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animeomelette · 4 hours
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Stop advertising Apple at every waking moment by naming everything after the first three letters of their name
not to enforce gender roles but a computer should NOT fucking have apps okay. if I wanted an app I'd go on my phone my laptop is for Programs. I mean this.
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animeomelette · 4 hours
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not to enforce gender roles but a computer should NOT fucking have apps okay. if I wanted an app I'd go on my phone my laptop is for Programs. I mean this.
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animeomelette · 4 hours
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not to enforce gender roles but a computer should NOT fucking have apps okay. if I wanted an app I'd go on my phone my laptop is for Programs. I mean this.
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animeomelette · 4 hours
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not to enforce gender roles but a computer should NOT fucking have apps okay. if I wanted an app I'd go on my phone my laptop is for Programs. I mean this.
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animeomelette · 4 hours
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not to enforce gender roles but a computer should NOT fucking have apps okay. if I wanted an app I'd go on my phone my laptop is for Programs. I mean this.
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animeomelette · 4 hours
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not to enforce gender roles but a computer should NOT fucking have apps okay. if I wanted an app I'd go on my phone my laptop is for Programs. I mean this.
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animeomelette · 15 hours
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A work (in any medium) that has extra meaning to you because of when or where you experienced it?
That feels hard to answer. I feel that the closest to that I have is works that made me feel an experience first, where there's that factor of timing that makes the extra meaning notable. As opposed to something like Yuri Camp having extra impact whenever I happened to crave nice food and it does the delicious anime food thing.
Umineko was the first work to hit me in a way that felt personally touching, as opposed to being affecting because of empathy and because what's going on can be touching in a very broad sense. Like, to reuse my example, because I too know the experience of wanting to eat that delicious animated food. Umineko was the first instance of a work resonating in a way that felt more narrower than a broad or minor overlap sense. The first time I had it shown to me that there wasn't something wrong with me, maybe broken in me, that made me unable to be personally touched by fiction.
Next that comes to mind is Owarimonogari 1's episode 5. That felt like "You, Bern, are now going to have a bunch of points to you as a depressed person be precisely stabbed at", the anime episode. To get hit to that degree in that area wasn't something I had experienced before, plus I was trying to downplay the problem to myself.
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animeomelette · 19 hours
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No fucking way the Tumblr user I keep reblogging Blue Archive girls’ feet from made this blog post
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animeomelette · 21 hours
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animeomelette · 22 hours
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sneepy day
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animeomelette · 22 hours
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corpse doll
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animeomelette · 22 hours
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capybara
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animeomelette · 23 hours
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EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD EMERALD
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AAAAAAAAAAAAAAAAAAAAAAAAAAAA MY POWERRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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animeomelette · 23 hours
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How reliable a narrator would you expect Ougi to be compared with Koyomi?
I actually think they'd be pretty forthcoming. Ougi seems like someone who would delight in things like dramatic irony so being able to tell the audience something that the other characters don't know would be fun to them. Also they also seem a little lonely.
This question also makes me wonder what subconscious regrets Koyomi might have (which Ougi would need to 'take care of') with regards to the audience? Maybe they'd be tasked with clearing up some of the unfortunate misconceptions we have about Koyomi's moral character...
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animeomelette · 23 hours
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Thoughts on the idea of the Fire Sisters meeting Oshino Ougi?
As a duo I feel like there’s an untapped market of Ougi vs fire sisters interactions. We kinda know how Ougi and Tsukihi would go because of zokuowari. (Being how Tsukihi is an unchangable eternal existence that’s kinda immune to how Ougi just is) But with Karen it could be very interesting mostly bc of how manipulatable and insecure she is, by herself it would be fun to see even if it’s just post owari teenaged Karen going full detective on her own at Koyomi’s school and Ougi is simply there as a mysterious side character of some sort, def a fun dynamic (even if it’s mostly Ougi bullying Karen). As a duo I think a full fire sisters VS Ougi type oddity story would go hard as it would be interesting to see the fire sisters more in action with Ougi also present solely for the chaos factor. I’d say Tsukihi would end up playing counterbalance to Karen and that would keep the arc from being pulled into Karin manipulation hour.
Over all I think it could be fun.
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animeomelette · 1 day
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animeomelette · 1 day
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Something you have found it interesting to observe changing over time?
I had to think on this one for a while but it's kind of neat seeing what trends have been in visual novels since the genre really became a thing.
This is based on a very biased sample of "What I personally read and have been reading for the past *checks calendar* 15-ish?? years" but I've noticed for example is older titles I've played trend towards having way more branches (often with many of those leading straight into a bad end) and... often it kind of feels like a puzzle trying to figure out what action will lead you where, which I don't see as much with relatively newer titles.
And to be fair, "visual novel" is a genre that emerged from adventure games (and if you're shopping on Japanese sites, these two will still be classed as part of the same genre) so the very puzzle game feeling of so many older titles tracks with their origins.
On the other hand, more recent titles I've played trend towards having less choices, and it being easier to tell what those choices do right off the bat.
"This choice will lead you to character A, this choice will lead to their bad end, that choice will lead to their friend end..." so on. This is talking very broad trends of course, not specifics. There's older titles with few choices and newer titles with puzzle-y choices (No Thank You!!! has a flag destruction mechanic combined with otherwise very straightforward route choices and it does have that classic puzzle feeling, while a lot of the menu choices are like "Option for character A, B, C, or D"-- not the literal text, but it is about that clear as to what they'll do)
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