he will do anything to keep them safe.
He shakes the manās hand.
you can also view the series on AO3
we are each waves and also the ocean - tumblr: (fluff, all characters, minor barnaby/wally, eddie/frank)
you still think we live in a world so beautiful (you see, i think i don't believe in this stuff anymore) - tumblr: (poppy-centric, backstory, pre-canon)
more like puppets than hands - tumblr: [one] [two] [three] - (hurt/comfort, barnaby/wally)
au headcanons
julie/frank/eddie headcanons
kinktober 2022 - karl heisenberg/reader nsfw
the prelude -Ā ao3Ā -Ā tumblrĀ -Ā (light dom/sub)
the tortutous blade -Ā ao3Ā -Ā tumblrĀ -Ā (knifeplay)
sexrifice -Ā ao3Ā - tumblrĀ - (overstimulation/bondage)
hot blood and cool steel - ao3 - tumblr - (macro/micro, mommy kink)
bucky barnes/reader nsfw drabbles
broken yet whole collection - ao3Ā
broken yet whole - tumblr - (knifeplay, gun kink, choking, noncon)
#masterlist#fanfic#kinktober#Karl heisenberg x reader smut#karl heisenberg#karl heisenberg x reader#re8 Karl heisenberg#resident evil#resident evil 8#welcome home#welcome home arg#welcome home fanfic#wally darling#barnaby b beagle#wally x barnaby
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A sweet marionette hung by the strings of fate. Will the hand cut the strings or make it dance? ( @grandest-relic)
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Deadline: 31st December 2023 (extended deadline)
Open to Requests:
Codependency
Fakeout Makeout
Evil Version
Complete:
Free Space - Amity Park: Untold Horrors - DP x DC; Ghosts & ectoplasm corrupt recordings. Danny Fenton posts a makeup project online. The Internet loses its collective minds over the newest horror ARG, Amity Park
Mind Control + Loved Ones Used Against You - Wake Up, Puppet Boy! - DP x DC; Art & moodboard for a fic idea
Current Plans:
Costume Logistics - MHA
Mentorship - MHA x DP
Accidental Child Acquisition - DP x DC
Body/Power Swap - MHA
Magical Mishaps - DP x DC
Adventures in Space - DP x DC or MHA
Friendships Extending Past the Mask - MHA, DP, or DP x DC
De-Aging - MHA
Deciding to Quit Despite Protests - MHA
Hiding Discomfort - MHA (possibly DP x-over)
Secret Identity Shenanigans - DP x DC or MHA
Heroism is a Gilded Cage - MHA
Lotus Eater Machine - MHA
Animal Transformation - MHA
It Never Gets Any Better - MHA
Resenting the Legacy Youāre Meant to Live up to - MHA
#bingo event#bingo card#mha#bnha#danny phantom#dc#dcu#dp x dc#fandom event#dp crossover#danny fenton#aizawa shouta#midoriya izuku#batfam
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