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#(I do wish there was more content in-game involving the companions and their interactions with Nuka World; outside of Gage and Preston)
1800duckhotline · 8 days
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im new here and missed your bg3 phase entirely can i hear what makes the game so sucks for you (or ill go look in the tag! fine too). i love to hear people bitchin about games everybody else doesnt wanna criticize
omg hello... first of all welcome to my twisted mind etc. my blog is an array of a completely random agglomeration of interests so im sorry if i shift from posting from x to y at the speed of light LMFAO. my bg3 obsession phase was definitely a strange exception but i guess it is what it is
and def i can give u the sparknotes version of my criticisms for the game, which are both rational and not and you're free not to agree and so forth, i'm just one guy expressing an opinion which i think i'm entitled to since i've played this game for over 200 hours almost i am fairly sure. i was not okay.
obviously i'll be mentioning spoilers fyi. i got long here but i promise this is just the Resume of my actual opinions
i hate the fact everyone sounds british except minsc or jaheira. i just dont like it. like a few characters here and there its nothing that bothers me but i'm tired of british accents in fantasy media. it makes things more of a snoozefest
for a game that prides itself on characters being reactive and interactable (esp companions) more often than not the companions reactions have been disappointingly lackluster and straight up Sad because they're so Nothing. i.e. durge reveal
i think not having tav/durge voiced was stupid. my onion!
the game is not as revolutionary as people make it out to be when it comes to character design and good lord the character creator to me is offensive. the companions are all EXTREMELY SAFE when it comes to 'conventional beauty standards', and while i'm not surprised nor did i expect any less, the lack of body diversity to me is just so... boring. it's so nothingburger. like i love projecting hcs and shit but i wish i didn't have to do that
wyll having so little in terms of content and writing and reactions in the game compared to astarion (and let's also say shadowheart bc on a technical level she's the second favorite of larian) is genuinely the worst thing to me because his concept is charming and interesting and larian just decided to do nothing with him. players that are black and/or poc obviously have said this a trillion times, i'm just echoing the sentiment because i also hate how blatant it is, esp when i read up and watched how he used to be in EA. like not to say the writing there was stellar but he had dimension. larian just does not give a fuck abt him and it is irritating lmao, esp since astarion has tangentially 0 actual involvement with the game's main plot in his arc WHILE WYLL LITERALLY GETS HIS ARC SIDELINED BY THE EMPEROR I FUCKING HATE THAT STUPID TURN OF EVENTS SO MUCH
act 1 is probably the best optimized out of all the acts, with the optimization being probably up to midway of act 2. then it alllllll goes downhill. i said it so much but i never get tired of saying it: act 3 is so poorly organized, so many good ideas all smushed together in an indigestible slog of an act with too many quests flattened in one single serving making it so fucking hard to want to get it done. which is awful, because a lot of poignant plot events and fights happen in act 3. i'm still of the firm belief they should've made an act 4. considering this ties in with the aforementioned issue where wyll was supposed to get more content... and it got cut out 'for time'.
i fucking hate astarion fans. i trust like 2 people that do like him. i genuinely was so indifferent to him in the game. like he's fine as a character. i just dont like him much because of the fans. Again ties in with the wyll issues too because people love to pretend astarion would be in wyll's place in the dancing scene when astarion would call you slurs and kill you if he could
also like think what you will of minthara but i think it's criminal that she's a companion and alongside wyll is left to rot at the bottom of the game's code. it's definitely more egregious for wyll imo but like. idk i also am not a fan of this esp since i discovered halsin was added as a companion because THE FANS begged them to. seething
again, there's people more well equipped to discuss this and i did reblog and share posts abt this before on my main account but the embarrassing fantasy racism is there and it's an innate problem of dnd. i think it should be mentioned and kept in mind regardless if it's done well or not (which i don't think it was).
this is less abt the game itself and more abt the fandom but i genuinely cannot fucking stand people who are so aggressive at users who have sexuality headcanons for some of the characters of the game. i've seen people have SO much fucking vitriol towards lesbians having lesbian hcs, specifically, gee i wonder why. this hasn't happened to Me but i have witnessed it.
i think that's more or less the Issues i have with bg3. you're free to ask anything in specific but like... i dont hate the game. or i wouldnt have played it so much. but it should not have been GOTY to me. sorry. like there's so much i just think is wrong... but im just one guy.
i usually prefer completely different types and genres of games, so obviously i'll be more dissecting towards a game i tried out of curiosity and Liked, but with many grievances. the type of stuff i usually like is also far from perfect but i judge a lot of those things in bg3 because of how the game presents itself as in advertisement and social media posts, as well as just like, the steam page. i have plans in the future to try similar games to bg3 to see if it's a common problem within that genre or if it's the black sheep (for me) but for now it is how it is
anyways i did also like a lot of parts of the game, it's just, i can't really reccomend it without mentioning what i didn't like you know?
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dolceaspidenera · 1 year
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Hii! when I read your post about bg3 and what could be better, it’s like you I’ve read everything on my mind. I love this game, it’s an absolute masterpiece, that’s an undeniable truth. I desperately wanted sth like this after I fell in love with DA games. the minute I knew I can romance Astarion I jumped at the chance - because LOOK AT HIM!! and they’ve given him the BEST voice actor, the BEST character backstory- better and richer than any of the DA characters had. he feels alive, everything in his behaviour and motivations makes sense, the whole breaking the cycle of abuse is incredibly deep. And really makes me crave for more..more party banter, more things to talk about overall. there are certain shining moments between him and Shadowheart, moments where she teases him or is curious about certain things. YES GIVE ME MORE OF THIS overall with all the companions!
100% agree about how it is frustrating that companion reactions get overridden. I romanced Asta and wanted to hear his reaction to the owlbear and he got blocked by Shadowheart. why??? if anyone has sth to say let them say it.
Now I’m gonna rant a bit about Asta’s content in act 3. there’s quite a big difference between act 1 and 3 in terms of camp cutscenes. while in act 1 you have to long rest pretty much constantly to see everything that’s queued up, in act 3 it isn’t necessary. act 3 feels much emptier esp when it comes to Astarion or Karlach. Cazador isn’t involved in the main plotline so there’s no incentive to deal with him unless you really want to help Asty. Karlach and her soul coins - i didn’t understand their purpose, guess it was scrapped. same as the possibility for Asty to explore different ways to release himself from Cazador’s clutches, to be able to stay in the sun. as it is now there’s nothing for him, just a throwaway dialogue option added last minute that you’re going to look for the solution together. that solution should have been available in act 3–another scrapped content—necromancy of thay. as it stands now - I think mainly because of this missing content, there’s only one option to help Asty see reason to refuse the ritual and even that requires high persuasion check. all that we’re given is one good choice (which you can’t probably pass with a non-charismatic character) and two bad choices with one of them being No I won’t help you which does not give you any additional chances to reason with him. which there should’ve been especially if he’s romanced and on the highest approval. lastly, we should’ve been given a waaaay more satisfying conclusion - once again as it stands now, it deeply hurt me to watch him run away from the sun with nobody expressing any sort of concern for him whatsoever. he deserves better. and i’m too old and tired to write a fix-it fic about this 🙈
the end of rant 😅
Hi! Thank you for sharing your opinions with me 😊 I agree with you, I would've preferred, for example, fewer shiny objects and more party banters/cutscenes with our companions. Especially when it comes to friendship interactions, you really feel a lack of content. They are all amazing characters and I wish we could spend more time with them, it would have been cool to have something similar to the Citadel DLC in Mass Effect.
Regarding the companions' reactions that override each other, if Larian is hell-bent on leaving it like that, I hope there will be some saint modder out there who will be able to get rid of this mechanic. I'd do it myself but unfortunately I know nothing of how mods work 😭
And Yes, after completing the quest for the characters there's 0 content after that unfortunately when it comes to interactions in camp. Don't get me started on our best girl Karlach, they really did dirty to her. Her confrontation with Gortash is the most anti-climatic thing I've ever seen. She gets angry, understandably so, for like 5 minutes, and then that's it, everything is back to normal. AT least give us a cut scene with her stabbing the hell out of Gortash, them staring in each other eyes while he dies, give me some pathos, something! It's supposed to be the climax of her narrative arch, c'mon!
There's definitely a lot of cut content, I don't know if it's because they ran out of time or they were having budget issues, maybe a bit of both. I hope they will add them back later but I honestly doubt that. Unfortunately, the ending is really lacking as well, you can really see that they ran out of time there. Larian promised they would fix it, so I hope they manage to put together a satisfactory epilogue for all the characters. I reeeeeeally hate Astarion's ending in particular, there's no way my character wouldn't run after him to make sure he's okay and to comfort him. It would have been cool to have at least a party like the one with the tieflings in Act 1 to properly say goodbye to all characters (Dragon Age Origins really nailed it in that sense, even if it's brief you have the chance to speak with all characters and ask them for their future plans after the final battle).
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jcmarchi · 4 months
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Hauntii Review - Life After Death - Game Informer
New Post has been published on https://thedigitalinsider.com/hauntii-review-life-after-death-game-informer/
Hauntii Review - Life After Death - Game Informer
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Hauntii drew me in immediately thanks to its striking illustrated art direction and enchanting jazz noir soundtrack. A powerful opening sees the protagonist, an adorable ghost who recently died, attempting to ascend to a heavenly plane hand in hand with an angel-like guardian, only to be shackled and pulled back to the depths of Eternity. It’s an emotionally effective moment, and while the gameplay doesn’t always prove as captivating, it provides enough thrills to propel through an eye-popping journey through the afterlife.
As the ghost seeks to reunite with his winged companion, the game takes players across beautifully designed biomes in the realm of Eternity. From a dense forest village to my favorite locale, a bustling amusement park, I can’t stress enough how cool the game’s two-toned line art looks, especially in motion. Backing the visuals is a superb soundtrack that ranks among my favorites of the year. It bounces from sparse piano melodies and saxophone-fueled lo-fi beats to uplifting grandiose scores that effectively stir emotion. 
[embedded content]
Despite its serenity, Hauntii is an action game at heart and plays like a top-down twin-stick shooter. In addition to the simple thrill of blasting foes with spectral energy by aiming the right stick, shooting objects lets you “haunt” them and utilize their unique abilities. Possessing other enemies can aid in the sometimes challenging combat encounters thanks to the superior firepower they can pack. Sure, I could rely on my own might, but it’s far more satisfying and effective to obliterate foes as a bomb-spewing flower bulb or take down aerial threats with a firework-blasting theme park employee. 
Hauntii routinely pushes players to rely on possession to overcome tough bouts that sometimes feature upwards of a dozen enemies firing bullet hell-style projectile spreads. The moment-to-moment blasting wears thin after a while, but creative boss encounters add interesting wrinkles. My favorite includes possessing a bomb-laden rollercoaster to drive through a trap-laden track to reach a towering monster. 
Other haunting interactions are less involved and more bespoke, like capturing a tree to shake currency and health from its branches. In that sense, Hauntii reminds me of Super Mario Odyssey, as some objects had no practical use but provided humorous, novel interactions. Other, more creative possessions let you manipulate the level design and navigation, such as raising platforms to create elevated pathways or inhabiting cosmic sand whales to navigate a turbulent vortex. 
Each area contains a number of hidden stars to collect, used for upgrading your number of hearts, shooting ammunition, and how often you can use the evade dash. They also unlock simple yet effective vignettes revealing a core memory of the ghost’s former life. Gathering these stars channels the satisfying scavenger hunt of 3D Mario games. Some stars lie in obscure corners, while others must be earned by completing basic side quests or performing hidden challenges, like clearing an area of threats. You don’t need them all, thankfully, as these aren’t always the most exciting tasks, and some repeat, like timed races and finding a lost dog. 
Exploring is also dampened by the deliberate movement speed, which is a notch slower than I’d like. Since most zones are expansive and require multiple visits, I often mashed the dash button to expedite travel. The elaborate art design and isometric viewing angles can also make navigating certain pathways, namely elevated ones, a tricky and sometimes irritating proposition due to the perspective. I could also do without collecting various but identical currencies to unlock different hats that, while cute, I wish you could remove instead of just switching to another. 
Though Hauntii offers simplistic shooter pleasure, my favorite moments didn’t involve blowing targets to smithereens. The voice-less story of the ghost gradually regaining precious memories only to be faced with surrendering them to crossover touched me at points. I enjoyed interacting with the kooky, amusing ghosts, like a paranoid scientist concocting hair-brained schemes to capture your angel friend like a Team Rocket villain. I never tired of soaking in the swelling musical score as the camera panned out to reveal a jaw-dropping backdrop. The beautiful ending sequence stands out as a highlight of the year. Hauntii transforms the understandable anxiety and fear surrounding death into an alluring and comforting reflection of the joy of life.
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vuzivotnoe · 2 years
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Ghost recon 1 windows 7
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raidingyourheart · 7 years
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Can you do the companion's favorite parks in nuka-world since there weren't any comments in the game
Companions’ favorite Nuka World parks/locations.
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◖   Dogmeat is indisputably in a puppy love with the Safari Zone. Eventually, the new smells will have lost his curiosity, but that won’t stop his tail from wagging the first few times he’s taken there. 
◖   Piper found the prospect of the parks and their respective dangers to not be her taste, and she’d rather spend hours trying to get straight answers from the Hubologists in the Hubologist’s Camp. Preferably, without having to decipher any cryptic religious phrases. 
◖   Codsworth doesn’t terribly mind the Galactic Zone, notably only after Star Control has been activated to set the other robots off their initial hostility. Though, he finds the Mr. Frosty units to be a tad ridiculous, and the Robco Battlezone to be highly demeaning. 
◖   Preston humors the modified Protectrons in Dry Rock Gulch after they became insistent that he was a working actor there ( he assumes his hat is responsible ). His ‘cowboy’ accent is atrocious, but he’s trying his best. 
◖   Cait doesn’t have much of a positive opinion on any particular park. They’re either too hot, stink, or are downright ❝loony❞. She supposes that she wouldn’t complain, much, on reclining on the roof of the Bottling Plant with a bottle of Nuka-Cola Dark in hand and an incredibly dead Mirelurk Queen sitting in the yard. 
◖   Nick enjoys the concept of the Grandchester Mystery Mansion, though now that it’s filled with to the brim with traps he’s less keen on entry. 
◖   Maccready refuses to go anywhere near Kiddie Kingdom, understandably, and therefore ended up wandering Dry Rock Gulch. The Protectrons are endearing in their own clumsy, naive way, but the chances of him admitting it are slim. He’d like to think that Duncan would have enjoyed a place like this when it was fully functional and… bloodworm free. 
◖   Deacon has run off to play an impromptu hide-and-seek game in the Bottling Plant’s World of Refreshment. It’s pinned on the Sole Survivor to distinguish him from the animatronic mannequins throughout the dark tunnels, and it’s no help he has the oufits and repetitive hand movements down perfectly. 
◖   Hancock got stuck on the teacups in Kiddie Kingdom for a good ten minutes. He can’t say he didn’t enjoy it to an extent, though his attempts at walking straight after were laughable. The Hall of Mirrors in the Fun House was a whole other ordeal, despite his claims that he could finally see all his ❝best angles.❞
◖   Danse would like a Brotherhood recon team in the Galactic Zone as soon as possible. There’s too much functioning tech there for it not to be scoured. He’ll never admit that he finds Nuka-Girl to be a little cute. 
◖   Curie thought Kiddie Kingdom was simply adorable… from the pre-war pamphlets. Its current state is less than ideal, but maybe one day she can have a proper ride on the Ferris Wheel. 
◖   X6-88 has a morbid fascination with the Grandchester Mystery Mansion’s lore and the story of Lucy’s possession ( which he relates to human malfunction ), one that runs a little too deep. Despite this, he passes off the ghost of Lucy as a trick of lights and nothing more. 
◖   Gage prefers to stay out of the parks aside from aiding the Overboss in clearing them. Nuka-Town USA is home, plain and simple. And sure, the gangs might add their own less-than-pleasant touches to the atmosphere, such as the smell of rot or uncleaned cages, and the glaring side eye from Operator scavvers, but he’d prefer that to Dry Rock Gulch filled with bloodworms, or worse, piked bodies under the reign of the Disciples, any day. 
◖   Strong manages a few good conversations with Cito in the Safari Zone. They aren’t particularly profound, but they suit the two just fine. 
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empressapprentice · 3 years
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Arcana Headcanons: Infidelity + M6
I’m back with more headcanons, and will be sharing even more soon as I have more free time! My last batch was super sweet and fluffy, these are decidedly not. I’m doing these headcanons as character study exercises, and since the LIs are so devoted to you in-game, I wanted to think about what could possibly motivate them to cheat. Not all of these involve sex because I thought that certain characters would consider emotional interactions cheating on their partner. But warning for non-explicit sexual content for several of the M6--I’d say this is PG-13. These are kind of long, but I felt I needed some good exposition to set things up. I hate how much I enjoy angst :( Feedback and requests are always welcomed: if you hate it or love it, let me know why so I can improve! Plus, check out my Ao3 here, where I’ll be posting these as well.
Asra
Asra will never, ever regret giving up half his heart for you. But one night, he can’t sleep, feeling regret for the friendships and relationships he missed out on because it’s so difficult to form connections with others. He wishes that while he waited for you to recover from the resurrection, he’d been able to let others into his life.
He’s slept with people other than you (Julian, for one), but not since you woke up after the ritual. He realizes that he can’t remember any of his previous encounters. He completely forgot what anyone other than you feels like to hold and to touch.
The next day, he tells you that he wants to take a quick overnight trip to Nopal. With such late notice, you can’t tag along. He just wants to spend some time alone and actually get to know the villagers for once, intending to practice his social skills and break the cycle of isolation he unintentionally maintained with the people there.
When he sits around the fire, eating and sharing stories with the villagers, a handsome young man approaches him. He says that he’s always had a crush on the mysterious magician, but could tell that Asra was never open to getting to know anyone. Asra, remembering that he doesn’t know what it’s like to be close to someone else, starts flirting back. Before he knows it, his lips are brushing against the stranger’s.
The moment their lips meet, Asra pulls back sharply, overcome with guilt for betraying your trust. He shakily apologizes to the young man, saying he didn’t know what came over him. He runs back to his hut, gets on the Beast and travels back to Vesuvia as fast as possible. Faust comforts him as he sobs silently, thinking about never wanting to leave your arms again.
Nadia
Nadia is visiting a neighboring territory and sitting through a very, very boring dinner with dignitaries. She’s been away from Vesuvia for a week and anticipates having to stay for at least one more as negotiations drag on. She’s loath to admit it, but she’s lonely. The letters you’ve exchanged via Chandra only make the separation more painful.
So when a diplomat approaches her with questions about Vesuvia, she’s happy to have some company. She clearly admires Nadia quite a bit and compliments the work she’s done to turn Vesuvia around.
While basking in her companion’s kind words, she unconsciously moves closer to the other woman. It doesn’t take long for the conversation to become personal, moving away from professional networking. And even more quickly, the conversation becomes flirty. When Nadia moves her hand to touch the other woman, her intentions are clear. The diplomat is flattered, but hesitant, asking, “Aren’t you married?”
Nadia is momentarily stunned by the question, but refuses to lose her composure. The lie comes easily, from years of schmoozing fellow politicians. She replies that her marriage is open. The diplomat smiles, unaware of the shame pooling in Nadia’s core. She sheepishly invites the Countess back to her room.
Though the dinner is long over and the party moved into the sitting room for a digestif, many having already left, Nadia finds herself worried how it would look for the two of them to leave together. She hates herself for worrying more about appearances than you, but she’s been particularly hungry for the feel of a body next to her in bed and she’s frustrated at not being able to get what she wants for once. So, she agrees.
She excuses herself, saying that she must retire for the night, and waits a few moments for the diplomat to leave as well.
Nadia excuses herself after the shameful act, saying she must be in her own bed when servants come to wake her in the morning. She spends the rest of the night staring at her ceiling, vowing to never tell you about her indiscretion. You find out, of course, knowing your wife too well for her to hide that something’s wrong.
Julian
One night, he goes to the Rowdy Raven and is mid-tankard of Salty Bitters while animatedly telling the story of how he helped defeat the Devil. When he finishes weaving the tale, he heads back to the bar to another drink. Before he can get his coin purse to pay, an extremely attractive stranger tells Barth to put it on their tab--payment for the entertaining story.
Julian gratefully accepts, sliding into a seat to chat with the stranger. Whether consciously or unconsciously, Julian turns his charm up even more, wanting to make sure he keeps them entertained. They swap introductions, Julian’s natural tendency to call people affectionate names and his rakish attitude being interpreted as flirtation.
As the stranger returns the affection, Julian realizes what’s happening but doesn’t want to stop it. He’s practically glowing from the kind words flowing from the mouth of his new friend and is addicted to the feeling. A nagging voice tells him he should get back home to you, but it is quieted when the stranger moves closer to him, running a finger over his chest.
The stranger downs their drink and gets up abruptly. They tell Julian to finish his drink and meet them in the alley outside, with a cheeky comment about seeing what else his mouth could do thrown over their shoulder as they walk out the back of the tavern.
Julian’s breath catches at the thought of a clandestine alleyway quickie, and he can’t deny how appealing the idea seems to him. He stares at the drink remaining in his glass, fighting a mental war over whether to finish it quickly and run to the alley.
Barth approaches Julian, noticing he was about to finish his latest drink and anticipating a request for a refill. While waiting for Julian to finish, he makes light conversation with him. When he asks how you are doing, Julian bolts upright. His face reddens at the mention of your name, knowing he made a grave mistake even considering the stranger’s offer.
Julian leaves the rest of his drink untouched. He awkwardly gets up, says goodnight to Barth and hopes that he won’t run into the stranger when he exits the Raven out the front door. Mercifully, he doesn’t, but he might not have even noticed, he was so focused on getting back to you.
When he reaches the front door of the place you share, he’s sobbing. Even though it’s late, you are waiting up for him, knowing that he often needs you to offer him water and get him to eat some food after a night out. He falls on his knees before you, utterly broken by the kindness of you waiting to take care of him, and begs you to listen to him one last time. He tells you, again, that he is no good for you and it is inevitable he will break your heart. He confesses everything that happened at the bar, his voice breaking when he says how close he was to cheating on you. He admits in a small voice that he will never be worthy of you--despite all he’s changed, he’s always one step away from hurting you.
Lucio
Lucio is dressed in a new outfit, finely made and very flattering. He is about to attend a party at his estate in honor of the summer solstice. The last step in his pre-party ritual before joining you and making a grand entrance fashionably late is to admire himself in the mirror. He poses and struts in front of it, hyping himself up for the night, but stopping short as he notices a grey hair in his meticulously coiffed style.
Moving closer to the mirror, he is horrified that several other grey hairs have popped out since the last time he dyed his hair, not long ago. Stepping back, he frantically tries to change the style to hide them, shrieking as he realizes the wrinkles on his forehead are deeper than he remembers. The time-honored ritual, which has never failed to put him in the right mindset for a night of socialization, has only made him more self-conscious about his age than ever.
He starts pacing around his room, heels clicking and mind racing. He feels a strange sense of longing for his old life, when he had no responsibilities and never worried about the consequences of his actions. He’s old now, and he wishes for the freedom and stupidity of youth.
When he makes the grand entrance with you at the party, his heart isn’t really in it. He immediately heads for a servant, demanding a glass of hard liquor instead of his usual sparkling wine. One glass turns into several, and it’s not long before he’s very intoxicated. You see Lucio drinking more than usual, but you keep getting distracted by guests and can’t figure out what’s going on with him.
Once he’s drunk enough to not care about anything--just as he intended--he makes eye contact with an attractive woman in a slinky gown and winks. His rough flirting works, as the woman comes up to him. He feels a mixture of pride and shame that he’s still attractive and powerful enough to draw someone in with nothing more than a wink.
They chat briefly, but they both know Lucio desires more than conversation and the guest is more than willing to oblige. He takes the woman’s hand, leading her to an alcove far away from the party and they begin to make out. Soon his pants are at his ankles and they’re doing far more than kissing. It’s rough, messy and fast, exactly the thing he would have done in his life before he got the plague and before you.
The woman leaves him panting when they’ve both finished. His stomach drops as he realizes that this cheap attempt at feeling young again only made him feel worse. He realizes with a start that he jeopardized the thing that actually fulfills him and makes him truly happy.
Muriel
Muriel dislikes social interactions with pretty much everyone, especially strangers. How could he possibly cheat on you when he can hardly stand to spend time around his friends?
But as he becomes more comfortable with being around people, he starts spending time around the Palace. Usually, he’s waiting for you to finish your duties with Nadia so he can walk you home or go back to the shop for dinner, but sometimes he comes early so he can spend a quiet moment in the gardens.
The more time he spends at the Palace, befriending some of Lucio’s poorly-behaved albino animals and trying to train them, the more time he spends with a certain servant determined to befriend him.
At first, they don’t even catch his attention, he’s so used to tuning other people out. But this servant notices his gentle nature and sometimes brings him some water or tea and a pastry while he’s sitting by the fountain. They claim that they’ve been trained to always serve the needs of their guests, but they’re mostly interested in getting Muriel to open up.
After several weeks of Muriel becoming used to the servant and accepting that they can be trusted, he begins exchanging a few words with them beyond a grunted thanks for the refreshments. The way the servant approaches him reminds him of you and he finds he doesn’t mind light conversation to entertain him and distract him from Lucio’s pets.
One day, he realizes with a start that he not only trusts the servant and enjoys their company, but that he finds them attractive. He panics, not knowing how to tell you. He feels so ashamed of himself for letting someone new in and he’s never felt attracted to someone like this before, other than with you. He’s confused on how to handle his feelings and how he should tell you, if at all.
He confesses the situation to Asra before going to you. Asra is very kind and supportive, saying that it is natural to find other people attractive and that it’s a good sign that he is willing to let a stranger befriend him. But Muriel can’t shake the idea that he’s done wrong by you and refuses to come back to the gardens.
Portia
Given how much Portia likes secrets and romance stories, I think a part of her would love the idea of a sneaky romance. Portia is a deeply practical person, but there are times where she can get carried away with romanticism. The thrill of getting away with it and using her knowledge of the secret passages in the Palace, etc. to hide a tryst holds some appeal to her, but she’d feel ashamed of even fantasizing about it.
She has to work on the first night of the Masquerade after the events of the game due to her new responsibilities at the Palace. Out of solidarity, you work too, creating real-time magical spectacles to surprise guests. To keep up the aesthetic, you’re both still wearing costumes and masks.
While Portia is in the ballroom, she’s fretting over the floral displays and a heavily intoxicated person knocks into her, sending the vase flying. Before Portia can even react, she falls into strong arms, rescuing her from the splashing water and strewn flowers. She turns to thank the stranger, and they say she can express her gratitude by granting them a dance. In the spirit of the Masquerade, she accepts.
She and the stranger twirl around the dance floor to a fast-paced song. The stranger is a fantastic dancer and leads Portia through the steps flawlessly. They end the song by dipping her low. The music switches to a slow ballad while the lights dim. Still breathless, the stranger pulls Portia close, and she loses herself in the moment. The ambiance is incredible, and kissing a gorgeous masked stranger at a ball could not be more storybook-perfect. Their lips touch, until a swirl of magical energy brushes her and she remembers you. She steps back from the stranger and runs off, forgetting about her duties, the flowers on the ground and the rest of the Masquerade. She feels horrible about kissing someone other than you but can’t shake the smug pleasure deep inside her that loves her fairytale romance coming to life.
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bonjour-rainycity · 4 years
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Late in the Night | Part Four
Previous part
Prompt: Friends have a bet how long it will take the ship to get together (Content Challenge Day 7)
Pairing: Legolas x Female Reader
Rating: PG-13
Word count: 1602
Warnings: None
Challenge participants: @game-ofthe-company @grunid @themerriweathermage @errruvande @the-reformed-ringwraith @awkwardkindatries
^^ Hey! If I haven't commented on your post(s) yet, it just means I haven't gotten the chance to read them. School has been ramping up, but as I have free moments, I'll be going back and looking at all your challenge posts <3
A/n: You guys...IT'S THE LAST PROMPT OF THE CONTENT CHALLENGE! What?! Thank you so much to everyone who participated and interacted with our posts. I had such a blast creating this past week and getting to know each and every one of you. I think it would be fun to do something like this again in the future, so let me know if you would like to be involved in planning/get updates! 
As always, I encourage you to check out the accounts tagged above and our masterlists! You can find the challenge masterlist here and my personal masterlist here. Okay, enjoy :)
Aragorn waits, keeping an eye on the trees.
The minute his friends from the eastern inn arrive, they will leave town.
He had a pleasant night — private room, hot bath, well-prepared meals — but is ready to get back on their journey. For all he knows, the brief rest he allowed them could have already cost them vital time.
That thought causes him to pace.
“Calm yourself, dear friend, they will be along shortly,” Gandalf councils.
Aragorn tries to heed the wise wizard’s advice. Sure enough, he soon hears the light sounds of feet crushing grass and twigs, and knows they are close.
The four of them break into sight at roughly the same time, and Aragorn notices two things:
One, Legolas and Y/n refuse to look at each other.
Two, Gimli wears a grin bright enough to rival the sun.
Aragorn knows he must speak with the dwarf as soon as possible.
Something has happened.
Merry, who doesn’t get enough credit for his observation skills, notices the oddities too, and elbows Pippin in the side. Their eyes grow wide, and it takes everything in them not to shout guesses as to what this means.
It is a good while before Aragorn, Pippin, Merry, and Gimli have a chance to convene and discuss the new development. All four of them, though of course dedicated to the task at hand, desperately want a resolution to their ongoing bet.
It had started innocently enough.
Merry made an off-hand comment about how well Legolas and Y/n seem to get along. Gimli noticed the lass was a clumsier fighter when Legolas was watching. Aragorn realized his friend seemed nervous around the human woman. Pippin saw how each of them smiled brighter when the other was near.
Somehow or other, the four of them had put together their observations, and the rest is history.
The bet was born.
Each of them had put down fifteen coins and a deadline, losing the coins if Legolas and Y/n did not become a couple by the deadline, and winning coins if they did. Knowing his friend’s shy nature well, Aragorn had given the two the lengthiest allowance — six months. Pippin and Merry recognized the bold nature of humans, and guessed it would only take four months for Y/n to speak her mind and Legolas to reciprocate. Gimli, on the other hand, thought the two were already head-over-heels for each other and wouldn’t be able to keep quiet about it, and had given them only a month and a half.
Each participant, knowing his deadline was drawing nearer, had taken steps to push the two in the right direction.
The hobbit friends moved Legolas’ and Y/n’s bedrolls closer when they weren’t looking.
Aragorn put them on watch together. A lot. To the point where he actually felt bad about the bags under Y/n’s eyes.
But Gimli, perhaps, had been the boldest of them all, and proudly tells his friends so the moment they are alone much later that evening.
“Quickly, they are suspicious why it took four of us to gather firewood and herbs,” Aragorn mutters, darting a quick glance in the direction of camp.
“Yes, just get on with it,” Pippin squeaks, then throws a hand over his mouth, knowing he might alert Legolas with his volume.
“Alright, listen up lads.” Gimli grins and proudly tells his tale. “Boromir and I got to the inn first, as planned, and the innkeeper asked how many were in our party. I said two, and the innkeeper made a comment how it was good we didn’t have more folk waiting outside, as his inn was almost full. Well, that got me thinkin’, so I inquired how many more rooms were available. The innkeeper said two, not including the ones Boromir and I purchased. So I whipped out my velvet pouch and paid for another room, fibbin’ a bit and saying I might have a lady friend visiting and wasn’t sure if she would want to sleep in my room or not after our activities.” He wiggles his eyebrows in response to the stunned looks of his friend.
Aragorn shakes his head slowly, a bemused smile setting in his lips. “So you paid for an extra room just to force Legolas and Y/n into sharing?”
“Right you are,” Gimli grins, placing his fists on his hips. “It wasna even that expensive — I’ll make it back three times over, now that I’ve won this thing.”
“Ah, ah, ah, hold on,” Merry holds up a hand, halting Gimli’s gloat. “You can’t prove they did or said anything to start a courtship, so you haven’t won!”
“They won’t even look at each other and the elf’s as red as a strawberry, of course something happened,” Gimli practically shouts.
Aragorn, reliably a voice of reason, intervenes. “We shall have to inquire then, but be smart about it. We do not want to jeopardize their potential courtship with our game.”
The companions agree, then quickly turn to the forest, gathering firewood and herbs to supplement Sam’s soup and their cover story.
{***}
Back at camp, Legolas sits on a low tree branch, keeping watch over all his friends.
But mostly Y/n.
He cannot pull his eyes from her face. She sits on a rock, staring into the fire, absently cleaning the mud from her boots. Without permission, his mind goes back to the way he held her this morning, tucked against his chest, her leg wrapped around his. It was wildly improper, and he should be ashamed of himself.
But he doesn’t feel ashamed. Because the way they woke up this morning didn’t feel improper, it felt natural. With all his heart, Legolas wants to wake up like that every morning — his favorite person kept safely against his side. He wants to guard her and give her a wonderful life and bring her home and have his people adore her, too.
Legolas’ resolve hardens, because he knows he can no longer keep this to himself. Y/n has a right to know how he feels, because it affects her too.
He pushes himself from the branch, landing on the ground in silence. With four long strides, he stops beside her, reaching down a hand. “Will you talk with me?”
She looks up at him, nerves like she’s never felt before erupting within her. But she gathers her courage, forces what she hopes is a smile, and takes Legolas’ hand.
She wonders what he’ll say.
All day, she had been lost in embarrassment. Somehow in the night, she’d thrown her leg over his and practically attached herself to his chest — who does that?! And he’d said nothing when they woke up, only got up and went about his routine like normal.
So obviously, he doesn’t feel anything for her.
And that’s what this conversation has to be about.
Briefly, though, she allows herself to remember what it felt like to be in his embrace, and knows that she will cherish that feeling forever.
The warmth of his hand in hers helps her hold on to that memory and, to her surprise, when they reach a secluded spot, he does not let go. No, he takes her other hand in his, clutching both tightly.
Legolas nearly shakes with nerves, and he wonders if she can tell? Does she know how he feels like he might be sick? Oh, he has never felt anxiety like this before, and desperately wishes for it to be gone.
So he wastes no time in putting himself out of his misery.
“I want to be with you.”
Y/n blinks. Surely she can’t have heard him correctly? “What?”
Legolas sighs — her reaction gives him no indication how she feels either way. He bolsters his courage, and tries again. “I feel affection for each member of this Fellowship. But whereas I love the others as if they were my kin, I am unable to deny that how I love you is different. Elves live long lives and thus take matters of the heart very seriously. And, well,” he shrugs, all eloquence leaving him the moment he sees the shy, hopeful smile spread across her lips. “My heart is with you.”
Y/n can hardly believe her ears. She thought that he didn’t…that there was no chance of…but rather than dwell on all her miscalculations, or the myriad of dangers that haunt their future, she decides to just enjoy the moment. She throws her arms around Legolas’ neck, and he grips her tightly against him.
She turns her cheek to rest on his shoulder, unable to contain her grin. “You hold mine as well. I love you, Legolas.”
He pulls back only to rest his forehead against hers, head swimming from the joy of her acceptance and at being this close to her. “And I love you.” She lets out a giddy laugh and he closes his eyes, soaking in the sound. But then he focuses again, for there is something important he still must ask. “Will you accept my offer of courtship?”
Y/n can’t help herself from bumping her nose against his affectionately, and it feels so wonderful, so free to be with him this way. She has no desire for her future to continue without him, and so, her answer is found easily. “Of course.”
Relief settles in Legolas’ bones, the nerves finally leaving him and being replaced with happiness.
Just as their lips meet, the four friends break through the tree-line, back from collecting supplies.
Gimli’s triumphant shout can be heard for miles.
“Pay up, lads!”
A/n The end! This is the last chapter of this mini-series! Thanks for sticking with me as I had some fun with this one. I keep tag-lists, so at any time, just let me know if you would like to be tagged in anything. I’m in the planning stages of a Haldir x OC fic, and while I usually stay away from OC’s, I just cannot fathom typing “Y/n” for the length that I’m planning on making that story. So be on the lookout for that! Hope you all are taking care of yourselves and please know that my inbox is always open. Lots of love!
LITN tag list: @angelic-kisses13 @lainphotography @anangelwhodidntfall @sheriffgerard @themerriweathermage @k-llama-llama @hirokosoul @wellfuckmyexistence @ipsychosocial @anjhope1 @my-lotr-obsession-is-unhealthy
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dgcatanisiri · 3 years
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Welcome to DG’s Listing of Wish These DLC Existed, where I theorize, speculate, and just kinda generally throw ideas at the wall about DLCs for games I love that never happened and never will happen, but damn, I’d like to see them anyway.
Because I have ideas, I can’t get them made as mods, I don’t have time to make them into fic, and they’re never going to happen anyway, so why not put them up in a public place? After all, they’re tie ins to games I have no control over anyway, so it’s not like I’ll ever make money off of them anyway. And, as I’m not bound by any hardware limitations in terms of crafting ideas, or production cycles dictating when the game’s endpoint is, these can and do go on a great deal longer than the standard lifespan of a game.
A review of the format: There will be a name for the DLC, a brief synopsis, a reference to when this hypothetical DLC would become available/if and when it becomes unavailable, and then an expansion/write up of the ideas going in to them. Some ideas will have more expansion than others, because I’ve just plainly put more thought into them - in a lot of cases, I wrote them down just on the basis of ‘this idea seems pretty cool,’ and then gave them more context later on.
Feedback is welcome! Like an idea? Don’t like an idea? I welcome conversation and interaction on these ideas. Keep it civil, remember that these are just one person’s ideas, we can discuss them. Perhaps you’ll even help inspire a part two for these write ups! Because I do reserve the right to come up with more ideas in the future - these are the ideas that I’ve had to this point, but the whole reason this series exists is because I come up with new ideas for old stories.
So I HAVE actually been working on my ongoing series of hypothetical DLC to games that I love over the last year (it was the end of January 2020 when my last one of these got posted, this is going up at the beginning of May 2021). Which, yes, some is pandemic related because *screams* but... I was looking over what I’ve been working on, and realized that I was at about the combined length of my first two of these in my present examination, and I was only about a third of the way through the ideas that I had. I could either keep going and do these all at once in a massive post in like another year or two, or I could break it up into chunks.
So instead of waiting, this is going to be Part 1 of (I hope) 3 in an examination at ideas and possibilities of what additional content could have been made for Mass Effect 2, which for some is considered the best of the series. Me, I’m a little more critical of it. To me, this game is a textbook example of bridge syndrome, of the plot spinning its wheels to hold off on the payoff until the third part of the trilogy - the Collectors are, in practice, an entirely separate threat from the Reapers, even acknowledging the connection in the plot. We see this in the impact that the ME2 characters have in the next game - most are in side missions, all perform roles in the plot that literally can have them swapped out, even if it’s to the ultimate detriment of your War Asset count.
So in my mind, there’s a lot of room to make these DLCs, these glimpses into further areas of the world of Mass Effect at large. Because for me, what ME2 SHOULD have been was about making the alliances with the galaxy at large, rather than the big set piece of the Suicide Mission. We got some of this in ME2 proper, but that’s where the core of my focus and attention is with these DLCs.
Admittedly, I am aware of the difficulties of working around ME2 having both optional companions (Thane, Samara, and Tali don’t have to be recruited at all, Zaeed and Kasumi are DLC, many missions are available before you necessarily pick up certain companions...) and the ability to hold off on doing the DLC until after the Suicide Mission, where any or all of your companions may end up dying. However, for simplicity’s sake (because these things are long enough as it is without having a dozen variations apiece), we will assume that all companions are recruited and alive for the sake of plot advancement. Minds greater than mine can figure out how these would work without a given character – me, I tend to clear out the quest log before the Suicide Mission (aside from Lair of the Shadow Broker and Arrival, both of which are minimal on the squadmates from the rest of the game) and rarely let myself lose someone on the Suicide Mission, and since these are my ideas, we’re working in my framework.
Also, timeline note: Like ME2′s actual DLC, the fact that these would unlock at certain points in the game’s timeline does not necessarily reflect when they would best be played in the in-game timeline. Like Lair of the Shadow Broker and Arrival are (as I mentioned above), at least in my personal timeline, post-Suicide Mision content. BUT, they both become available to play after Horizon. Just because they unlock at certain points in the plot, that doesn’t mean that they best fit the timeline in that point. It was just a convenient way to organize things in my notes. So there will be ones that unlock at plot point A, but probably play best after plot point B. Players would be able to decide where they fit as it works for them.
Ghost of the Machine
A phenomenon is spreading across colonies in Citadel space. Machine cultists are cropping up on planets. Shortly thereafter, these colonies go dead quiet – often overrun by husks. To Admiral Anderson, this sounds like Reaper tech, and there’s only one person who he trusts to investigate the truth of the machine cults...
(Post-Freedom’s Progress)
So back to the machine cultists. In our last installment, there was Evolution, which featured them. Here, though, we’re looking at something that kinda resolves this little storyline. Y’know, since ME3 isn’t really going to have the time for this sort of thing. Which, sure, I’m saying this becomes unlocked before you can unlock this game’s machine cultist sidequest, but shush – just because it unlocks at this point doesn’t mean it has to be played at this point. This time, it’s not just about learning about the problem, but we’re also going to see what we can do to understand it, especially since we’re now acknowledging that this is a recurring problem within the universe and maybe we want to find a proper solution to it before stumbling blindly into it gets more and more people killed.
So this takes Shepard to a planet that’s making its first steps at colonization, yet again (because I am trying to be cognizant of what practical realities exist in the game development, even acknowledging that this is a hypothetical thing anyway – early colonization means limited extras wandering around out in the open and a self-contained area to play around in). Those seem to be the places where these devices mainly get uncovered, so that’s why this is here.
Of course, we have a situation where the devices are known about, so there’s an immediate lockdown, and the reason that Shepard and crew are getting sent out is because Reaper experience is needed – in the event that this colony can have anyone saved, who is it and how do we get them out safely?
I kinda look at this as revealing the process – the previous encounters were the parts that told us the existence of the metaphorical monster of this story, here we’re getting to see the “monster” properly in action. And I feel like this should be about also introducing some of what will become ME3’s foot soldiers among the Reaper armies – we know about the husks from ME1, now we’re going to encounter another for the first time. Probably the marauders. Given that they and the cannibals (who are so numerous in part because of the batarian worlds being first in the invasion path) are the most numerous in ME3 aside from husks, we should at least get to see them be pre-established because of their involvement ahead of time – they don’t get any proper introduction as is in ME3, just accepted as being there.
The honest general idea in this one is tying off this thread that was seemingly built, by way of being a repeated thread in both ME1 and ME2, but goes entirely unmentioned in ME3. Obvious reasons are obvious, but that’s why these hypothetical DLCs “exist,” to address things that the games didn’t have time for. (And that’s a big part of a lot of these, so... buckle up.)
Obviously, we have some of the supplementary material to work off of here – I’m specifically thinking of the Illusive Man’s comic series, Evolution. (Side note, TIM’s involvement there should probably also be part of the reason he’s quick to send Shepard in here – he knows what these artifacts can do.) You can read the wiki page as easily as this, but to quickly detail the important part, we know what these are through them, artifacts meant to ease the way for the eventual arrival of the Reapers by doing the huskifying work ahead of time, without the need for things like the Dragon’s Teeth (which... I want to bring these into this in some fashion, considering they seemed to have importance in ME1, but as the numbers of husks increased in the later games, they fell by the wayside – ME3 claimed that they were basically just to increase a subject’s adrenaline and spread the Reaper tech through the victim’s body quicker from the fear of impalement, and that seems like a lot of effort for little reward, since nothing indicates a way to come back after infection anyway).
So why are these on far-flung colonies, especially when the husks definitely don’t have the mental capacity to control ships and spread out that way?
Since, again, there’s no way to come back after infection anyway, that’s going to be one of the core questions. This seems like a highly inefficient way to set about conquering the galaxy. Why spread this if there’s no reliable method of getting it to go beyond any singular world? (Obviously, the original idea seems to be a) BioWare shock value and b) something to horrify the audience with no reason attached – so it’s time to add that reason). What is the purpose?
So that’s going to be a running thread, probably the major subplot of the story. Obviously, though, the first priority is Shepard trying to escape getting caught up in this colony that is descending into Reaper control. Also, since I said we’re introducing the marauders here, I think we need a turian contact on the ground – I almost said make them a female turian, introduce them to the world of Mass Effect well ahead of the DLC for ME3 (a-HEM!), but I also think that we’ve got another situation of seeing them get infected and die as a result – it IS a consistent point in this series that coming back from Reaper infections Is Not Done. And repeating that here makes it a consistent theme, considering Nyreen.
So while I still say there should be female turians making their appearance among the turians of the colony, our turian buddy is going to be a guy, just for the sake of not stuffing another named female turian in the fridge. I’ll get to a more proper introduction of a female turian later, promise. (And, I like to imagine, with the number of DLCs I’m writing up here, there’s some kind of ability to retroactively introduce female turians into the crowds in the base game as a “patch” through at least one of them, as well as into ME3 proper... Hey, this is all fantasy as it is, let me have that one.)
Anyway, the turian contact is going to be frosty with Shepard – he (I don’t have a name for him at this point) not only doesn’t trust Cerberus, he was also friends with Saren, making him distrust Shepard. While Saren was a traitor, it’s got an element of ‘guilt by association’ to have had close ties to him, so Shepard’s kind of a living embodiment of the hit to his good name. Even if he didn’t do what he did because of Shepard specifically, they’re still associated. But he is still on a mission and Shepard is here and willing to assist him, so...
That said, he’s a Cerberus contact – Cerberus may be human first, but, given the ME2 crew, they can cultivate non-human contacts and aid, and under the circumstances of this colony, being a joint endeavor of humans and turians (probably throw in some callbacks to the last edition of these hypothetical DLCs and mention Ambassador Goyle and the Planet of Peace story). He’s been influenced by Cerberus operatives because hey, it’s good for humanity and turians to make peace if there’s a greater threat, right? Shepard meets with him on the outskirts of the colony proper – in order not to be influenced, they’re acting as much outside of the colony as possible. (Come to think about it, it might be a good idea to make recruiting Mordin a pre-req for this, at least handwave him having come up with a measure meant to protect from Indoctrination and the effects of these artifacts.)
The artifact is already influencing colonists, of course, and our turian friend is ready to write them off immediately – they’ve read the reports, and indoctrination can’t be reversed. I picture a brief discussion about how horrible indoctrination is as a weapon, making the Reapers enemies into their servants, and so warping their minds and perceptions that they’d never be able to trust that any thought they have afterwards is their own, even if they could be saved. Because seriously, that’s one of the most unsettling things for me in this franchise.
The idea is, of course, to get in to where this artifact is and destroy it unseen. That probably means a stealth segment through this colony – honestly, do it like the batarian base in Arrival, I don’t think that it would be so bad. That offered some nice variation, if a little spare on interactable things. Here are going to be some interactable things, things you can get to if you’re good, pay enough attention to the line of sights and such, but will still risk discovery.
Those interactable things are going to be some of the background of the artifact and what’s the whole deal – y’know, codex stuff, things that aren’t essential to the story but good background. Lay some groundwork for the idea of what the Reapers want out of these things being left behind.
Stealth section comes before the inevitable action section, of course. Here, the artifact is in underground caverns (like normal) and our turian buddy sets out to make some quick scans, get the information they need. And, of course, it activates at his approach, zapping him with energy. He tries to shake off any effects but... Well, I already said that he was gonna get infected and die.
So here’s where we start seeing the husks show up. It’d be really nifty if we could get them in varying states of their evolution (or devolution, depending how you look at it), some people just having glowing eyes, others being full on huskified.
And, of course, our turian contact is now in the process of becoming a marauder. I’m thinking we’re having something of the same thing as with Saren here – now that the Reapers made contact with him, they’re framing him as their “herald,” the one who’s going to act as their instrument. Shepard rightly gets to point out the comparison, which does at least get some hesitation – he’s being indoctrinated, is in the process of becoming a pure Reaper tool, but isn’t all the way there yet, the process isn’t 100% immediate.
Also I figure this is a good time to really establish (in terms of ME2’s plot) that the Reapers are so interested in Shepard and why. Like, yeah, sure, we do get Harbinger’s whole thing, but that’s not really a dialogue where we get to ask questions. It’s not even an interrogation where Harbinger demands information. Harbinger just spouts out dialogue of “this hurts you” and such. That’s not really telling us anything. So, yeah, there’s the basic “Shepard defeated a Reaper,” but hey, let’s just get a little more out of it.
I mean, we can intuit what Shepard means for the Reapers, sure, but if it’s important enough to be a major motivation, it’s important enough to say outright, you know? So Shepard is a pinnacle for this cycle – they killed a Reaper, delayed the advancement of the cycle for a few years, that’s a bit of a big deal when it comes before the harvest proper starts up – and the Reapers (like Leviathan will later) want to better understand what makes them tick. If this is unique to Shepard or the human condition, and, if it’s the later, how to break this down to its basic chemical composition and make it their own.
Turian buddy is also here to mouthpiece the explanation for what the Reapers even expect to gain from this. Slaves who can’t operate the mechanisms that they’ll be using are poor servants. I figure it’s as much an intimidation matter as anything – prompt the effective burning of a colony without deeper investigation, sow some fear about the unknown and keep people staying to the comfortable and familiar areas of the space that they live in, corral them in the familiar patterns. It’s a plan with the intent of intimidation – it isn’t until the harvest that they need the servants, so until then, they just want the borders firmly established.
Seems simple enough, sure, but this is still a mystery as far as the game proper is concerned, and I am trying to work within the established structure of the trilogy, rather than come up with some massive reveal that changes our understanding of everything – if I WERE just going to rewrite the franchise, I could do that, instead of writing up synopses of add-ons to the main game, y’know?
Of course Shepard’s gonna get free – I’m thinking that it’s a rescue effort by some of the other crew on the Normandy (because it really bugs me that, when the game is focused around Shepard gathering up the “Dirty Dozen” for their “Suicide Squad” (look, I had to get that out of my system), they only take two members out on missions at a time, so hey, look, they get up to something while Shepard’s busy doing the dirty work. This being ME2, we have to shoot our way out even further to get back to the artifact, which is where our turian ‘friend’ waits.
Paragon/Renegade choice here – do we try and reach out to him, get him to help us blow the artifact to hell, or just jump straight to the boss fight? By this point he has some additional help, by way of our introduction to a harvester – these were dropped into ME3, on Menae, with no exploration, and non-Reaper ones were meant to be enemies during the development of this game, so call this the natural evolution of matters. We’re introducing the marauders and the harvesters ahead of time, explaining the lack of fanfare that these enter the “proper” storyline with. The difference is if our turian friend is aiding us or the harvester, the harvester being our big end boss for this DLC.
The harvester gets killed, the artifact is blown up with the turian (he chooses to remain if Paragoned, a reminder of the permanent effects of the indoctrination process and how this is something that can’t be fixed – hammer home some of the fear and anguish that will be impacting those left behind from the inevitable fighting). Shepard returns to the Normandy for a debrief (I do kinda picture Miranda being involved in that, because, again, squadmates get additional dialogue here, and she IS the ranking Cerberus officer). Also some set up about discussing about Cerberus efforts to better understand indoctrination (foreshadowing for Henry Lawson’s experiments on Horizon next game).
Post Game Followups:
ME3: Indoctrination has seen further study, providing a war asset. Dialogue changes to reference Shepard having encountered marauders and harvesters before.
 Commander Shepard
The Suicide Mission is coming, and the Illusive Man has asked for all of Shepard’s companions to have their heads cleared. Now it’s Shepard’s turn. Their burdens have remained – the loss of the Normandy, the death on Virmire, and their death at the hands of the Collectors. The rest of the team has to clear their heads, and now so must Commander Shepard.
(Post-Horizon)
Yeah, why is it that, while we’re dealing with having to clear the heads of our crew, our PC, who has canonically been killed and resurrected, does NOT have to do this? So, yeah, Shepard needs a good head clearing. (For the record, I have written a fic of this: Lazarus Risen, and that’s effectively where I’m going with this, so if you’re so inclined, check it out instead of reading this, since while the recap is shorter, the fic itself is not too long.)
So, if you don’t want to read that, my idea when I made the fic was to explore both the idea of “Commander Shepard’s loyalty mission,” or the one where Shepard clears their head, AND the thought of just what the heck required Shepard to take all their companions on a mission and leave the Normandy vulnerable to the Collector attack after obtaining the IFF. Now, I’m saying that this mission unlocks after Horizon, but in my mind, that’s when and where this mission takes place. I just don’t know how to implement it within the game design that presently exists, so we’re gonna leave that open to player interpretation.
So the starting point of the fic (and thus, this DLC – like I said, that’s effectively where I’m going with this) is that Kelly Chambers, in her role as the Normandy’s official unofficial counselor/therapist, has recognized that Shepard has a lot of trauma associated with their death and resurrection they have not worked through, and so that’s gone into her reports to the Illusive Man. Mister Illusive contacts the Normandy, declaring that Shepard’s going in to a Cerberus facility, along with their crew, for a full psychiatric workup – the mission is too important to not have all these issues dealt with before going into things.
A bit of fun with this, on the basis of it being why Shepard is taking their whole squad off the ship, is that there’s the opportunity for some banter and genuine crew interaction, something that is sadly missing from the base game itself. Since I’m me, and this is about what I want from these, this is also an opportunity for some character stuff with Shepard, both playing referee (maybe getting a chance to recover some of the loyalty divisions from the confrontations if need be?) and getting to be able to better build and display the growth these characters are going through from seeing their loyalty missions resolved (cuz you DO resolve all the loyalty missions before activating the Reaper IFF, right?). The whole point of doing them was to clear their heads, encourage growth, and the thing is, we don’t get much of that forward arc in ME2, with ME3 just catching us up later. At least half the point of these is some retroactive continuity to smooth out the trilogy’s edges, after all.
Moving on. The arrival at the Cerberus Station (I am assuming this is the same one from the early part of the game, the one Miranda and Jacob take Shepard after they escape the Lazarus facility, though it doesn’t have to be, just a convenient use of model reuse) is uh... complicated. After all, Shepard’s motley crew is not exactly Cerberus approved (even if TIM authorized it – remember how Brooks in Citadel will mention that “Cerberus was a human organization bringing in aliens”?). There is a stir. A handful of situations have to be defused before everything properly gets under way.
This isn’t in my fic because that was focused on the one thing, while, as DLC, this would have to fill out some additional content to justify the time spent and the resultant price tag players spend to buy it, but I kinda figure this is where we can start seeing where the dissent is for Miranda in particular (probably Jacob too), given her Cerberus loyalties. This is a Shepard-focused mission, but I do see Miranda having a relatively decent role in any sidequests, character bits, and dialogue, given that we presently have in her a Cerberus loyalist right up to the point that she sees the human Reaper in the endgame. Especially if she isn’t part of the endgame squad, I feel we should have some material that connects those dots somewhat. I mean, I expect all the characters SHOULD get some, but Miranda in specific is the one with the almost explicit arc of taking her from Cerberus loyalist to her “consider this my resignation” remark to the Illusive Man at the endgame.
The Cerberus station director (my fic said her name is Doctor Nuwali, so we’ll be going with that) tries to organize the chaos that is Shepard’s squad (Shepard being as helpful or obstructionistic as the player chooses to allow, because Cerberus and authorities figures are always fun to poke at, and we’re getting both of those rolled up in one). Building off the above point with Miranda, there’s also clearly tension between her and Nuwali – Nuwali is, in many ways, a reflection of who she was at the start of the game, the pure, uncompromising believer to the cause and the results-driven focus without acknowledging the human cost, while Miranda has been in the position of growing and developing and questioning (Like I said, connective tissue for her character arc).
Nuwali directs Shepard into a private room for their psych evaluation, insisting on the separation of Shepard from the squad. (Just go with it, it’s for plot purposes.) Within is a prothean artifact, and it begins to react at Shepard’s arrival. It flashes-
-and Shepard finds they’re now in the Virmire facility. This is the requisite combat segment stuff that I can brush past during the recapping. The point is that they’re making their way through the geth to the area where the bomb was deployed, to find Ashley or Kaidan, whoever was left behind on Virmire (even if they were left with the distraction team and Shepard didn’t go back for the bomb, Shepard is guaranteed to have been at the bomb site, not the other area, so...).
They assist Shepard in clearing out the geth and then go into confrontation mode – “you’re working with Cerberus now, what the hell?” You know all the fan debates about why is Shepard working with Cerberus, given the horrors they uncover in ME1, especially if you roll a Sole Survivor (and, considering that is the default Shepard background, that’s clearly BioWare’s preference, so it’s not even like this shouldn’t come up – DLC is better than nothing, you know?).
Yes, we’re doing a “defending your life” style thing here. Hey, the game could use that, considering how Cerberus is the bad guy and we’re working with them. We deserve a more critical examination of this concept.
It’s a bit of a verbal joust – Ashley/Kaidan question what Shepard’s doing, their purpose in working with Cerberus, why they aren’t just leaving, how they could have tried to turn them in to the Alliance and the Council after they were given the Normandy and use the information in the ship’s databases as evidence of the Collector threat? There were ways for the story to progress that weren’t this deal with the devil. Shepard gets to acknowledge their points, struggle to justify what they’re doing. Emphasizing that this IS a deal with the devil, and if Shepard doesn’t find a loophole out of it, they’ll be condemned alongside Cerberus as well – not blowing them to hell in the here and now can make them culpable for their future activities, especially if Cerberus tries to bank on the idea of “Commander Shepard worked with us” (like they do with Conrad Verner in ME3).
Call it “preempting the ‘we should have been able to side with Cerberus’ discussion” that cropped up after ME3 – people, we ARE talking about a xenophobic terrorist group, how were they EVER gonna come out of this series looking like the good guys in the final analysis?
The ultimate point is that this is not a good situation – whatever good might come of Cerberus in general, Cerberus cannot be trusted. Ashley/Kaidan point blank ask can Shepard truly justify staying with them, doing the Illusive Man’s bidding, regardless of their good intentions. And I don’t really think there’s a good answer here – again, in my head, this plays as the mission Shepard’s on when the Collectors attack the Normandy, and, because I make sure to do all the loyalty missions before going to the Collector Base, Shepard is about to cut ties with Cerberus by way of a massive explosion (because I’d never trust the Illusive Man with the Collector Base), this is basically laying groundwork for that moment.
If you don’t do things that way... Well, sorry, but this is my hypothetical DLC, so we’re playing things my way.
Anyway, this sends Shepard on their way to the next installment of “defending your life.” Because we’re absolutely following the Rule of Three here, so there’s more than just the one segment. More requisite combat stuff happens, this time fighting through the Citadel tower again. At the end is Saren. Because why wouldn’t we have an encounter with him when Shepard is doing questionable things in the name of defending the galaxy?
He, of course, is rather smug about the fact that Shepard is allying with the devil in the name of fighting the Reapers – to him, it comes across as something of a victory, because here Shepard is, the person who came after him for his alliance with Sovereign, having made his own deal with the devil. If Ashley/Kaidan were the angel on Shepard’s shoulder, the voice of their conscience, telling them that they are making a mistake working with Cerberus, Saren is here to be the devil on the other shoulder, pointing out all the value there is in working with them, in doing whatever the mission calls for to put an end to the Collectors and the Reapers.
One would hope that this kind of rhetoric from the villain of the first game would make it very clear that Cerberus are the bad guys. As if to drive the point home, Saren also brings up that Shepard was rebuilt by them – with what is certainly Reaper tech. Shepard has begun the process of ascending to the Reapers level, what’s some more, melding more with their tech, bringing that melding, that joining, that unification of organic and machine, to the people of the galaxy, of doing the Reapers a favor and acting as their instrument in raising up galactic civilization?
Things of course descend into a firefight (because we’ve got to have our action quota). This time, Shepard gets to pull the trigger and personally kill Saren – sure, I get satisfaction out of persuading him to shoot himself, and I can always take the other options if I’m really pressed to face off against him, but I want the visceral satisfaction of having Shepard standing over Saren themselves and pulling the trigger.
It’s the little things, you know?
Anyway, because Rule of Three, this proceeds Shepard to the third point. They are back on Lazarus Station. No combat this time, just proceeding through the halls until they find themselves in the spot where they met Jacob in the prologue. Here, they see Miranda and Liara, discussing the act of giving Shepard to Cerberus to rebuild. While at first they’re talking to each other (whether or not you want to interpret this as Shepard somehow having heard the conversation or this just being Shepard’s interpretation, that’s up to you – we’re already in the center of Shepard’s mind here, does that really need explaining?), eventually, Shepard gets to speak, raise concerns, raise their voice.
Shepard gets options – do they understand and appreciate what was done to them, the resurrection and effective drafting into Cerberus? Or are they angry and pissed off – they were dead, and then someone else comes along and decides not to let them rest. For me, this has always been an issue of bodily autonomy, where, with Liara using the reasoning, and I quote, that she “couldn’t let [Shepard] go,” SHE is the one deciding what to do with Shepard’s body. Whatever you might say about what that did to make the galaxy a better place... Was it what Shepard would have wanted done with their corpse, to be handed off to a terrorist group culpable in acts of horrific deeds so that they could play Frankenstein with it? This is, in the games proper, just completely ignored – the one option to be angry is about Liara hiding this from them, not about her DOING it, and in ME3, Shepard – without player input – frames Miranda and the Lazarus Project as “giving them back their life.”
Yeah, no. I can forgive Miranda’s actions, given her characterization is actively about her going from looking at Shepard as a resource to be tapped to a friend (or possibly lover). It’s not perfect, but it’s still part of her arc, and she does at least make an apology (even if the writing doesn’t focus on the part I want it to, that ME3 conversation being focused on her wanting to implant Shepard with a control chip).
But I NEED to be able to express anger at Liara in some way just to like her, considering her canonical reason for doing this is all about HER – not that she considered Shepard the only one in the galaxy who could stand against the Reapers, but that SHE couldn’t let Shepard go. When in my games, she has no right to that. She’s not the one my Shepard’s are in a relationship with. So what those who romance her probably see as an act of love and devotion, I, not romancing her, can’t see it as anything but an act of obsession. And, even if I have to limit myself to a mental simulacrum of her, because there’s not a better place to include such a thing in these DLCs, it will help me, because it’s at least acknowledgement that hey, maybe Shepard is kinda pissed about people making decisions about them for them.
*ahem*
Right, so, where were we? Right, the reaction to Miranda and Liara discussing what to do with Shepard’s body. So as Shepard reacts, this prompts appearances from Ashley, Kaidan, and Saren, all of them playing Greek chorus about the decisions made about Shepard and how Shepard is reacting to them all. And yes, now we have both Ashley and Kaidan, regardless of who was left on Virmire, because why not – if we have one of them showing up for this DLC, why NOT include both of them? You’d have both actors in the studio anyway, so... Basically this is the big character confrontation where they all make the points that fans can debate and nitpick over when they bring up this topic, until finally the question gets put as, effectively, “well, however you feel about it, it has been done, so what are you going to do now?”
And to answer that, Shepard has to reenter the room they woke up in. Because we’re not quite done here yet.
Yeah, that whole conversation piece? THAT was the third “fight” or “combat” scene of this sequence, done in dialogue. Think the Atris confrontation in KOTOR 2, a verbal standoff. The actual interaction that Shepard has to face in the operating room... is themselves.
And their mirror image is offering similar questions, now wanting Shepard to respond, rather than having other characters voice opinions for them. How do you play Shepard’s reaction to their death and resurrection? To the fact that they are spending this game working with Cerberus, who is responsible for a traumatic event in roughly one third of all Shepard histories? Who Shepard uncovered multiple instances of their mad science in ME1 that crossed every ethical line? Who have it repeated rather consistently, is a humanity-first organization who will put human interests (and Cerberus interests, claiming they’re the same) ahead of galactic ones? If the Collector Base has (or is) a Reaper weapon, do they legitimately trust the Illusive Man with this power? Does Cerberus or the Illusive Man REALLY deserve any loyalty from Shepard?
Think of this as “stage two” of the verbal boss battle.
So, the confrontation with themselves concludes with, effectively, Shepard making their decision for going forward – the idea is that it has all been a mental debate, Shepard talking to themselves and coming to a conclusion that they needed to make. The general idea probably is one that, if you’re an obsessive fan with a penchant for filling in the gaps of canon (hey how are you?), you may have imagined these kinds of thoughts and discussions and conversations happening, but isn’t it more satisfying to actually have them take place on screen? And two, Shepard confronting themselves is, in and of itself, always a big deal. As I said at the beginning, this is Shepard’s loyalty mission, done to clear their head. How could it not result in Shepard facing themselves and asking themselves these big questions directly?
When Shepard officially makes their decision for the forward march, you know, figuring out how to handle Cerberus from here on in, which basically come to, effectively, use them for their resources and cut them loose at the end of the crisis or cut ties now and let the chips fall – since, after all, aside from Miranda and Jacob, whose loyalties to Cerberus are already wavering, Shepard has a squad full of the most dangerous people in the galaxy, so they could handle a mutiny of any kind (and, on the player end, there’s the knowledge that, while all this is taking place, EDI is getting unshackled and effectively is capable of running the ship) – they’re kicked back to reality.
And yes, those are the only two results of this, because, just to hammer it home, Cerberus is NOT. THE GOOD GUYS. The Illusive Man is not secretly good, he’s just using the “humanity needs protection” line to justify his actions and attitudes that are about seizing power. And anyone who thought that we would, should, or could side with Cerberus come ME3 was kidding themselves.
Granted, with this line of thinking, I’m not sure what the motivation would be to give Cerberus the Collector Base at the endgame (I mean, I never have, so...). Maybe the idea of “indoctrinate yourself, get taken in by the Reapers, you bastard,” but... That doesn’t seem right for Shepard’s characterization. Eh, like I said, much of this is based in how I play in the first place, so if you want to try and figure that out, feel free, but my list, we go by my way of approaching things. Because that’s just how I roll.
So I haven’t explained what, exactly, this prothean artifact is. Well, it’s effectively nothing more than a plot device, but let’s say there’s a note that becomes interactable, that basically talks up the artifact as being what I’ve called it so far, something that is meant to allow the user a chance to directly interact with themselves, face the truths they deny. Again, this really is a plot device meant to allow the circumstances of the plot, and while I could go into the details of how I assume it works, it really just needs to exist, but that’s my handwave excuse to justify how it worked. It works very well, thank you for asking. The reality is the how is less important than what it brings up.
So, Shepard is back in the physical world, and sets about putting the ideas into motion – the Illusive Man wanted them here? Yeah, no. Not doing that anymore. Shepard gets their crew out of there, upsetting doc Nuwali (giving the impression that there were some sketchy ideas in mind for Shepard’s companions when they were alone themselves, invasive procedures that they’d knock them out and see if they could take them apart and put them back together, now loyal to the Cerberus banner that sort of thing) and has a brief chat with Miranda as they fly back to the Normandy.
...You know, which, based on my time table, is currently under Collector attack. Fun times!
Post Game Followups:
ME3: The artifact as a war asset, reports about Nuwali being captured by Alliance officers while in the process of having attempted some of those ‘sketchy ideas’ she’d meant to enact on Shepard’s companions.
The Lights of Klencory
The planet Klencory is rumored to hold secrets regarding ‘the machine devils.’ Admiral Hackett of the Alliance has suspicions these are references to the Reapers, and has been secretly investigating these. Now, a team of Alliance soldiers have vanished out there, and he’s calling in Commander Shepard as a specialist, along with an old friend...
Bonus Companion: Ashley Williams/Kaidan Alenko
(Post-Horizon)
So back on the old days of the BSN, before Arrival came out, the speculation was, after Lair of the Shadow Broker, that the successive DLC would feature Ashley or Kaidan, give them the same treatment Liara got by featuring them in a DLC. One of my favorite ideas featured the concept of the “machine devils” of Klencory. You know, the planet blurb from ME1 where a volus is digging into a planet in search of evidence of “lost crypts of beings of light,” the indication being that he’d had his mind scrambled by a prothean beacon. So, hey, guess where we’re going?
I mean, obviously Illium, duh.
Actually, that’s not a bad starting point. Illium in general seems to be fairly neutral territory – sure, technically a planet in Citadel space, given its an asari world, but with many Citadel laws relaxed, it makes for a place where “an Alliance operative” will meet with Shepard (We’re starting by way of a letter from Hackett, for the record) without it being considered suspicious behavior by those looking in who are not in the know about the tacit support that both Hackett and Anderson are offering Shepard. There’s a lot of questions coming into this on Shepard’s part, given that, at this point in time, they’re not really an Alliance officer, and yet this is apparently something that is getting them called on? Probably means Reapers.
It gets complicated once Shepard arrives for the meeting and finds Ashley/Kaidan is their contact.
So, before we go further, I want to acknowledge, by the nature of having any real contact between Shepard and Ashley/Kaidan between the encounter on Horizon and the opening of ME3, I am effectively breaking one of my cardinal rules for these, namely the idea of not screwing with the pre-existing structure of the games’ plots in allowing Shepard and Ashley/Kaidan SOME form of genuine contact and communication, to the point of a chance for a legitimate conversation about things and where they stand with one another (Yes, the previous entry was bending that rule, but this is an outright breaking of it).
Thing is, this is one thing that really SHOULD have existed in the games proper, I shouldn’t have to have built something up to include here, and I will 100% die mad about it. Ashley and Kaidan got shafted by BioWare’s handling of things, and I’m not willing to forgive it (if you follow my liveblogs of replaying the games, you’ll know I frequently complain that Arrival really was gift-wrapped to serve this function, and yet it doesn’t so much as mentioned Ashley/Kaidan). So yeah, we’re having an opportunity to address this stuff right off, it’s taking place in the game “proper” (for a given value, considering all of this is made up, but...). I’ll get into how this will impact their interactions come ME3 in the “Post Game Followups” section, for now, we’re just going with this.
Also on the “to note” element, I am mostly going to refer to Ashley/Kaidan in the sense of swapping them into place for one another, since, obviously, they are mutually exclusive at this point in the trilogy. But I do want it understood that I am not viewing them as interchangeable characters but as individuals. Just... If I stop to explain all the little differences of how they interact with Shepard in this, the variations of what they say and do on the character level, I’d basically be writing this out twice, which this is going to be long enough as it is, you don’t need to read the plot summary twice, and I certainly don’t need to write it twice. Assume that, even if not explicitly indicated, there ARE differences in behavior and dialogue that are reflective of them as separate characters and people, even if the overall plot must go forward regardless of how differently they’d react as individuals.
And you might want to pay close attention, since there will be a lot of use of “they” pronouns ahead, since Ashley/Kaidan is more awkward to write and I make it a point to not address the player character (in this case, Shepard) by one gender or the other in these write-ups, given that that’s variable, so things might get a little confusing if you’re not paying close enough attention to the context.
So... The meeting with Ashley/Kaidan begins... awkwardly. They’re uncertain how to really react to Shepard – sure, the encounter on Horizon means they know that Shepard is back, but now they’re really having to deal with this particular reality. So they’re going to aim to jump to business. Alliance intel has intercepted some messages from mercs hired out near Klencory, which got Admiral Hackett paying attention to things happening out there – like Shepard will acknowledge, between the circumstances of this meeting and the quick summary of the reason for the mercs all being out there, this sounds like it’s connected to the Reapers. Hackett wants to have Shepard as a “special consultant” as the Alliance has someone (re: Ashley/Kaidan) investigate (“consultant” since Shepard may not have had their Spectre status restored, so it gives them legitimacy either way). It could, potentially, just all be a massive coincidence. But since when are things ever “just” a coincidence?
Ashley/Kaidan are willing to use the Normandy as transport – Hackett figured that, between the stealth systems, and the lack of official Alliance authority in the area, the Normandy is the better option for getting there without being told to get lost. The bigger question is how they’ll be received – it’s not like merc gangs take well to outside interference, and the Alliance having any jurisdiction out there is questionable at best. But they should at least TRY to go in with civility. If this volus billionaire spending all this money on this (his name, for the record, is canonically given as Kumun Shol, so hey, less work for me, having to come up with a name!), then if he hears from someone who seems to be taking him seriously, it might get them invited in explicitly.
Obviously, though, if they’re hitching a ride on the Normandy, if things remain unspoken, the trip out there will be very awkward and seem longer than it is. So they have to address Horizon. They’re not going to apologize for not joining Shepard – Shepard is still operating on a ship flying Cerberus colors, even with good intentions, that is a betrayal of their oaths to the Alliance, Cerberus are terrorists and xenophobes, who want to secure human dominance. But they will acknowledge that they reacted to Shepard’s return in a way that wasn’t their best. I am not going all the way to “they admit that they were wrong,” because based solely on the information that they had, they handled things as best as they realistically could. But they will regret that things ended on the terms that they did.
Shepard gets to respond to that – are they accepting that it was a bad reaction to unexpected information, do they still hold a grudge, whatever. The conversation continues to a point of conclusion – Ashley/Kaidan don’t trust Cerberus, they want to trust Shepard, but the connection between the two at the moment makes that difficult, and they don’t know how to bridge that gap as things stand, but they’re going to try this.
We will be coming back to this, never you fear. But, of course, that’s more for the ending than it is the beginning, and this one conversation is far from the end.
Klencory is a world with a toxic atmosphere, so they first have to gain access to a semi-decent landing zone near where Shol has established himself. Because, naturally, he’s not interested in visitors – the brief communication we get with him is him effectively talking himself into the idea that Shepard is “the agent of the machine devils,” which... I mean, considering the prothean beacons and communications with the Reapers, it’s not crazy that he goes there, even if (by the rest of his actions), Shol’s gone a little nuts.
Shooty shooty bang bang, fight through the exterior guards and into the facility proper. Ashley/Kaidan are a little uncomfortable about what’s gone on – this really isn’t how they pictured things going, given the legitimate credentials they were supposed to be coming in with, and they can recognize the fighting is because of Shol not giving them an alternative, but it does still make them feel like they’re acting as little more than the thugs they’re dispatching.
Call this a reaction to the fact that Shepard doesn’t exactly get much of a differentiation in the game themselves. Particularly when they can call out looters on Omega while swiping whatever’s not nailed down.
This is another conversation that’s going to be part of that “coming back to” thing – assume there’s some kind of tracking metric for all of this in the same vein as how ME3 tracked how Ashley/Kaidan responded to Shepard as a lead in to the confrontation during the coup. Just, I’ll get to how that all plays out at the end.
Because a band of mercs aren’t enough to hold off Shepard, Ashley/Kaidan, and the third companion (yay party balance), they reach Shol’s central command. He’s a little batty, but it finally gets through to him that Shepard is not the agent of the machine devils. He is skeptical of Shepard being the savior from them, though. Instead, he wants Shepard and company to do something for him.
There is a vault. A vault none of his men have come back from. Shol declares that, if Shepard can enter, learn its secrets, and survive, then they will have proven themselves to be salvation from the machine devils. Since this is the advancement of the plot, Shepard will have to go ahead with this, even with the natural objections of Ashley/Kaidan (and, probably, Shepard themselves).
Another pause for a dialogue – Ashley/Kaidan are skeptical of Shol’s motives, and believe it may be too dangerous to just do what he says. Especially considering that he’s clearly not entirely stable. This is a situation that really calls for calling for backup. But there’s really not the option of waiting, because if they don’t do as Shol says, he’ll throw all his mercs at Shepard – even if we’re assuming that Shepard versus countless mercs ends well for Shepard (because, after all, it’s Shepard), it’s just a senseless loss of life.
Going in is a set piece of suspense. Think the Peragus mine, with a dash of Korriban for good measure, from KOTOR 2 – lot of littered corpses, this creeping and foreboding unease and feeling of being watched, this overbearing expectation of SOMETHING appearing down every dead end... Build the tension. This is a place that, the littered dead aside, no one has entered in thousands of years, it should absolutely be a place that could chill you to the bone. The examination of anything should feel like it’s disturbing the dead.
You know there’s some ancient security device active, right? I mean, something’s killing the people who trespass here. Obviously, it has to be something that will put up a fight as our end boss, and it needs to be something that is able to last a long time. I’m thinking an ancient robot (my mind is going in the direction of something similar in design to the ancient droids of KOTOR’s Star Forge), a last defense, left behind by a precursor to the protheans.
Yeah, it feels like an underwhelming result to me too, but it makes logical sense all the same – we have some evidence of things from prior cycles, not just the prothean cycle, making it through to the next ones, not the least of which is the plans for the Crucible. Seeing as how that bit of intel is just dropped into our laps come ME3, this is at least making it functionally foreshadowed, if indirectly, by actually showing us ancient technology that is still functional and viable even after more than fifty, a hundred thousand years. Plus the foreshadowing of things surviving to this cycle in the vein of Javik. Things lasting this long in forms beyond just ruins at least makes all of that happening in ME3 at least have some groundwork laid in these prior games – otherwise, we only have a few codex references to ancient civilizations, as opposed to it being an actual component of gameplay, things that the player MUST interact with.
But yeah, the threat may be underwhelming, but the payoff is what it guarded – the last remnants of this ancient culture. The corpses have been preserved, given that it’s a bunker into the planet’s mantle – the toxic nature of the atmosphere now came about because of the Reapers, though, of course, this is only spoken of in the material available as “the machine devils.” There could be a great wealth of information among this stuff.
Thing is, now that the threat’s dealt with, Shol wants his prize. He spent years of his life and a great deal of his money on this, and now he wants to use it – and, because he still is a paranoid bastard, he’s not particularly inclined to uphold his end of the bargain, having expected to have Shepard and the “guardian” of the tomb (for lack of a better term) kill each other. He just wants all of this to increase his own fortune – he’ll sell everything within to the highest bidder and damn what the Alliance, the Citadel, anyone might be able to get from the archives. Giving it to private collectors – like, say, the Illusive Man, or even any interested faction of capital-c Collectors (as in “the enemies we fight throughout ME2”) – will enrich him and it doesn’t matter what that information might do to help make the galaxy ready for war against the Reapers.
Now, normally you would think this would lead to a Paragon/Renegade choice. BUT, instead, we’re going to have a variation moment for Ashley and Kaidan. They’ll deal with Shol, but in unique ways. Ashley, having marine hand to hand combat skills (as she mentions in character discussion during the first game), manages to get close and disable the volus’s suit enough to render him unconscious, while Kaidan uses his biotics to get the same result. So they get to have a moment of protecting Shepard (not necessarily “saving” them, because a volus getting the drop on Shepard would certainly be an embarrassing way to go, but definitely helping them sidestep a situation).
NOW’S the time for the Paragon/Renegade choice, dealing with Shol himself. He is an obstacle, considering that dealing with the legal claim to this cache of information leaves the door open to some sticky situations as a result – the last thing they need is to have anything that might be useful be wrapped up in the legal battle. But he DOES have a valid claim. Just unilaterally taking this place from him is questionable at best – even if Shepard’s still a Spectre, are they REALLY able to just come in and declare the location to no longer be the property of the individual with the legal claim on it? Likewise, there’s a lot of sticky issues with the idea of killing him – after all, as mentioned above, he does have a bunch of trained mercenaries on hand, and it’s reasonable to try and walk out without adding to the bloodshed. But if it’s made clear that his madness has overtaken him (which, I mean... it kinda HAS), then there’s room for the Citadel to be able to legally seize his assets, including his claim on Klencory and its vault. But this still means institutionalizing a person because they’re inconvenient.
That’s the choice – institutionalize Shol and seize his assets, despite the subsequent legal battle that he and his kin can draw everyone in to, or cut through the red tape preemptively, kill him, and claim what amounts to squatter’s rights, since with him dead, no one else is there to take charge of the archive, whatever it contains. Ashley/Kaidan are going to say they have no intention of letting Shepard kill Shol (because that would certainly always be a line for them), but there will be a Renegade interrupt to take that choice out of their hands anyway, and Shepard can make an argument that, if they don’t do SOMETHING, Shol’s men will come in and try to kill them, while if he’s dead, that denies them their paycheck (because for one time ever, can we just have the mercs give up and run off once the source of their paycheck is dead?!). Shol certainly isn’t going to tell them to back down, and “survival instincts” have never been at the top of their hiring priorities.
Ashley/Kaidan will have some words about the decision Shepard is making, but they can be swayed to understand Shepard’s motivations, at least, in the moment, though any disagreements they have are more in the “waiting for a more opportune moment” than “what you say goes, Commander.” More on that shortly. With that matter resolved, Shepard calls for a pickup.
Back on the Normandy, Shepard and Ashley/Kaidan are having an informal debriefing in Shepard’s cabin (save the jokes for the end of the scene everyone, we’ll get to that). They do a brief discussion of what the likely followup will be – the fact is, the Reapers are probably already uncomfortably close at the moment already, so there’s not likely to be much opportunity to examine this place too much before they show. Still, every little bit is going to help.
The big thing is going to be how Shepard’s handled things through to this point. This was an accumulation metric (in the same style as Aria showing mercy on Petrovsky or not during Omega), so the various Paragon/Renegade decisions through to this point will lead to their reaction. Paragon Shepards get Ashley/Kaidan acknowledging that Shepard is still someone they respect, and that perhaps this whole Cerberus alliance was one of necessity. Renegade Shepards are leaving them questioning what Cerberus is doing to them, and are they really the person that they once were.
That leads to the question of where they stand if they’re a romance – like with Liara in Lair of the Shadow Broker, this leads to a romance rekindling, but only for Paragon Shepard, because that’s the version that has shown that Shepard is still the person they followed to hell and back, still the person they loved.
Yes, while I try and offer reasonably similar options for both Paragon and Renegade versions of Shepard, this is dependent on that. Because it’s about setting their concerns at ease, about listening to them and allowing them to be angry and upset and come around. Renegade Shepard will have shown they don’t care about that, so why WOULD Ashley/Kaidan take them back?
Anyway, insert “debriefing” joke here.
And, y’know, a reminder that, in these DLCs I’m writing, we’re going with the assumption that Ashley and Kaidan both were bisexual romance options back in the first game, and it’s an option to rekindle for both gendered Shepards.
After the interlude (however it plays out), there’s the discussion of what’s coming next for Ashley/Kaidan. They’re returning to the Alliance, of course – with Shepard’s official ties still in limbo, taking them out of the official chain, Hackett has made them a floating troubleshooter at points where he suspects Reaper involvement in some fashion, be it machine cultists and husks, Collectors, or what have you. However they feel about Shepard, Hackett is still seeming inclined to trust them on this, so they expect that the intel will still reach Shepard as they do their work. They make it clear they expect this to be the calm before the storm, and when the fight starts, they know Shepard will be on the front line. Paragons get them promising to back Shepard up when the time comes, Renegades get them hoping that they’ll still be on the same side when that happens.
Post Game Followups:
So here’s the part where, typically, I’d talk about how this impacts War Assets for ME3. But this is giving the ability to resolve the major Ashley/Kaidan element of ME3 before we even get there (like we should have in the first place...) and that means we have to deal with that. To that end, I obviously have left the door open for the lack of trust by way of Renegade Shepard, and that’ll go through things as they are, the same as if this DLC didn’t exist (I mean, it doesn’t exist anyway, but... You know what I mean!). The alternative for a Paragon completion is that there will be a distinct lessening of the tension between Shepard and Ashley/Kaidan in ME3, leading to some serious dialogue changes on Mars – more of an acceptance, instead of distrust.
I’m also thinking that, with the air cleared, there’s no moment of hesitation among them during the Citadel Coup, that it basically defaults them to trusting Shepard, regardless of how much they interact with them in Huerta and “clear the air” of Horizon. After all, Shepard already allayed their concerns with their practical involvement, gave them the chance to see them as the person they were, rather than the possibility that they were no longer the person they trusted. This changes the dynamics of their earlier interactions, and if you have rekindled the romance during the debriefing (no I’m not going to stop using that gag), then the dialogue will have more romantic undertones, the conversations more focused on matters of both them and the future together, trying to figure out if they even have a future, what with the invasion commencing, let alone where they stand with one another in that future.
I feel like I should have more done here, really, but I am really, genuinely TRYING to remain within the basic structures of the games as they are with this, because I totally could trash them and rebuild them from the start, but that’s defeating the purpose of this as additional material to the games, so that’s the most I’m offering on that. I want to do more, Ashley/Kaidan deserve a bigger and better role in ME3’s plot (which I’ll be trying to address further when we get to the ME3 hypothetical DLC, but that’s not here), but I’m trying not to totally rewrite ME3 as it is, that would probably be its own long involved project, and this is already ongoing. The original version of events can still be involved in the game proper, as the Renegade version, but that won’t be the only version any more.
Oh, and, we’re getting some war assets out of the place we discovered. That feels like an afterthought here, though. This has been about Ashley/Kaidan and their relationship with Shepard, more than anything, and we really did deserve this as much as Lair of the Shadow Broker.
 The Omega Heist
An old contact of Miranda and Jacob’s draws them – and Commander Shepard – back to Omega, where, with the merc bands decimated, an old threat they thought they’d dealt with long ago has reemerged. With Commander Shepard’s help, they must try their utmost to put this genie back in its bottle before it’s unleashed on the whole of Omega – and, potentially, the rest of the galaxy!
(Post-Horizon)
Considering Omega’s status as the dark reflection of the Citadel, the answer to it in the Terminus Systems, I just really want to explore it some more. Tie in to that, Miranda and Jacob have great prominence when they’re literally your only crewmates, but the second you start picking up the rest of the crew, they start falling off the map. Given that they’re our viewpoints into Cerberus as an organization, this feels like a mistake. Cerberus spends both the preceding and following game as enemies, and I think we need to spend some time at exploring why either of them would even fall under Cerberus and the Illusive Man’s sway.
It begins with Miranda asking to speak to Shepard. I’m gonna assume that, considering the unlock pattern of loyalty missions, this is most likely going to be played post-loyalty mission for both of them, since they’re both the first to unlock. Just to firmly establish where the characterization is going in to this. So both of them are at a point where they’re starting to question their loyalty to Cerberus (hence why I’m considering it a default that, in particular, Miranda’s loyalty has been obtained).
She’s heard from a contact on Omega about something that she wants to get Shepard involved in. The meeting moves to her office, where Jacob joins them. This concerns a mission they’d both undertaken shortly after their first mission together (see Mass Effect Galaxy, the mission Jacob talks to Shepard about having lost his faith in the Alliance over). They had an assignment to dispose of a biological sample – their assignment had been not to ‘get curious’ and investigate what it was, just get rid of it. The orders had come directly from the Illusive Man, so they were actually obeyed.
Jacob had been suspicious of the whole thing – when you’re moving something that you’re not supposed to investigate, it’s usually something that could blow up in your face. He opted for a little extra security monitoring, with Miranda agreeing and having kept track of it. That’s why this is now coming to her attention. They still don’t know what this was, but they can’t imagine that it getting let loose where any idiot could stumble across it would be a good thing.
So we’re returning to Omega. Personally, I’m disappointed that there’s no real change in Omega as ME2 carries on, even though you have to both clear out merc gangs and an active plague in the course of the game – recruiting Garrus and Mordin are mandatory quests, after all, so their joining the crew, their recruitment missions, these have to happen regardless of anything else Shepard may decide to do. So we’re getting another hub area on Omega besides Afterlife and the Gozu District market place. If Omega is the Citadel of the lawless Terminus Systems, then it can certainly fit in more of this (plus give more life to this place that, we know, will have people threatened come ME3 and the Omega DLC there).
Our central hub sector will be a safehouse established near the Kenzo District (picked because beyond existing as where Garrus had his run-in with Garm, we know nothing specific about it, so it can be used however the plot needs it to be). Under the circumstances – meaning “since we stored dangerous material on Omega without even speaking with Aria on the subject” – the idea here is stealth. Shepard, Miranda, and Jacob arrived via a transient shuttle rather than via the Normandy, and did so hopefully with some element of stealth. It’s not that Aria is going to be a threat here, just that she wouldn’t be happy learning about this going on under her nose and Cerberus is trying to cultivate some of her resources (sort of tie-in to the Cerberus takeover of Omega come ME3).
Their contact is my chance to get that female turian I mentioned a ways back into things – a turian trader who I’ll name Naevia (what, I’m a Spartacus fan and the reference makes me smile). The biological sample has fallen into the hands of a gang that’s trying to take up the space left by the biggest gangs of Omega losing their leadership (I’m thinking one of the gangs from our last edition of hypothetical DLCs, from “The Clean-Up,” because continuity!).
It’s around here that Shepard does ask the most important question on the subject that I think we’re all thinking – why the hell was this dangerous and hazardous sample kept rather than destroyed? Naevia admits she thought the same thing, but she was paid enough not to care, just to watch it. Miranda states that there was a possibility of using it for something in the future – this is a sign of her beginning to waver, because she can’t really justify the use of this sample, the fact that, though they’d been told to get rid of it, the “disposal team” had kept it, and were keeping it in a place with a population.
Granted this is a long standing tradition with dangerous science, but still, it needs to be called out.
The important thing is that it’s there, on Omega, and in particular when the station is already in the recovery process of a plague that targeted every race except humanity – there is still a lot of anti-human resentment on Omega, and the last thing that Cerberus should want is a human-spawned crisis breaking out (because no matter where the sample came from, a human organization, known to have a humans-first bent to it, was the group that stashed it here on Omega). Hence our presence.
We’re gonna have plenty of time to talk with Miranda and Jacob, so assume character conversations sprinkled here throughout (much as I cite it as reason that I don’t particularly care for their loyalty missions in comparison to others, that their loyalty missions also only have one ending, that once you start the mission, the only resolution is obtaining their loyalty, makes for a useful method of characterization trajectory here). This is here for the sake of exploring and deepening their character arcs, their division with Cerberus from the endgame, given that they’re both set against Cerberus come ME3, so we’re going with that.
We also get to spend some time with Naevia and getting a new perspective with the turians – she is a free agent, sort of like Vetra ended up being in Andromeda, in the sense that she’s a rebel to the status quo of turian military discipline. She’s looser and less rule-bound. She lives on the fringe of society and that shapes her reactions. She has no need for the turian rules of combat and prefers to take preemptive action – the rules of combat are a great idea in theory, when you have enemies who will respect them. But the Terminus is full of people who won’t. And, while she hasn’t been read into the Reaper matters, she is clearly picking up on the undercurrent between Shepard, Miranda, and Jacob.
Now if you’re assuming that this is leading to Naevia turning out to be involved in matters with this sample... Well, that’s definitely going to be a thing to follow, but let’s just keep going for now.
And yes, I have been cagey about what this sample even is. Remember, that’s because it’s a mystery even to Miranda and Jacob – they were still in a point where they were willing to listen to the Illusive Man’s orders without questioning them. The assumption was that the team they were giving it off to was a proper disposal team, and the failure of either of them to investigate it beyond his word. Y’know, the idea being they’re both starting to push themselves to look beyond the word they’re officially given by their boss and question him.
So… investigative work. We’ve already been over how in these summaries, that’s not where I focus on, not having a layout or anything to work with and such. So I’ve given the core ideas of character work and plot that plays out over the course of things, let’s cut to the climax.
The sample is being held by one of the gangs and a member of the Cerberus disposal squad. Because hey, look at that, a Cerberus agent went rogue and started killing all their guys, Commander Shepard, can you take care of that? He explains just what this sample is – a contaminant that can devastate a planetary atmosphere, hence why it was being kept on Omega, a space station. Of course, the problem with it is that it won’t discriminate and a rapid atmospheric dissolution will kill human lives as well. This is one of those things that it’s actually entirely justifiable that the Illusive Man didn’t want to use... y’know, if it weren’t for the fact that he still kept it, but...
Anyway, here’s where we come to Naevia’s sudden but inevitable betrayal, citing the profit to be earned – it’s easy enough to live on ships instead of a planet, so she’ll come out of this fine. Shepard gets the chance to shoot her with a Renegade interrupt, and look at that! She WASN’T betraying the team, just pretending to in order to slide a knife in the bad guy’s gut. It doesn’t kill him, and it still leads to a fight, but it’s easier if you don’t take the interrupt (because as much as I like the interrupt system, I think there should occasionally be consequences for taking a quick and reflexive response rather than the more considerate and thoughtful and examinative approach to a situation).
A multi-stage boss fight ensues – basic ground troops, interspersed with standard LOKI mechs, a YMIR mech joining the fight with reinforcements, and then a gunship. Maybe the gunship peels off midway and lets in another YMIR mech, just to really hammer the ‘boss fight’ element, or at the least let that be a higher level difficulty challenge. I mean you can only do so much with the mechanics of the game to create boss fights, right?
Anyway, Naevia is either dying, laughing at how her turncoat act was too effective, or she’s made it through with a few scratches and is patching them up as Miranda and Jacob are recovering the sample. Here’s the expected Paragon/Renegade choice of destroying the sample or storing it somewhere else – I can even see a reasoning for keeping in the idea of ‘once knowledge exists, it can’t just be destroyed, we need to study this to be able to devise a countermeasure.’ It’s a sucky one, for the record, but it’s a way to justify the Renegade stance.
This is where you see the culmination of Miranda and Jacob’s development. Jacob is open about wanting to correct their prior mistake of leaving this sample around to be used by anyone who might try to actually use it. No matter what, he sees no possible good coming from it and wants it destroyed. Miranda is conflicted. Her trust in the Illusive Man tells her that it would be right to hold on to this, it’s a weapon that could protect humanity if the aliens were to attack them – which is something that can’t be discounted as a possibility, considering the batarian hostility and the general aggravation of other races like the turians (see the previous Hypothetical DLC entry for more expansion on why I consider that a thing gets brought up). But she also knows that if this exists, then there’s a chance humanity can’t control it. She is looking to Shepard for guidance on this – she’s not turning to the Illusive Man’s standing orders here.
When the group returns to their safehouse, they find Aria there. Because this has been happening on Omega, and it’s her business to be fully aware of what’s happening on Omega. She thanks Shepard for disposing of that little business – if the sample was spared, she does imply that she knows about it, but, so long as it’s leaving Omega, she’s not going to be concerned about it. After all, she only cares about Omega’s interests. But, as a reward for what Shepard’s done for Omega, from the plague to Archangel to this (plus, potentially, dealing with Morinth, given that was the presence of an Ardat-Yakshi on Omega), she is offering a reward for Shepard – a penthouse suite.
Yes, I’m letting Shepard get an Omega apartment. I mean, okay, having one right before the Cerberus takeover of Omega come ME3 is not exactly the most prime real estate, but hey, Shepard deserves a place to relax, right? Plus it also comes with access to a special Omega market, a place where Shepard will be able to purchase any weapons or upgrades they might have been missed in the course of their missions (and any that get added through the DLC, including these). Because really, we should be able to have access to those things somehow, as in the game as is, if you miss it, it’s gone forever.
Anyway, Miranda and Jacob will also have follow up conversations when they return to the Normandy, discuss the way that things have played out and how they’ve evolved as people in the course of the game. Because as I said at the start, the two of them, in terms of their character development, kinda falls off the map in the course of the second half of the game. So they get a little additional content that helps fit them into the big picture of their character arcs.
Post Game Followups:
ME3: If Naevia survived, she’s an available war asset in regards to her underworld connections and such to send help Shepard’s way. If it’s kept intact, the sample also has some benefit for Alliance scientists in the study of reversing its effects and how to restore ravaged worlds. Also some additional content in the Omega DLC, though I’m not sure about the details of that right now.
And, y’know, since Naevia’s existence means that we have a female turian model built and developed circa ME2, this SHOULD mean that there are female turians scattered throughout both further DLC (as in ‘assume their existence in further installments, even if it goes unsaid’) and (because now they’d “exist” prior to the release of ME3) there would be numerous turian females in ME3 as assorted extras and such. Should go without saying, but I’m saying it. There will still be a few important female turian NPCs I introduce in further installments, but these are now part the standard background NPC collection.
 Battle Scars
Alliance officers on shore leave have been disappearing from the Citadel with no trace. Ambassador Anderson suspects there’s more to this than the standard dangers of a space station that’s practically its own world. Though Shepard is in a questionable position among the Council, they’re the one person Anderson can trust to solve this.
(Post-Horizon)
The Citadel being so limited a space in ME2 always bothered me. Y’know, I get the thematic idea, that ME2 was about exploring the darker underside of the galaxy at large. But I liked the Citadel. There was a lot about it to explore, all things considered – we’re talking about the galactic hub of politics and commerce. This really should be a major location, no matter the game. And as I’ve said elsewhere, there could be a whole game set on the Citadel with room for more. So yeah, we’re doing this here, exploring an area of the Citadel that we never got to see before.
There are Alliance officers going missing and Anderson gets Shepard involved. Obviously, the synopsis covered that bit. The idea here is that we’re going into areas of the Citadel that normally, Shepard has no business in, and in areas that are more like vacation areas. You know what this means? It means we’re going to have non-combat segments, in the same vein as Kasumi’s mission. There’s gonna be an extended sequence of Shepard out of combat armor in this one, because Shepard is not being called on to be a soldier but to infiltrate and be seen as a civilian more than a combat fighter. (I’m thinking this is going to involve a new casual outfit as well.)
And we’re gonna say that this is happening at an exclusive resort, meant to be a location that’s relaxing – a resort on the Citadel, effectively. It’s primarily a place for Citadel-aligned soldiers (Alliance and other races) to recover after combat, a therapeutic place for soldiers to get treatment for their PTSD (think a place where they’d probably have sent the PTSD asari in ME3 to if there wasn’t an existential war on). It’s why it’s a popular place for these Alliance soldiers to be, and we’re also going to rate it as having the highest success rate as a psychological and therapeutic facility in the known galaxy (because, being on the Citadel, why wouldn’t a place like this have a reputation of being the best, given how the Citadel is effectively the metaphorical center of the galaxy) and it’s a bit of a mixing bowl of Citadel culture, which allows for the rest of the party to come along.
I’m going to stick with mandatory companions here for a handful of reasons – one, Shepard’s got an eclectic band, and I feel like if they walk around a Citadel resort with Grunt and Legion, for example, that’s probably going to blow their cover. For two, I like the idea of mandating some pairings and developing the relationships more. Last entry was about Miranda and Jacob. Here, I’m thinking... For a resort, I honestly lean towards Samara and Kasumi, characters who, respectively, can blend in with “high society” and can pass through unseen by others. Kasumi, of course, does her cloaking to accompany Shepard – she does prefer going unseen. Samara, though, is playing at being a Matriarch – given the setting, let’s say that she’s pretending to be looking for a facility for her rambunctious daughter who is ‘disgracing’ the family name – sort of playing on her own history with Morinth (because Samara’s method that way), while still being a role she plays.
Yes, I’m aware that Kasumi is a DLC character, not everyone necessarily has her, but hey. If you’re playing DLC in the first place, you’ve probably collected other DLC, particularly a new companion, we’re just gonna roll with it, because I’m not going to develop an alternative without her, so consider them connected – I don’t know, say they got packaged in a sale together or something. This is all hypothetical in the first place, remember, does it REALLY matter that she’s not in the base game?
Shepard, of course, is going in as what they’re looking for, an Alliance officer looking for leave. This way there can be a solo segment, and the tension of “will Shepard run into trouble they can’t handle on their own before their companions come to their rescue?” Obviously, there does have to be some addressing of Shepard’s fame and notoriety, but it’s not like Shepard’s not doing other things that are putting their famous mug in places they shouldn’t be, particularly when it comes to involving Kasumi (The Hock heist, anyone? How, exactly, was the most famous human in the galaxy supposed to keep a low profile there?). So we’re just gonna handwave that, like you do.
As always when these are investigative sequences, I’m just gonna gloss over that part for the sake of convenience – the basic facts are that we have a lot of suspects with no clear motive at the outset of things. You know, get your basic archetypes wandering around – look at any show that features a recovery center, you’ll find them, I’m not gonna go into detail on the incidental characters.
The trick is that Shepard is going to be doing their initial investigating solo – they have to get entrenched before their companions show up (given that Samara’s cover is going to have her supposedly only there to look the place over, rather than sign herself in as needing “treatment” and Kasumi is going to be cloaked, searching for the things that Shepard can’t get access to – yes, for the record, I’m setting up for a Big Damn Heroes moment, I would think that would be obvious). They’ll meet with the above mentioned archetypes, learning details.
The details are more for the flavor – how well does Shepard figure out the scheme (which I’m getting to) before the villain shows up to explain in a monologue? Because, y’know, what villain doesn’t love explaining their nefarious deeds with a monologue? Shepard figuring out more and more of the plot before they confront the bad guy will impact the way the end fight goes down – figure it all out, you can sidestep the big final confrontation, figure most of it out, the fight’s significantly easier, stick to the bare minimum, it’s the hardest it can be.
This of course gets Shepard caught by our villain of the piece. So, what’s going on? Well, it’s an attempt by one of the doctors at this facility at cooking up the same shady shit Cerberus has, in the form of cyborg soldiers – the soldiers who have been kidnapped have been converted into these cybernetically enhanced soldiers. Problem is, they’re mindless automatons – higher brain functions didn’t survive the implantation process. So while these six million credit men are superior soldiers for combat, able to shrug off the kind of injuries that would cripple any other organic soldier, probably even have like nano-tech that speeds up any kind of healing and recovery process, they’re ONLY for combat, there is no human mind, no individual still alive in these shells – they’ll do as ordered because of the computer control chips in their heads, but only because those chips fire off the impulses needed.
“No glands, replaced by tech. No digestive system, replaced by tech. No soul. Replaced by tech. Whatever they were, gone forever.”
This is a point that I wanted to bring up in Miranda’s chat about “disposable soldiers” – the concept of soldiers being disposable is the kind of thought that cleans up war, something that the very idea is MEANT to be “dirty.” When you have these disposable soldiers, something that replaces the flesh and blood troops, you’re now in a position where going to war is not a difficult choice – you’re not sacrificing anything in the fight, because your best and brightest are safely out of the line of fire. When you don’t fear war, you’re going to turn to it as the first option, not the last. And, as pointed out by the use of Mordin’s quote above, at some point, your “disposable soldiers” become exactly what the Collectors are, mindless automatons who perform the duties of their masters, and, because of that distance, their masters’ own humanity erodes, because they never have to get their own hands dirty, while their servants are incapable of arguing with the orders.
This is when we get the aforementioned Big Damn Heroes moment, where Samara and Kasumi rejoin the party – since I’m assuming Shepard is being restrained at the moment, we have Kasumi Overload the controls and get them loose while Samara covers her by biotically handling the guards (because there are always guards).
So we get to that ending of how the boss fight can go down – Shepard gets to argue about the whole “disposable soldier” thing, bringing up and expanding on the above argument. If they uncovered all the details of the plot prior to the point they’re found out and taken captive, they can talk the doctor out of the inevitable fight (they still can choose to fight, of course, but the option is there to avoid a fight altogether) and have them shut down the project, effectively take their “prototypes” of these cyborg soldiers off life support and let them all die out (because, again, it’s the cybernetics that are even keeping them alive at this point), they can try and fail because of a lack of information, or they can actually agree with the idea, just that this doctor isn’t the one to be controlling them – it’s a valid choice, after all, to have a viable standing army to face the Reapers with.
I did debate making that last an option, just because I am morally opposed to the idea, but I am trying to respect that the Paragon/Renegade division was meant to be more than “goody-two-shoes versus puppy-kicking-monster,” and approach it from a level of “win with morals versus ends justify the means” – if you’re looking for something that can face the Reapers, like Shepard is aiming for throughout the trilogy, then a pragmatic approach says “we can use this resource, and I’ll deal with the moral weight of it later.”
Thinking about it, this does kinda make a flaw of the Kasumi-Samara team, because I do struggle with seeing how they’d just casually go along with Shepard saying “zombie cyborg army? Sign me up!” But maybe the Justicar code says that, regardless of origin, their existence has purpose and use, while Kasumi is horrified at the idea of using – and defiling – the dead like this. Basically, I want there to be a shoulder angel-devil scenario here, but I may not have selected the right companion pairing for this. Still, I’m not going back and rewriting this to make that work, so we’re just going to acknowledge that and move on – they’re both on the team, and there are other Renegade choices Shepard has available that they both just accept, so we’ll accept that.
And, y’know, I have a personal preference for Paragon at these decision points, and would probably stick to choosing to wipe out the zombie cyborg soldiers myself, and these are my ideas so I roll with what works for my decision making process, so nyah.
This still leads to the question of what, exactly, should be done with this facility – this is the head of the place we’re talking about as being responsible, with them out of commission (either being killed by Shepard or taken into C-Sec custody, depending on your choice), it’s entirely possible the place will be shuttered, or at least in chaos for a time, and that means all of its current residents are going to be kicked out – this is one of those “well intentions doesn’t change negative results” scenarios. Of course, Anderson will try to step in and do something, but... He can only do so much. Especially with having to clear out the devices and secret lab material and such, there’s a lot in this that just... is not going to have this place in a condition to be what it’s meant to be. Especially if things turned into a fight with the doctor and trashed the place.
Shepard themselves can only do so much – they can make a recommendation, but ultimately, there will be a board decision. They can offer a suggestion, a way for the staff to try and focus going forward, but it’s going to mean downsizing their care in some fashion – either they focus only on the immediately at-risk patients, going in the way of ‘if you’re not an active threat to yourself or others, you have to find somewhere else to seek treatment,’ or they limit themselves to just the care of a single species, because the psychological experts for multiple species is a resource drain.
And this one is NOT a Paragon/Renegade choice. It’s player’s best take on the subject, because there is no “right” choice in this scenario. Either way, someone is getting screwed over. You can hope sending the not at-risk patients won’t exacerbate their conditions, but you can’t be sure of that – especially when it comes to people who have been there for some time, PTSD and other conditions won’t just go away, they need to be managed and treated, and if you go from one facility and one medical professional to another, that can throw off your recovery. And you can specialize in the treatment and wellness of a single species, but what about the members of the other species? What about the “melting pot” nature of the Citadel and how, realistically, reinforcing those barriers between species only makes it harder for these species to get along with one another?
It’s a “no good choice” scenario, and I think it’s worth a discussion with Anderson at the end (rather than back on the Normandy with all the companions, just because I don’t think the game can really account for everyone there having an opinion). Though let’s also give a follow-up conversation with Kelly – y’know, the therapist – and let her have more to do in this game.
Post Game Followups:
ME3: If the doctor was taken in to custody, they’re among the Cerberus scientists during the mission on Gellix – Mister Illusive stepped in to get their work under his banner, and, like Gavin Archer, Shepard’s involvement eventually made them hesitate to do his bidding. If the cyborgs were kept on, they’re a decent strength war asset.
 The Batarian Connection
A Cerberus vessel goes missing out near the batarian border. While the Collectors are still the first priority for Commander Shepard and company, the Illusive Man is concerned this may be the first stage of a batarian incursion of Alliance space. He tasks Shepard and company with recovering the missing ship. The batarians, however, have other ideas...
(Post-Horizon)
We hear a lot of talk about the batarians making slave grabs throughout the first two games, and the Colonist background has this as a part of the things Shepard has been through. But we don’t actually see it. And we probably can’t manage to see the absolute worst horrors of the batarian slavers, but that’s not the full point of this.
No, the point is to start showing another face to the batarians. See, we’re going in with the idea of the batarians slavers we’re after handing off the captives they take – of various races, though krogan and turian are not likely, given their own, more aggressive nature (maybe useful in gladiatorial rings... We might be coming back to that before these DLC are done), and the quarians aren’t going to be as numerous, that still leaves humans, asari, salarians, and other batarians. And we know from Mass Effect 3, having the Cannibals being introduced in the first segment of the game, the Reapers have access to a lot of batarian genetic material, so they’ve already spent a lot of time developing how they intend to repurpose the batarians into the servants they need to wage war in this cycle.
Codex material speaks of how the Collectors want certain specific types of people to collect, and that is going to be what’s happening here – while the Collectors main focus in the game is to gather up humans to turn into Reaper slurry, we’re also looking at the other races, because there’s a history of the other races being taken by the Collectors for various unknown reasons. It wasn’t clear if there would have been an intent to build additional Reapers out of the other races – an asari Reaper, a turian Reaper, etc. - or if they’d just be left to rot, possibly slurried alongside the humans and just put in the same shell. To build off the idea of “organic preservation” of the species who consist of a cycle, I’m going to assume that they would be fused into a Reaper of their own, though there’s room to argue they were going to just be pulped into the same Reaper or left as the Collectors of the next cycle. But my ideas, my interpretation of things. And if BioWare wants to fight my interpretation, hey, should have included it in the game.
So yeah, the batarian slavers we’re coming across were going to offer the Collectors more of those captives of various races and such. The idea here is to not just have a look at the horrors of batarian slavery, but also an upfront acknowledgment that the batarians do this to their own people as well. The crappy situation for your average batarian is reduced to codex and one-liners, so we don’t actually have this knowledge available for the common players, and this is a thing that needs correcting.
We’re also going to have an encounter with a different Collector ship (just to avoid too much of the whole “small universe syndrome” of the same ship dogging Shepard for two years – it wasn’t until ME3 and James’s backstory that I got the impression that the Collectors had more than the one ship, since they made this one ship out to be this major force). Because, really, if the Collectors taking colonies was something of a plan B when the Citadel didn’t open, then they should be readying themselves for more than just humanity to be taken.
Among the batarians is a sense of distrust – batarian propaganda says the galaxy hates them, and, because we get the slavers and mercs running around in the games, the audience is probably not inclined to disprove that theory (particularly if there’s a Colonist Shepard doing the run – because I say so, there can be plenty of statements from them on the subject that fit the background specifically, because it’s nice that these are all theoretical and I can throw in whatever I like). Still, the general idea is that Shepard does feel a moral responsibility to save them, even if, as in the case of Renegade Shepard, it’s just in the name of preventing the Collectors get their claws on them.
But, thing is, ME2 offers no ship piloting mechanic, and I’m not bringing that in. And, y’know, I still get war flashbacks of getting ambushed by Sith fighters in KOTOR. So that means that the Normandy heads off, Shepard ordering them to find help (we’re gonna say that this is taking place somewhere near the batarian-turian border, so the Normandy can go find a few turian ships – going back to my idea of “shaking up companions” concept, I don’t have any particular choices to go with Shepard this time, but this makes it almost mandatory for a companion other than Garrus to come along, since Garrus can sway the turians to come to the rescue of alien nationals – and this ship ends up crashing, with Shepard and companions still on board – as are the freed slaves.
And we’re not crashing on a habitable planet. Because while there’s the helmets and all, I feel sometimes like the franchise as a whole underplays how much the atmosphere of planets being conducive to life as we know it is kind of rare. So while the cargo hold, settled in the heart of the ship and surrounded by the various additional decks of the ship, makes it through, there are portions of the ship that have been vented into space.
And the Collectors are coming.
Shepard gets to make a Paragon/Renegade “inspiration” speech to the captives, recommending that they get to trying to save themselves. Paragon will get a majority on their side, Renegade only a particularly brave soul. This one would be the Paragon’s contact/coordinator, just so that I can have a clearly identifiable person to turn to. And, yeah, we’re punishing Renegades here, but here’s the thing about this – we have stolen people, taken prisoner, made into slaves, about to be handed off to aliens who are only known to the galaxy as kidnapping and experimenting on people who never return, and then crashed on a deadly planet, with their only shelter pocked with holes letting out the valuable atmosphere that keeps them alive. I’m sorry, but being an asshole to these traumatized people? Even in the name of saving their asses from said kidnapping and experimenting aliens, they are NOT going to be ready to take up arms and fight. Read the room.
So, it becomes a game of causing enough losses to the Collectors for them to retreat for the Normandy to arrive with rescue vessels. Cat and mouse combat, with interspersed dialogue with our batarian coordinator (Making a name up on the spot... Kahvahr). That’s giving the expansion on both him as a character, talking about himself – a political exile, he spoke out against the Hegemony’s attitudes and practices, that they are so isolationistic that the necessary trade with the Citadel races, trade that could reduce their reliance on slavery, is killing them, which led to him attempting to leave, an attempt that ended up putting him into the hands of the slavers he argued against, and he’s certain that the Hegemony’s leaders basically gave him up. Talk about the beauty of Khar’shan, as a planet and place, something more tangible for us the audience of this place that we never get to go – he speaks longingly of these natural wonders he doesn’t expect he’ll ever see again.
The aid of the batarians Kahvahr leads can offer some combat segments getting avoided, but I do want to include some elements of the Collector faction from ME3 in combat segments all the same, the Collector Captain in specific. Because these things never appeared in ME2, so let’s remedy that.
And our end boss is going to be some variant of the Collector drones we see in Paragon Lost, which are these giant sized Collectors. So they get some additional tricks and are a clear case that Shepard is now facing the worst forces the Collectors can throw at them. Because I figure you can give them some interesting additional boss tricks.
The turians arrive and the Collectors withdraw, so Shepard gets to pass on what to do with these batarians – treat them as refugees who are seeking asylum in Citadel space or ship them back to batarian space. Because the thing is... batarians in Citadel space are probably not going to have things pretty well. Like there’s a reason we see batarians on Omega but not the Citadel. And a lot of these batarians still have families in the Hegemony. So there’s a very real argument to the idea that they’d be better off going back. It’s probably bull, considering the Hegemony’s leadership (and definitely bull on the basis of the Reapers being about to steamroll the batarians in between games), but... It can be made.
And it also speaks to how well Shepard is responding to Kahvahr – Kahvahr makes it clear, batarian slaves tend to be those who speak out. How much good can they really do going back to the Hegemony? Sure, you can argue that it’s in the name of encouraging rebellion against the Hegemony’s leadership, but realistically? It’s signing a death warrant – if this attempt at silencing him didn’t work, the Hegemony will likely just go straight to killing him.
And maybe Shepard’s okay with that – the whole reason we’re doing this is because the portrayal of batarians through the rest of the series is almost exclusively them as an always chaotic evil antagonistic force. What do they contribute to the galaxy, right? But this whole thing has been to help paint the batarians in a new light – now, shipping these batarians back to their people isn’t a mercy but a death sentence. What can I say, I like that script-flipping. But, as always, it is a choice for Shepard, for the players. Because apparently, people who play these games like the chance to play the asshole. Fine, you can, but you’re definitely getting judged for it.
Post Game Followups:
ME3: If given asylum, a batarian militia will have formed, both the survivors of the crash and of batarian refugees, wanting to aid the Citadel forces, Kahvahr himself as an asset.
 Shadow Dance
Shepard’s connections to Cerberus have not gone unnoticed. A Spectre – Vexx Liranus – has decided that they are a key component to Cerberus plans (not untrue) and that their capture or death would be useful in combatting Cerberus (definitely untrue). With a fellow Spectre nipping at their heels, Shepard has to face what should be a comrade in arms in a deadly game of cat and mouse!
(Post-Horizon)
We meet three other Spectres in the trilogy, and only one of them, Jondum Bau, in ME3, is actually an ally. This is turning that on its head – all things considered, Vexx Liranus should be an ally. After all, we’re talking about a fellow Spectre, working for the Council, and Cerberus IS using Shepard for their plans, so taking Shepard out would make sense.
It’s just Shepard is a good guy, working with Cerberus as more an alliance of necessity, rather than any ideological alignment. And while I’m sure if you had a chance to sit down and talk to another Spectre, they’d probably eventually come around to the idea, well... Where’s the fun in that.
So Vexx. We had Naevia above in “The Omega Heist” as our “first” female turian for the trilogy, though she does potentially get killed. So we’re gonna have another female turian here, just to really sell the “no fridging female turians” concept. She is a badass turian soldier, like I want a planet with an “r” name to say she had a major incident on so that she can be “the Raptor of [wherever].” Because I love alliteration. I picture her being voiced by Claudia Christian (who was a favorite of mine to voice a female turian back before we knew anything about Mass Effect Andromeda, and while I’m absolutely a fan of Danielle Rayne’s performance as Vetra, I still regret that lack, so I’m making this happen here).
As for the actual plot, we’re gonna start on a small waystation location. It’s a standard resupply place, in the vein of like those Fuel Depots or something, a place like the Citadel but smaller. Because I think that space stations are an underdeveloped aspect of the Mass Effect universe. Like in Star Trek, there are Starbases and Deep Space Stations (such as DS9). Surely the various militaries of the Citadel races are doing the same, building their own stations that act as refuel and resupply, as well as standard rest and relaxation – Spacer Shepard will talk about living on ships, but I don’t see a child actually being raised on military vessels. But a space station that acts as a rallying point and home base for a vessel? That I’ll buy.
So this begins with the Normandy pulling in to one of these types of stations. You know, a little bit of a supply run, something simple. Things do not go according to plan, though, because, y’know, why would they, we wouldn’t have a plot if they did.
It begins simply. They settle in for a resupply, Miranda suggesting that the operational crew get a chance for some break time, Kelly adding that crew like Rolston and Hadley should have an opportunity to contact their families. That’s how we get here. As Shepard proceeds to look through the market, we get other angles of Vexx monitoring and observing Shepard. Shepard will begin to get that feeling of being watched, and that’s when she makes her first strike.
Now, yeah, I say right off in the synopsis that Vexx is a Spectre, but in the story proper? This is going to be kept quiet for a while. Sorta like how Vasir gets this intro that kinda clearly marks her as someone who we’re going to have to fight later, Vexx is getting the appearance of being a straight up antagonist. Because in her mind, she IS an antagonist to Shepard. She just believes that she’s the protagonist of the story, specifically because of Shepard’s ties to Cerberus, coming to this place in a vessel flying Cerberus colors, operating with a Cerberus crew. In her mind, she has discovered a threat to the Citadel and the Council.
While I’m still on the “give the companions more of a role” train, in this case, we’re going to see Shepard cut off from the crew – they come under fire from Vexx, they give the command to evacuate the station, return to the Normandy, and get out until they give the signal. Paragon Shepard wants to minimize casualties, Renegade Shepard wants to handle this themselves – Vexx interrupts their leave? It’s on now.
This leads to a chase through the station, and finding that she’s gotten things pretty well set up for this chase – I figure at some point, Shepard comes across like a secured bunker she’d been using as a command base, finds logs that have been tracking them since they landed on Omega at the start of the game. (Timeline being what it is, meaning as variable as it is, I’m gonna say that this is taking place functionally around, say, the Collector ship mission.)
That discovery is also when her Spectre status is made clear. Now, while there’s a good chance that Shepard’s had their Spectre status reinstated (thank you Dad!miral Anderson), well, we still need a plot here. Vexx doesn’t believe Shepard’s claim to have Council approval – after all, she certainly can’t just casually check this out while on a mission, Spectres are supposed to function independently of the Council. And she’s pretty good with the “better beg forgiveness than to ask permission” approach – Shepard helping Cerberus, even as a double agent, is a threat (for a less competent example of why, see how Shepard helping Cerberus in ME2 leads to Conrad Verner preaching Cerberus values in ME3).
The hunt continues. I’m basically picturing this functionally working a lot like a lower-levelled version of Arrival’s Project Base level, just with like security drones and such, and Vexx popping in and out of combat range. This is a hunting mission, on both sides, and the idea is that Shepard (and, by extension, the player) should feel like Vexx or her drones might show up around any corner. If nothing else, call it useful practice and experience.
Now, I said before I wanted to avoid stuffing our first female turian in the fridge. While Naevia could survive, she also could die. So I want to guarantee that at least one female turian of prominence is introduced without killing her off. That means that we’re going to have to find a peaceful resolution, as well as an alternative that allows the bloodthirsty playerbase to be satisfied.
That means an outside agent, a third party, getting in on this. I’m thinking a krogan merc with a grudge and a krantt and a blood oath against Vexx he’s more than willing to extend to Shepard, the Spectres, and the Council – with Vexx, it’s personal, having tangled with her before, with Shepard, they’re in the way, and with the Spectres, they work for the Council, and the Council gave the go-ahead on the genophage, so hey, it’s a good day to be him.
This eventually leads to, after some three-way combat, Shepard suggesting a truce for the time being – the krogan (Vargan, for want of a name) is a bigger threat to them both at the moment, since he’s distracting them and endangering the station as a whole. Vexx sees the wisdom in this and is willing to work with Shepard.
This gives a little more time to explore her, now that Shepard can talk to her. Vargan’s grudge stems from her disbanding his merc pack a while pack – they had ideas similar to the Blood Pack and Clan Weyrloc (re: Mordin’s loyalty mission), just without the aid of any salarian scientists. Maybe they’d sought out Okeer (possibly part of the reason that Okeer became a “very hated name,” as Wrex puts it? I don’t know, I’m spitballing here). Whatever the goal, however, she managed to put a stop to it, enough that Vargan was stripped of his clan name – given the structure of krogan society, I figure that in doing that, a krogan loses all right to even attempt to mate with the females, a big blow to a proud krogan leader, basically leading him to a voluntary exile from Tuchanka. That he still has a krantt after that still speaks to his skill and prowess, but also makes it clear that these are his only allies in the galaxy.
Shoot-y shoot-y stuff happens, yadda yadda... We’ve been over how writing about combat in these write-ups is boring. End result, we learn more about Vexx, develop and establish her further, give her this likeable air now that we’re on the same side, and get to Vargan, taking out his krantt in the process. Now that he’s alone, he is ready to die. He got everyone loyal to him killed, that means he’ll never regain a clan name now. He wants to die.
Typically, Paragon/Renegade decisions are a clear binary of “good means letting people live, bad means letting people die!” But here, Paragon is understanding the krogan mindset – he wants to die because he will never have a place in krogan society if he lives. He got his krantt killed, so he will never be able to gather a krantt again. He will never have that trust again, and so his death is the only way he can have an honorable ending. Meanwhile, Renegade is saying “no, I’m not going to grant you the mercy of death, live with your failure.” And doing that will likely mean he will strike out and go on some kind of suicide run (indeed, I picture that result being a news announcement overheard on the galactic news points).
Because I like the idea of twisting the Paragon/Renegade assumptions around – the idea behind it is supposed to be more nuanced than “good = blue, bad = red,” but in context, a lot of the use of the system through most of the series is a lot more binary. So this is showing the flip side of both ideas’ general attitudes – you are saving more lives and respecting his attitudes and beliefs by killing him, while knowingly leaving a threat to others that you KNOW he’ll act on by keeping him alive.
Vargan defeated, it comes back to Shepard and Vexx. She’s more impressed by Shepard at this point. Paragon Shepard showed an understanding of non-human mindsets, and that more than anything makes her hesitate to paint them with the same brush as Cerberus. Renegade Shepard showed enough martial skill that she’s concerned that things will only reach the point of a stalemate, and likely do too much damage to the station for it to continue operation.
So she offers Shepard what she’s going to call a deal – keep to the Terminus Systems, like they have been, and she’ll let things stand as they are, with the added note that, if their Council reinstatement is genuine, she’ll also send a letter with a fuller apology after the DLC concludes. Yeah, it’s basically going back to the status quo, but one, I’ve been clear that my goal is to make these slot in comfortably with the existing game, and two, back to the in-universe justifications, it also means that she can prevent other Spectres from coming after Shepard – after all, we learned with Saren, the only real way to respond to a Spectre going rogue is to send another Spectre after them. If Vexx is in Shepard’s corner, it prevents other Spectres from coming after them later.
Probably should lead to a line or two in reference to Vexx from Tela Vasir, depending on when Lair of the Shadow Broker is played – alternatively, I suppose Vexx should have some comments about Vasir’s death as well, but I did say above that I see this functionally being roughly around the point of the Collector Ship in the timeline, and I always view Lair of the Shadow Broker as taking place after the Suicide Mission, and my write-ups, my timeline. Moving on.
Shepard has to agree to this, because see above: not fridging female turians when the trilogy is so bereft of them in the first place. We don’t kill Vexx. Because, really, that would mean that Shepard would have killed three of the four fellow Spectres they encounter in the course of the trilogy, and their numbers are said to only go to about a hundred or so. That’s a three percent fatality rate for the Spectres, and a seventy-five percent fatality rate of meeting Shepard. Someone has to think those numbers look bad. So, in accepting the deal, Vexx walks away and Shepard calls the Normandy for a pick up.
Post Game Followups:
ME3: Vexx has a sidequest on the post-Coup Citadel, regarding her work with the unifying of turian and krogan forces. Given Shepard having contributed, she’s asking them to join in her efforts. Complete that and she gets to be an asset and there’s a boost for both of those groups as well.
 Underworld
Illium is home to many elite in the galaxy. It’s called the gateway to the Terminus Systems. But it’s equally a warning that there is as much danger in Illium’s shadows as on Omega. And now a high-profile Alliance official goes missing there. Ambassador Anderson asks Shepard to investigate as he keeps the disappearance quiet, and Shepard gets drawn into a web of conspiracy...
(Post-Horizon)
Illium seems like it should be a bigger deal, don’t you think? I mean, in ME2 we get three hub worlds in Omega, the Citadel, and Illium, but Illium is introduced after Horizon, being locked to (on console) disc two, and, while Lair of the Shadow Broker gave us more of Illium in general... Hey. Let’s explore more. Cuz now we can open up some new areas that can stick around and still be explorable after the DLC ends.
We open with a message from Anderson – “one of our people went missing out on Illium, I’d like you to look into this as a favor to me,” that sort of thing. This official is an ambassadorial figure from the Alliance to the asari (so, for the sake of a name, I’m in a Power Rangers mood right now, I’m gonna call her Kimberly Hart). She’s been attempting to shore up some diplomatic ties – I’d figure this would include matters like getting stronger ties between the asari in the name of gaining access to teachers for Grissom Academy, better relations in the name of biotic rights, that sort of thing.
Illium, being a free trade world, is a place where these kinds of negotiations take place without government oversight – I figure, based on things like the asari on Noveria in ME1 who wants to protect asari patents by getting Shepard to help her engage in corporate espionage, the asari government is extremely strict about their “secrets” while humans, who are still struggling to get a handle on what to do with first and second gen biotics, are willing to take on free agents more than like the commandos and such. Also, don’t want a repeat of Vyrnnus, so the turians are definitely out. It’s “asari free agents” who they’re looking at bringing on for this.
But with her having gone missing, that’s concerning – again, we have the asari being fiercely protective of what they view as their copyrights (which I do want to have a running theme here surrounding the idea “how do you copyright something that has this melding with the life it is bonded to?” – amps working as they do, mapped to biological systems as they are, this seems like it borders on trying to patent people in the process, since they’ll gain full maps of the people those amps are implanted in). Anderson wants Shepard to go in, since they’re off the official books.
Now we return to that earlier concept of mandatory companions. Because of the matter of biotics, this feels like a mission that Jack pushes her way in to – both because she’s been the subject of biotic experimentation, and she wants to ensure that this doesn’t turn in to the Teltin facility all over again, and to help give some foreshadowing for her becoming one of Grissom Academy’s teachers next game. Additionally, I’ll go with Thane as the other companion for this – he’s done work in Illium’s criminal underworld.
Now then, to our central hub of Illium. We’re on a different city than Nos Astra, but it’s going to have a similar flavor to it, in the same way that Azure still felt like it wasn’t all that out of place alongside the trading center. Nos Vidia, I’ll call it (sounds suitably asari, anyway). It’s not as major a hub of intergalactic trade and commerce, meaning that Shepard and company are going to stand out in the crowd.
This is also one of the more “crime” areas, where the black market has moved in. We have Eclipse symbols on the wall and, while they’re not wearing the uniform, many of the people around here are obviously in the gang. Which also makes Shepard stand out. Thane, however, manages to bring up a former contact, someone who has been able to stay alive this long, meaning they’re skilled enough that they’ve survived.
The contact is an asari I’m gonna call Kassria. Kassria has picked up some Eclipse chatter that references our missing ambassador. That means Eclipse has her, but it’s not clear so much if her being taken is because of her getting in the way of Eclipse as a gang or if the Eclipse are working for some asari company.
We pause for some talk about the various asari copyrights, explore that conversation, with Jack having quite a few words on the subject of trying to make people property. That kind of thinking creates situations that create the same kind of science as Teltin. Thane offers something of the drell perspective – he’s the one who argues that he was raised and trained as a weapon for the hanar, and that he was not responsible for the lives he took. Who owns the abilities, the user or the one calling for their use? (I mean, there’s an obvious answer, but Thane’s bringing up the alternative to this – the people who are broken down and made into weapons at the hands of others.)
Like actually, let’s make that aside a point of having Jack and Thane – in Jack’s eyes, Thane’s attitude towards the people he’s killed is much how Cerberus would have wanted her to have ended up, as a weapon for them to point, pull the trigger, and give no concern for the ways that it impacts the person who acts because of that order.
It’s the same argument that we have with Miranda – the idea of “disposable troops” does not make it a matter of saving lives, just a matter of how war becomes easier, having these weapons to unleash upon others with no risk to the people who are supposedly being protected by them. It’s a way of absolving yourself for creating slaves by giving them some higher purpose.
This really is going to be a turning point with Jack’s arc proper, with how it leads to her being a teacher, because she wants to protect the young biotics. It’s not just about her protecting the kids at the Ascension Project from ending up tortured like the kidnapped victims at the Teltin facility. It’s also about reclaiming and maintaining personhood.
And while it’s hard for me to really give the separation theory Thane speaks of (we ARE going to come back to issues of the drell in general a few DLCs from here, so consider this to be foreshadowing and set up for that bit), I’m going to try and offer his point of view – that of “if you hone someone to only be a weapon, to only look at the world from that perspective, is it really on them as an individual that they proceed to see the world from that viewpoint?”
Of course, yes, I’m aware that the inherent flaw of ALL of this is that we’re not talking about drell youths giving themselves up to the hanar in the fulfillment of the Compact or with “different brain structures” to humans. It’s the tangent that they end up on because they’re along for the ride, and Shepard eventually has to get them back on track – finding Ambassador Hart. Whether or not the asari corporations are intending to use people as weapons, the Eclipse sisters presently have her held captive, and this means staging a rescue operation.
I want to take this chance to get a better idea of Eclipse’s organization (which, by extension, showcases the ideas that are moving the other merc gangs in the series). Like, what goals do they really have – Blood Pack are basically chaotic berserkers who want the world to burn (which, fitting, considering the general krogan mindset following the genophage and the vorcha having a complete lack of survival instincts because they never needed to evolve them), while Blue Suns have the veneer of respectability, acting as private security. But when we meet Jona Sedaris in ME3, she’s a raving psychopath, ready to kill anyone in her way. So what does the Eclipse gang want? I mean, besides the obvious of money.
Kassria is a former Eclipse sister, so she offers this insight – Eclipse doesn’t even really know itself. The non-asari members are almost leaning towards biotic extremism, given how the other races tend to mistreat and look down on the biotics among them, which makes them angry and want to lash out at those who’ve hurt them. Meanwhile, the asari who join in are often driven by other motivations, given that all asari have biotics – some are outcasts (purebloods, in pureblood relationships, or people with the Ardat-Yakshi mutation – let’s just assume Samara will have shared about her loyalty mission by the time this mission is unlocked so we don’t have to have the characters explain this to Shepard), others are maidens looking for glory (think Elnora the mercenary from Samara’s recruitment mission), some are obsessed with killing (like Sedaris), and some are just looking for a purpose.
She suggests that, if given something better, Eclipse might be a valuable asset for Shepard – not just in biotics, but also in their mechs. It’d be something to use when the Reapers come calling, not that she knows about the Reapers, just that she can figure that whatever Shepard’s up to, they’ll want an army at their back (because we’re still ME2 here, so this means we don’t know that Aria will be assembling the merc gangs under her banner).
This leads to an assault on the Eclipse base and trying to reach Hart before anyone proceeds to try and kill her or worse. As we continue, we find out that there is a high-ranking Eclipse member among this group – Jona Sedaris.
Yes, that’s right, we’re going to be responsible for her getting locked up come ME3. Obviously, this does mean she’ll survive the inevitable conflict and boss battle, but hey, we’re gonna have other things to deal with in the final analysis, so hold all questions to the end.
The Eclipse sisters and the techs with their mechs are heavy throughout the place, but eventually, we reach the place they’re holding Hart. She’s been roughed up a bit, but she’s alive. She’d made contact with an asari firm who’d claimed to be willing to trade some “asari patents” in the name of cross-cultural cooperation, but Hart got suspicious of what was happening. Turns out, she was being used – the company (a minor company, not one of our major equipment suppliers from the actual games, that she had gone to them in the name of avoiding those big names) was going to give her access, only to revoke it and claim that she had stolen these patents. That would give them an opening to start consolidating biotic patents in a human market, because humans would now be running amps and implants with copyrighted asari material, and, by extension, that would mean the company would own those human biotics.
That, of course, gets Jack’s ire up, and she’s ready to tear the place apart – people aren’t things to be owned. Even Thane’s ready to join in – even accepting his claims of lacking a responsibility for the lives that his employers hired him to take (again, we’ll be digging deeper into this in the future), this is trying to force people to be under the control of this company – based on his reaction when Shepard suggests that the Compact between the hanar and the drell constitutes slavery, Thane’s definitely not on board with that idea. And even on Illium, a planet with legalized “indentured servitude,” this contract is definitely sketchy – but it would be just legal enough that the company leadership would be able to get their foot in the door, and make it harder for human biotics to be able to exist without “company oversight,” giving them access to the human biotics before they have a chance to stabilize their position in human society.
It’s some further asari haughtiness, the idea of asari like Erinya, the lawyer who holds the contract to the Feros colonists, that the asari are “better” than the other races. The asari in charge of this company are of the belief that only the asari “deserve” biotics, and want to keep all biotics in the galaxy under their control. These asari in particular don’t see any race other than asari as even deserving of evolving out of the primordial muck. Not a mainstream view, but one that we do have foundation for existing in the universe proper, and, let’s be honest, it’s not hard to imagine this being a thing anyway based on our world (We’ll touch on these themes in more detail later). And this idea, especially combined with the asari willingness to indulge in “indentured servitude” on Illium, if no where else, gets taken to its natural endpoint – they see human biotics as little more than pack mules, livestock.
Short step from there to going along with batarian or Collector ideas, but really, it’s not like we don’t know exactly where that endpoint is from our history.
Obviously, Shepard is a walking contradiction to those ideas, so combat is the only way through. Sedaris might be an unrepentant murderer, but we do still have to take her into custody – this is where Kassria comes in, taking her down and intending to hand her over to the authorities in the name of getting a slice of the Eclipse pie with her out of the picture. It won’t be a clean takeover, which will justify why Sayn is running things for Sedaris outside of prison instead of Kassria (who would DEFINITELY just leave Sedaris to rot and probably arrange an ‘accident’ for her), but it’s getting her more power.
As for the company, they’re JUST on the side of legality – the efforts of Eclipse on their behalf were by way of verbal contracts, and no lawyer on Illium is going to take the word of a mercenary over those of these high-ranking business officials. Hart swears that she can make things hell for them, lose them some very lucrative contracts with the Alliance. Thing is, that also makes her job all the more difficult, now that she’s been found out having attempted to make these grey legality ties for the sake of “getting an edge” in the biotics market – they have the resources to make this a fight that, meanwhile, would set the cause of human biotics back. (Which, as we’ve been over in other write-ups, actually is a bit of a thing that has some deeper ties in to the overall universe that the people of this setting are still working on figuring out.)
The Paragon/Renegade choice here becomes the rather obvious “do we take the option that handles this cleanly but lets the bad guys escape responsibility, or the messy alternative that may not even get the result we want?” choice. Because the thing about asari litigation is that they can afford to tie things up for decades without concern for the “short term” consequences. So if this DOES go to courts, they can wrap things up and keep them there for a long time – which will impact how things go for the human biotics, the whole idea of ‘owning’ people because they have these abilities. Because then their legality, their agency, their right to choose for themselves would be being litigated, and being done so in the court of aliens.
It doesn’t feel GOOD to me to have it left like this, honestly, but I don’t really see this as something that is supposed to have a conclusion that feels good – we’re talking about issues of corporate ownership of individuals, and the truth is... that exploitation just goes on, it doesn’t resolve itself with a few showy displays of violence. It gets caught up in red tape and paperwork, and people lose, even as they win. And the point of this has basically been, at its heart, to show that the “underworld” isn’t the black and grey markets that scrounge a semblance of society. It’s the businesses who will crush people underfoot then complain about the mess they stepped in. The design of a lot of the locations introduced in ME2 had this cyberpunk dystopia look to them, but only really focused on the criminal gangs – the core of this is approaching the white collar criminal element that was not shown off as much, how it encourages both further street crime and the depersonalization that comes from treating humans as a commodity.
Jack is pissed either way because this is all kinds of bullshit – it’s Shepard who points out that as angry as Jack defaults to, this is, for once, her being pissed at something beyond herself, where it’s not just that she wants to cause mayhem, but that she wants to make things different for others. To do something to protect future human biotics, kids who are in need. It’s her actively wanting to find a way to make a different, not just chaos.
As for Thane, he is still drell, still a proponent of the Compact (again, we’ll be coming back to this issue), but he does understand how easy it is to see something ostensibly done to the benefit of people turns around and is used by malicious actors to take advantage of them. It’s one of those things that he certainly understood in the abstract, but it’s another thing to see in practice. He leaves it on the note that “this has given me much to consider.”
As for Ambassador Hart, she knows that either way, she’s tanked her chances for getting the instructors that she’d been hoping for. Basically, the diplomatic ties she’d wanted from the asari government are off the table, given the combination of asari tied to the company and just general political embarrassment at the fact that all of this even happened – they want to ignore it, paint things over in pastels, and she is a living embodiment of the event to the asari, able to bring up the reality at a time of her choosing. The asari would rather that this go away, rather than have this constant reminder. Still, she’s grateful for Shepard’s rescue – the Eclipse might not have actively been planning on her death, but it wasn’t a good position. And, at this point, she can at least salvage a career going forward. Maybe not with the asari, but there’s a chance that relations with the turians have thawed out some.
Post Game Followups:
ME3: The fate of the company plays a part in War Assets – being tied up in legal red tape, they’re not able to contribute to the war effort, or, in a magnanimous show of “inter-species cooperation,” they’re sharing some patents with the other races. Additionally, Ambassador Hart shows up for a sidequest after the Cerberus Coup, making another go at the effort, now that Grissom is gone and the human biotics are here – might as well make the effort to get these asari instructors anyway, and she wants Shepard to help her out with smoothing the ruffled feathers (since this would still be in that period of time where the asari are still trying to avoid joining the active war effort).
Also, while this wouldn’t really impact anything via saved game import, I also figure this would at least tie in to Andromeda, that several human biotics joined the Initiative in the name of getting away from the corporations who want to hold them as “patented property” and such. Probably would be a way to help at least make Cora’s arc tighten up a little – it’s not just that she thought she’d only be a “useful freak” as a human biotic, as opposed to an asari commando or an Initiative Pathfinder, but that in getting away from Citadel space, she’d be allowed to just be, to find out who it is that she is beyond her biotics, rather than have to have her biotics “registered” with a corporation who’d exploit them and her. Not sure how to incorporate that into Andromeda proper, but it’s something that would be acknowledged.
End of Part 1, link to Part 2 forthcoming.
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midnight-marimba · 4 years
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Mar’s DQXI Fic OCs
It’s Dragon Quest OC And NPC Week, and I’m going to approach it from the other direction than what’s described in the event proposal, because I rarely end up inventing a detailed character without context, but I often find a specific need for a character in a piece of fanfiction and build them up out of that prompt into something better than a footnote. So I’m going to take the opportunity to talk about some of my fics and the original characters and NPCs who wandered into them and made themselves interesting enough that I’m eager to share a little extra detail or commentary about them.  (Under the cut)
Hair Tie That Binds
A comedic story about Hendrik recruiting Erik for a heist to help fix his own mistake. (9k words)
I needed a minor villain, so I invented Lady Druzy (named off of an obscure corner of a gem list, so as to suit a minor Heliodoran noble).  She is petty, spiteful, vengeful, and apparently my favorite archetype of OC to write.  She is awful and I loved writing her.
After Rain, The Sun Will Shine
A Sylv/Hendrik one-shot involving Hendrik’s memories of Sylv’s mother. (8k words)
When I wrote this, I had not yet heard the detail from the voice drama (please somebody translate the whole thing?? <3) that Sylv's mom's given name was Gerbera and her stage name was Sylvia (that is, exactly the same stage name Sylv took in the Japanese version of the game).  I had only heard a broader rumor about the drama and Sylv choosing a stage name in honor of their mother.
So when I went to write a story about her, I looked at a list of Dutch names (to match Arnout and Hendrik — Zwaardsrust is Dutch) and hunted for one a name with a "Syl" sound.  I landed on Silke, which is also satisfying from a word association perspective (since it looks like "silk" which sounds highly appropriate for a "famous Zwaardsrustian beauty" — one of the few canon details we get for her).
I tried to make her stubborn and determined, inspiring and willfully optimistic for the sake of the people she had under her leadership.  Sylv-like, but with a slightly more intense philosophical flavor than canon Sylv, as she’s walking out of an arguably even greater tragedy (or at least more personal at a larger scale?)
Silk and Swagger
Faris/Reader, from the point of view of a Heliodor guard. (1.7k words)
The guard is nameless and the fic is relatively short, but my goodness it was fun inventing someone who is instantly smitten with Faris and believes the best of him at all times.
When Home Isn't Marked on the Map
A Sylv/Erik longfic set a couple years after the end of the game, in which Erik is coming out of a period of self-imposed isolation after a disastrous attempt at confessing his one-sided romantic feelings for the Luminary, and he begins by going looking for Sylv, the one old companion he dares hope won’t yell at him for his absence.  (74k words)
Since the ultimate seed of the idea behind this fic was "Erik would be protective towards orphans and Sylv would like that about him" I needed some kids to put in the story.  There are two sets of four that I named and included. 
First is the group from the rural area near Puerto Valor, and thus they have Spanish names: Isabella, Serafito, Paz, Ana.  I'm pretty sure I named the younger ones with shorter names to help myself keep them straight.  In my head, they have a darker complexion than the rest of the kids in the story, since I always wish the DQ world was a little more diverse on that front, but I fear that I forgot to actually write that detail in.  (Room for improvement...)
The second group is an expansion of the four child NPCs you can find playing hide-and-seek in downtown Heliodor.  I could only find a canon name for Cammo (the King of Hide-and-Seek) so I gave the rest of them stone related names, figuring the pattern from Cobblestone might extend around Heliodor into the poorer and less formal areas of the kingdom (Ruby the innkeeper notwithstanding). So they are Flint, Crystal, and Mica.
There are so many of them that it was tough to give all of them a lot of characterization, but I tried to distinguish each of them at least a little.  Isabella, the leader of her group, blunt in a way that reminds Erik of Mia and Veronica.  Serafito, a little bit of a self-sacrificing caretaker. Paz, young but outgoing, and Ana, even younger and a little shy.  Flint, the canny, cautious, and slightly manipulative leader of the Heliodor gang.  Cammo, sneaky and adventurous and clever.  Crystal, strong and brave and protective.  Mica unfortunately ended up being most notable for the ordeals he goes through.
My favorite among them ended up being Crystal, from the instant she decided she was after Hendrik's job.
Diamond
A Sylv/Serena and Sylv/Dave fic, from Serena’s point of view.  Set after Act 3 as Serena chooses a mission to research and perform healing around the world, travels alongside Sylv’s new circus troupe, and they both get to pursue some missing character development.  (118k words, technically 1 chapter short of an intended ending but may not be continued.)
Mind the tags and content advisory if you go into the fic itself, because (1) for reasons of 2020, a story about a doctor-hero was simply not an ideal story to begin in the year 2019, and (2) it is NOT a utopian style world — many characters have prejudices, others are closeted in some major ways, and not all of that is gone by the end of the story.  I 100% understand many folks not wanting to go roll around in that kind of fiction, and while there’s a discussion about Representation I could shoehorn in here, I’m going to set it aside for the sake of on-topic rambling about fun OC development.
For this fic, I wanted Sylv and Serena to be traveling the world together.  Serena was to be motivated in part by the allure of getting to meet more new people, and also, I think it’s useful for her personal growth to spend a little time away from her blood family and most of the people from whom she would naturally take direction.  I also wanted to explore Sylv as a leader in a way that’s not so easy within the canon party, and in general, I imagine Sylv both being friendly to every stranger and also having old friends pop up everywhere he goes.
Between the two of them, I ended up needing to plop in OC's left and right, both for Sylv’s new Act 3 circus troupe, and in every town they visited.  Because I’m a nerd, I expanded lore for some of the regions too, and I will mention some of those details here with the characters.
Sylv’s troupe:
Chill, a contortionist from Sniflheim, where people get kind of uncomfy about magic, especially when it looks too close to evil witchery.  Like, say, Zing.
Samir, a short, round bard from Gallopolis who can do amazing things with a variety of instruments, and his partner Grey, once a guard from Heliodor until he decided that job was even more bland than his name, and he ran off to Gallopolis to join the circus.
Maria and Mateo, a couple of quiet, short and slender dancers from Puerto Valor (in my head, Mateo is about 5 feet and Maria’s a couple inches shorter, though I keep gravitating away from talking in Modern Earth units of measurement when writing for this fandom).  Their kids, teenaged Leo and toddler Lena, aren’t (yet) performers, but are present because I thought it was interesting to plug some kids into a story about a traveling circus troupe, and because I wanted to give Sylv an excuse to interact with kids.
Francine. A classically beautiful acrobat from Octagonia, where the only work she could find was being a bunny girl handing out flyers.  She’s had a crush on Sylv, which didn’t work out, and in the aftermath she’s a little bitter and is predisposed to dislike anyone else getting too close to Sylv.  She is rude and spiteful when she does not like someone (though she may do so in an overly-sweet tone), and she awkwardly overcompensates when she wants to prove she’s moved on from something, and she ended up being my favorite OC here.
Some other notable OCs in the world:
In Sniflheim: Healer Heather, the doctor who would really rather not have any magic in her house, so she doesn’t get a mob coming after her next time the tide of public opinion turns against witches.
In Lonalulu: Nohea, the charming and handsome hula dancer who isn’t quite as nice as he seems, and Pika, the shy, plain, and clumsy but kind-hearted net weaver.  Both are there as potential love interests for Serena (and for contrast against Sylv, of course).
In the Inner Sea: Coral the mermaid, a singer.  She's here for advancing Serena's character development, but it was fun to have other OCs react to a mermaid, and trying to write plot-advancing mermaid dialogue raised my respect for the localization team 1000%.
In Gallopolis: Doctor Zel, who is very scientific and good at her job, never makes eye contact, and lacks a comforting bedside presence.  (Happily they have Faris to help with public relations during a health crisis…?)
This is only about half of the OCs and NPCs named in the story, but they’re most of the ones with the most screen time, and most of the ones that stand out in my mind.  But the outgoing and friendly Sylv and Serena I was trying to write, both of whom wanted to engage with the people of the world at large, just spawned new characters around them as they went.  You know those stories about mythical people where flowers bloom after them everywhere they go?  This pair was like that, only with OC’s instead of flowers.
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mediaeval-muse · 4 years
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Video Game Review: Assassin’s Creed Rogue (Ubisoft, 2014)
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Genres: action-adventure, third person, open world
Premise: During the mid-18th century, Assassin Shay Patrick Cormac uncovers a First Civilization temple in Lisbon and unwittingly triggers an earthquake that kills thousands. Desperate to keep the Assassins from finding more of these temples and harming more innocents, he joins the North American Templars, whose hold over the British colonies is starting to grow. In the present, research into Shay’s memories triggers a server failure at Abstergo Entertainment, and the unnamed employee from Black Flag must help restore the system.
Platform Played On: PC (Windows)
Rating: 4/5 stars
***Full review under the cut.***
I am evaluating this game based on four key aspects: story, characters, gameplay, and visuals. Because I played this game on a PC, I will not be reviewing the Remastered version, which is only available for consoles.
Content Warnings: violence, blood
Story: Assassin’s Creed Rogue primarily follows Shay Patrick Cormac, an Irish Assassin-turned-Templar who operates during the French and Indian/Seven Years War in North America. Starting as a member of the Brotherhood, Shay is sent to Portugal by Achilles Davenport (the mentor of the North American chapter of Assassins) in order o recover a First Civilization artifact. Unbeknownst to Shay, removing the artifact from the temple triggers an earthquake, killing thousands of innocent people. Furious that Achilles (and perhaps other Assassins) knew this would be a possibility yet refusing to tell Shay, Shay leaves the Assassins and joins the Templars in order to prevent the Brotherhood from accessing more temples and artifacts and from harming more innocent people.
I really liked the overarching story because it gave us clear goals and a clear structure. Shay has one purpose: prevent the Assassins from gaining access to the next First Civilization site. To do that, Shay has to track down and neutralize all of his former Brotherhood colleagues, which adds a level of personal involvement and angst. Structurally, I think this plot made a lot of sense and was well-done, and though it wasn’t as involved as a headliner game (like Black Flag), it did present the player with a straightforward narrative.
The Seven Years War/French and Indian War was an interesting backdrop, though it didn’t have the same entanglement with history as headliners. Shay isn’t really involved with any landmark historical events, but he is responsible for the Templars gaining a foothold in North America, which serves as the setting for Assassin’s Creed III. In that sense, I think this story is more meaningful for people who have played both Assassin’s Creed III and Black Flag. I also think this plot works better for those who intend to continue to Unity, since the end of Shay’s story serves as the beginning for Arno’s.
The main thing I didn’t like was the game’s treatment of Native Americans. While I don’t think it was outright offensive, there was a point in the narrative where Shay had to rescue an Oneida tribe from Assassin thugs, and Shay does have to confront and kill one of his former friends, who is Native. In that sense, Rogue may be triggering for some people, but I personally didn’t find it egregious like the brutal scenes in Assassin’s Creed III. Rogue does contain some missions where Shay has to seek out Native “totems” to unlock some special Native armor, so that could be appropriative, but I’ll defer to Native gamers on that issue.
I also just wish the game was longer, mainly because it’s the only one where we get a full Templar perspective, and it had interesting missions. If it had been a headliner and gotten the amount of time and resources other headliners receive, I think this game could have done really well.
The present-day Abstergo arc continues to be less compelling than the Desmond Miles frame from previous games. I didn’t find the system failure to be very exciting, nor did I think the unfolding narrative about Otso Berg was communicated in a particularly engaging way. I do think the idea of the Assassins confronting the flaws in their belief system is an interesting one, but we barely see any Assassins in the modern day arc, so it’s difficult to feel like there are stakes.
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Characters: Shay is a compelling protagonist in that he has complicated motivations and grey morality. He’s obviously very concerned for ordinary people, even as a Templar, and is very conflicted over the prospect of confronting his former friends. I liked that he seemed to have legitimate concerns about the Assassins and the way their hierarchy is constructed, which made his turn to the Templars more understandable. I liked the opportunity to see why someone might join the Templars, especially if that someone wasn’t completely on board with the authoritarian viewpoint the Order holds.
Shay’s Assassin companions are interesting in that they each seem to have their own combat abilities, which made for unique confrontations. Hope, for example, is an Assassin who is skilled with poisons, and Liam is pretty precise with a firearm. Encountering them, therefore, felt like several different boss fights that avoided repetition. I also think Shay spent enough time with each person at the beginning so that confronting them felt like an emotional challenge. I think the emotional stakes could have been enhanced if the game was longer and contained more time for character interactions, but with what it had, I think Rogue used its time effectively.
Shay’s Templar companions are also well-used in that the game makes clear that Shay feels an emotional bond with them. Shay first grows attached to Colonel George Monro, and it’s clear from the outset that Monro’s fondness for Shay is what motivates the latter to devote himself to the Templars, not necessarily the Order’s ideology. I liked this personal dimension to Shay’s Templar companions because it parallels how people in the modern day become drawn to harmful ideologies or groups: they mainly stay out of fear of being socially rejected. It was a pretty nice touch, and I think it worked better than just having players experience a “gritty” game centered on being unambiguously evil and just wreaking havoc and misery everywhere.
I also liked that we got some familiar faces, such as Achilles Davenport and Haytham Kenway. The conflict between Shay and Achilles serves as background for why Achilles is so broken in Assassin’s Creed III, and I think Rogue does a good job in showing how Achilles’ motivations are just as complex and grey as Shay’s are. Haytham continues to be ruthless, and I liked the budding mentor-mentee relationship between him and Shay. It served as a nice counter balance to the lack of affection between Shay and Achilles, while also giving us more of Haytham’s witty banter.
I will say that I am conflicted on whether or not this game did Adéwalé justice.  Adéwalé was an NPC in Black Flag and a playable character in Freedom Cry, so players who have completed both will have some investment in the character. Since Adéwalé is one of the companions Shay must track down and confront, it may seem like an unfair end to Adéwalé’s story, but again, I’m conflicted - mainly because Shay is supposed to be something of a villain.
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Gameplay: The core of Rogue’s gameplay is not that much different from Black Flag’s: players explore the open world using Shay’s ship, the Morrigan, uncovering chests as well as collectibles, such as Templar maps (which are functionally the same as Black Flag’s treasure maps), animus fragments, pieces of a Viking sword, totems, shanties, and others. The Morrigan is upgradable, just like the Jackdaw, and Shay can use it to attack French ships to acquire resources such as wood, stone, metal, and cloth. Doing so will raise Shay’s notoriety, just as in Black Flag, but instead of lowering Shay’s wanted status by defeating enemies, Shay can only reset his wanted level by leaving an area until things quiet down. This made for a scaled-back version of ship combat and exploration, but it wasn’t a huge drawback to my gaming experience.
I did like that even though Rogue borrowed heavily from Black Flag, it did put its own spin on several gameplay elements to make them feel more integrated with the setting. For example, the weather at sea revolved more around cold weather than tropical weather, so instead of thunderstorms and cyclones, Shay was subject to icebergs and freezing water. Shay could also go hunting and craft like Edward, but the wildlife included new animals such as polar bears, arctic foxes, narwhals, and other North American or Arctic creatures. On land, Shay can intercept assassin contracts instead of accepting them, so instead of killing a target, Shay will have to protect a target by getting to the Assassin(s) before they can complete their mission.
Players are also able to unlock zones on the map by capturing forts, just like in Black Flag, but there are far fewer of these than in the game’s predecessor. Rogue relies a bit more heavily instead on “Assassin gang hideouts,” which function something like the Borgia towers in Assassin’s Creed Brotherhood or the forts in Assassin’s Creed III. For each hideout, Shay must complete a number of objectives (like kill the gang leader, cut down the flag, sabotage a poison barrel), which will then unlock the area’s harbormasters and general stores. Doing so will also unlock renovations, which Shay can complete to increase his revenue, similar to how renovations gave Ezio an income in previous games.
Shay can also gain income by managing a fleet, similar to Edward’s fleet in Black Flag. Players capture ships via boarding them during gameplay, and then send them out on missions to “progress the Seven Years’ War.” Aside from the resources, which change a bit, this aspect of the game was functionally the same as Black Flag, so it was fairly familiar and didn’t take long to pick up.
In terms of weapons, Shay has access to the staples: hidden blade, pistols, smoke bombs, rope dart, etc. Shay can dual wield with a sword and dagger (rather than Edward’s two swords), but the change is mostly aesthetic. Shay also has access to sleep darts, berserk darts, and firecracker darts via an air rifle rather than a blowgun, but again, the change is mostly aesthetic. The biggest change to equipment is probably the grenade launcher, which can fire sleep, berserk, and shrapnel grenades to affect multiple enemies, and the presence of gas as an environmental weapon (the effects of which Shay can mitigate on himself by using a gas mask).
In terms of combat and stealth, not much is different. Shay can use eagle vision, hide in bushes or tall grass, whistle to draw enemies closer to him, etc. The only thing that’s tricky is that Assassin gang members will hide randomly in the environment, ready to take Shay out as he passes through. Shay can avoid attacks by listening for “whispers” and using eagle vision to spot Assassin thugs before they jump him.
I think that in sum, the lack of innovation regarding mechanics isn’t as bothersome as some people make it out to be. Because the “flavor” of the mechanics changed, I do think Rogue did a good job adapting what it could in the short amount of time it had. Enough is the same where picking up mechanics is easy if the player has completed Black Flag, but narratively, enough is different to make the experience at least feel tailored to the setting.
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Visuals: Rogue’s primary strengths in terms of visuals lies in the unique settings and Shay’s Templar aesthetic. Although Rogue doesn’t have the beautiful tropical waters of Black Flag, I do think it rendered the snow-covered mountains well and made the world feel like a cold environment. It took the best elements of Assassin’s Creed III (the trees, the city layouts) and combined them with the spirit of exploration from Black Flag. I particularly liked exploring the shipwrecks, which were not underwater, but fused with ice to create fun sites where I felt like I was playing “the floor is lava” (the lava, in this case, was freezing cold water that could kill you).
I also really loved Shay’s Templar aesthetic, which consisted of a lot of fancy 18th century coats and vests, combined with a strong black and red color scheme. Everything from the Morrigan’s sails and captain’s cabin to Shay’s “house” in New York repeats this color scheme, which was a nice change from what we typically see of the Assassins. I also liked that a lot of Shay’s design contained nods to his Irish heritage, from the Morrigan’s hull to the knotwork details on his coat. It was a nice touch which made everything feel a little more personal.
In terms of animations, I didn’t notice anything that set Rogue apart from other games. Shay didn’t have appealing finishers, nor did I encounter a lot of bugs that affected my impression of the game. There are some here and there, but I’ve come to expect bugs in every Assassin’s Creed game, so...
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Final Verdict: Although Assassin’s Creed Rogue replicates much of the gameplay from its predecessors, the complex protagonist, solid narrative structure, and unique settings make it a memorable game that gives players new insight into the Assassin-Templar conflict.
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thebookworm0001 · 4 years
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So I saw you replied to my ask yesterday and yes I absolutely am interested in Dragon Age now so if you want to talk about anything else, feel free!
That’s awesome!! I’m glad you’re interested!!
Idk how much you know about Stuff so I’ll keep this as spoiler-free as possible.
If you decided to buy the games then there’s going to be a couple DLCs you can get that accompany the main games. If you can get them all, I would. They all add really interesting plot points, expand the lore, and just generally add more content. If you can only buy one, get Trespasser. It’s the real ending of Inquisition and is definitely necessary for going into the fourth game whenever it comes out. If you’re not in a place where you can/want to play the games, there’s about a billion playthroughs on YouTube. Watching a romance line in Inquisition is actually how I got into the series in the first place. Dragon Age 2 actually has a free demo you can download that lets you play through part of the prologue. It’ll give a you a feel for the combat mechanics(which are pretty different from DA:O) and the character of Hawke.
The other big thing about Dragon Age is that the series is jokingly called a dating simulator, and it’s honestly not wrong. The romances are a great part of the games. If you don’t want to romance anyone you do not have to! Characters may flirt, but you’re always in control of whether a romance in initiated. If you do choose to, though, prepare to get attached. A big part of the fandom is related to the various ships, so an easy way to get involved is to interact with art, writing, and various other posts about them. Your options vary from game-to-game. Origins has four romances, two men and two women. One man and one woman are heterosexual, and the other man and woman are bisexual. In 2, there are four romances. Five if you include a character included by a DLC. They are “player-sexual” - attracted to Hawke, regardless of gender. Most people interpret them as being bi or polysexual because “player-sexual” is a just a term to describe a specific romance mechanic in-game. In Inquisition, there are eight! These characters are a bit more varied, having distinct sexualities and even preferring certain races over others. For example, one man will only romance a female elf. One woman, however, will romance a man or woman of any race. There are no in-game mechanics to be outside the gender binary, but that certainly shouldn’t and doesn’t stop anyone from creating a character that is.
Which is another great thing about the series - character customization. Origins has the most personality options as the character is not voiced. The Warden came be anywhere on the spectrum from pure cinnamon roll who does no wrong to a completely evil edgelord. It is completely up to you and your preferred style of gameplay. The origins also let you further customize backstory and other influencing factors. Hawke has more of a specific character, but with three flavors: peaceful(blue), sarcastic(purple), and aggressive(red). The inquisitor has a middle ground between the two, but you can still tailor their personality to fit your preferences. How you act and your origin have an impact on how your character is perceived by the rest of the world and by your companions. If you treat them poorly enough, they may decide to leave your party. Or you can decide to kick them out, or not recruit them in the first place. Sometimes your actions can get them killed. All companions have loyalty quests that let you get to know them a bit better and, in some cases, heavily influence the person they become. Some companions have more influence in the story overall and all have their own reasons for joining you.
There are also a TON of mods. I recommend doing an initial playthrough without them just to get the full experience and then adding changes later. There are appearance mods for yourself and other characters, mods that make gameplay easier or fix bugs, and mods that may add additional content. If you romance Alistair in Origins, there are mods that introduce new repeatable scenes between him and the warden. There are also mods that change characters’ sexualities. These are… divisive to say the least. Characters like Dorian, whose sexuality is an incredibly important part of his chatacter, have mods that change his sexuality. I hate those mods. It’s incredibly disrespectful to the character and anyone who shares his experiences or sexuality to erase it because they wish to romance him with a woman. He’s not the only one, just the best example considering his story. Mods that change a straight character’s sexuality? Straight people don’t have an issue with their sexuality being erased or any of the history of oppression the queer community has faced. I don’t have an issue with those mods, others do. I know some people who enjoy adding that representation and others who don’t like their sexuality being used to make a romance more accessible. I say use your best judgement there. There’s a similar issue with companion appearance mods. Dragon Age has a big issue with whitewashing and there are a lot of mods that do that. Don’t download them, just don’t. There are also mods that hypersexualize female characters and I find those distasteful, personally. Sometimes they end up playing into racist stereotypes. Isabella in particular is often a victim of those combination of mods. However there are also really great appearance mods that fix whitewashing and sexualization or add more options for diversity in hairstyle and skintone. Plus some really silly ones. Wanna make your character absurdly tall or have green hair? You can. Want to make your dog companion a mechanical hell beast? There’s a mod for that. Recently there’s been an increase in mods for Inquisition and they’re all pretty awesome from what I’ve seen.
Also in Origins and 2 you get a dog. Mabaris are the breed and they’re super intelligent. They’re the best. You do not have a mabari in Inquisition, unfortunately.
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vecna · 5 years
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For fandom meme-swtor?
Send me a fandom!
This one isn’t as spicy as the Dragon Age one, but I still got Wordy.
Also there’s lots of KOTFE/KOTET/etc spoilers in here, so don’t read if you don’t want to see em. (Looking at you, Chignon.)
The character(s) I first fell in love with:
My own OCs haha.
But more seriously: It was actually Darth Malgus! I was always going to play a Star Wars MMO, let’s be real. But when they started posting promo videos and cinematics for the game, my Sith-loving ass immediately gravitated to that guy haha. And then, it turned out he had the same VA as The Architect from Dragon Age, and that was it for me.
If we’re talking about companions, then it was probably Malavai Quinn. Sith Warrior was the first class I got to 50, and Quinn was the first companion that I really got overly attached to haha.
The character(s) I never expected to love as much as I do now:
Most (not all, but most) of the “new” companions that came in with KOTFE and beyond. I was initially really sour when I realized we were losing all our class storyline companions, and they were being replaced with a new crew of Lana, Theron, Koth, my mother-in-law Senya, etc. Especially when they – at the time – said we’d eventually get our class companions back, but it would be a while. So I started KOTFE sure that I would hate the new crew because I would rather have the old one…. and ended up liking them quite a lot! Mostly, lol.
The character(s) everyone else loves that I don’t:
Doc is the main one, jesus christ. If you didn’t read my last post, I just really really really do not mesh well with overly sexual and Adult Humor-y characters who scold you with a “You’re no fun.” if your OC isn’t into it. Doc is the worst example of it that I’ve ever encountered. I always play a male JK, and the fact nearly all of his convos amount to, “Boy, you and me are going to be up to our eyeballs in vagina when this war ends, amirite?” “You don’t want that? Come on, the Jedi Code doesn’t say you can’t FUCK, live a little.” “You’re no fun. Well, more for me.” drives me NUTS. This combined with how he interacts with Kira just does me in. Shoves him out an airlock.
Dark Side Jaesa is another big one, albeit mainly for OOC reasons. I just hate the fact that she even exists, really. I get the appeal of a story where a Sith corrupts a Jedi to the Dark Side, but the way she does a total 180 into gross hedonism while Serving You always just makes me cringe. Plus there’s the fact that straight dudebro gamers are really nasty with her, and she’s the main companion I always see men put into the slave bikini outfit, and just yikes.
Also just a lot of one-off NPCs that everyone goes crazy for and ships their OCs with, but I  constantly forget who they even are lol. Attros Finn comes to mind. I don’t hate them! Just don’t get the appeal I guess.
The character(s) I love that everyone else hates:
Lord Scourge, although I’m not sure he’s really hated as much anymore. I just remember at launch, when all of the overly invested Revan stans absolutely HATED him because of what he did in the Revan novel, and then flooded the tags with vitriol over being “stuck” with him as a Knight, and having to hear about Revan in his companion convos. It was really, really tiresome! Maybe it’s because I never really cared that deeply about Revan as my personal character, but I could not understand the backlash.
Anyway, Lord Scourge is my favorite companion in the game by a long shot. I love the conversations you can have with him about the Jedi vs Sith, and I love the mutually respectful tone those conversations take. (Where other Bioware companions who disagree with you have a tendency to just go, “You’re wrong.” and shut you down.) The fact that he’s so tied in with the plot just makes me love him more, really.
The character(s) I used to love but don’t any longer:
Cytharat, Koth and Theron mostly. Although this takes a bit of explaining, and is a bit Discourse-y – because I really appreciate them as characters, but their role and Bioware’s decisions with them is what made me no longer love them.Here’s the thing: Bioware has a bad habit of introducing male characters that are bisexual, and then having them betray you, leading to situations where they either get murdered or vanish from the narrative entirely. Meanwhile, bisexual women like Lana are untouched and around forever.
I was overjoyed when I first saw Cytharat. Y'all know I’m a ho for purebloods, and the fact that he was Malgus’ apprentice was fascinating to me – and then he turned out to be a bi romance. I got very hyped for him, only to find out he dies like 5 minutes later – or if you save him, he’s never seen again. Huge letdown.
Koth was the first character I fell in love with of the new KOTFE crew – I even initiated a romance with him! – but it quickly became obvious there’s no way to play the expansion without him turning on you judgementally at some point or another. And then, hey big surprise, you can kill him or else he’s never seen again.
Theron I’ve loved since we first got to know him in the Forged Alliances content, but that whole storyline where he seemingly betrays you out of nowhere, only to later reveal he didn’t actually, idk. And then, once again, you either kill him or he disappears from the story. It felt like a weirdly shoehorned in plot for shock value, and robbed us of a second bi MOC character.
You see the trend here? I want to love these characters, but Bioware continually electing to do this shit with bi dudes is tiresome and makes me unwilling to invest any interest in the characters anymore.
The character(s) I would totally smooch:
None.
The character(s) I’d want to be like:
None really come to mind? I just want to be a Jedi, come on.
The character(s) I’d slap:
Hunter all day every day.
The pairing(s) that I love:
Haha, this question is hard, because most of the SWTOR ships I’m invested in are between my OCs and my friends’ OCs.
However.
SCOURGE / KNIGHT IS THE BIG ONE, THE ULTIMATE, THE ALL-TIME FAVORITE. It’s really hard to describe just how much I love this ship, and just how much time and energy I’ve invested into it over the past… 8 years wow……….. To the point of being almost territorial. And it’s also near impossible for me to talk about why I love it, because the version I ship is so personalized with my specific Jedi Knight, especially since it had to live exclusively in headcanon land for so long. Scourge is, more or less, my Knight’s support pillar and the thing that grounds him and keeps him humble, in a world where my Knight is surrounded by people who expect him to be a pure flawless messiah. But, I mean. How can you have a man look at your character and say, “I’ve waited 300 years to see your face.” and not immediately ship it. And then I finally got vindicated after all these years when it was made canon!
I really love Arcann / Knight for a lot of the same reasons as the above, but I just really adore his one (1) romance convo haha. Granted, yes he did a lot of fucked up things, but I was so grateful when he had like… a Zuko-esque redemption. Where he comes to your character and firmly believes he doesn’t deserve forgiveness, and especially doesn’t deserve affection, and is instead met with acceptance and a chance to grow and heal. That’s the good shit.
Others:
Lana / Warrior and Lana / Inquisitor are my particular jam. I endlessly enjoy the mutual respect between Lana and those particular PCs.
Malavai Quinn / Sith Warrior is a longtime fave, and although I DO love him with a female Warrior, I really do with he’d been an option for dudes as well. And I feel the same in reverse about Vette / Warrior – I do like her with a male Warrior, and it’s so sweet and wholesome and endearing, but man I wish she’d been an option for female Warriors.
I ship Risha with every woman – especially Vette and Sumalee – and will be salty until my grave that Risha / f!Smuggler isn’t possible, because I love Risha with the Smuggler but she gives me powerful WLW vibes.
Agent / Watcher Two is also a lowkey favorite, but I ALSO wish it could be done with a female Agent instead. Same with Agent / Raina Temple.
Agent / Vector is very sweet, but again, I will be salty until my grave that it couldn’t be done with a male Agent.
Can you guys sense a running theme here?
Finally: NGL I love Valkorion / Senya, even though that ended in pure disaster.
And people around here used to ship Keeper / Lokin, and tbh, I still kinda love it lol.
The pairing(s) that I despise:
In general terms, I fucking hate every single romance that involves the male PC romancing his padawan or underling, especially since most of them seem like very young girls. I don’t know why this is so pervasive in the game, but yikes Bioware. Consular/Nadia is the worst offender, but they’re all just cringe central for me.
But the big one is Agent / Hunter. This would have gotten me run off Tumblr back in the day, but god I hate this pairing. I mentioned in the last post that I just will never enjoy ships where the two characters actively want to murder each other, but. This just gets magnified for me with Agent/Hunter, where all the mind control and blatant abuse comes into play – and people have a tendency to write noncon rape fic of the two and present it as ~sexy rivalmance~, which is awful. Add to this the “no homo” reveal where Hunter turns out to be a woman, after getting everyone hyped about a dude flirting with their male character the whole game, and it’s just a huge No Thanks from me all around.
And for largely personal reasons I just don’t like seeing female Knights with Scourge. Listen, for YEARS  I was treated like a pariah for shipping Scourge with my male Knight, while being unable to find Scourge content that didn’t have a female Knight plastered all over him. Even though he wasn’t even a romance option one way or another, the way the fandom treated m!Knight/Scourge with disdain while ardently shipping f!Knight/Scourge was offputting as shit. And then, after years, he was made a romance option for women AND men, and all these awful people acted like they were robbed, the way people reacted when Kaidan and Jaal were made bi in Mass Effect. I’m so tired. I never want to see Scourge with a female Knight again.
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bullets-and-masks · 5 years
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Lilith’s Character Analysis
Hey, guys!  As requested by @valoscope I’m taking a deep dive into Lilith’s character. Differently from Krieg, that had as an objective creating a plausible backstory for,I decided my goal with Lilith is to look further and perhaps clarify the biggest divide in regards to her in the fandom: Why did Lilith do what she did in the end of TPS?  (Spoilers for all games and the Borderlands comics anthology.)
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Let’s go by this order  - Borderlands (when she first appears), BL2 (we get to know her), Comics (to further what we know), and then TPS (oh the discourse)  Borderlands:  Lilith is a playable character in Borderlands (1) and unlike BL2, the first game doesn’t include ECHOs with extra bits of backstory liying around. As a result, anything that can be grasped about Lilith is from the main story - that has very little to do with WHO the original Vault Hunters are and her quotes. Lilith’s quotes are mostly all centered around her being a badass with a short temper, often hushing things to happen and going after danger. She celebrates victories and thinks highly of herself and her siren powers.  In short, Lilith in Borderlands is cocky, self assured and short tempered, enjoying what she does and proud of being a siren.  Borderlands 2 (oh how the tables have turned) In Borderlands 2, Lilith becomes a NPC deeply connected to the story, assisting the player and being one of the main characters related to what’s going down. We also get DLCs and tidbits of her personality outside a conflic situation.  Lilith in Borderlands 2 starts as presumed dead. We learn later that her and the other vaulties decided it would be best to hide. Under the alias Firehawk, she gives up being with Roland and her friends to draw Bloodshot bandits away from Sanctuary. It’s under this alias that she first meets the player.  She appears with flaming wings and greets the player with “Sup”, something we learn she likes saying before or after using her powers.  After Lilith goes back to Sanctuary we start to get a better grasp of her personality as her friends gather up. Lilith likes saying stupid/mean jokes but actually worries about her friends and saving Pandora, helping as far as she can. In the mission In Memorian, the player picks up old ECHOs of Lilith after she hid as firehawk, all of her trying to talk to Roland after their relationship has gone cold and awkward. Lilith is also awkward, seemingly searching for reasons to see Roland, but quotes like “I liquified a guy”, said with surprised/fearful tone, even if she says it was awesome later, show that she trusts Roland and is the kind to actually search for help - and that she doesn’t quite undertand the extent of what she is. And that maybe she was also lonely among crazied bandits. In the mission Where Angels Fear to Thread, Angel warns the player and the Vault Hunters that no siren should go in the mission. Lilith debates this and then complies, only to show anyway.  This has caused great divides in the community, many blaming Lilith for allowing the Warrior to be woken, but with all we learned the conclusion is: Lilith’s confidence and love for her companions makes so she goes, she wants to help terribly and ends up as doing things work. Lilith makes a mistake.  Then, we have the DLCs. The biggest points of interest in the DLCs is that they happen after there’s no more danger, so we get to see Lilith more relaxed. In Tiny Tina’s Assault on Dragon Keep, Lilith disciplines Tina, wants to help with her grief. She also admits to being a nerd, and that she was bullied when little for liking geek stuff and for her tattoos, going so far as to keep Mr Torgue from playing because he doesn’t seem like a nerd and she’s worried his only interested because geek is trendy.  In Sir Hammerlock and the Son of Crawmerax, there’s a small dialogue involving the original Vault Hunters and showing that Lilith really likes Talon, Modercai’s new bird. She doesn’t mind being bit and sounds really proud of how Talon is going.  In short, we learn in Borderlands 2 that Lilith’s own nature is still a source of confusion, surprise and pride for her. She’s still cocky and violent, not taking long to make decisions, but she seems to want to stick to the plans, she really wants to make a difference for Pandora and she’s terribly awkward with feelings of any kind, but likes being near her friends and even seemed lonely. Comics: Borderlands Origins Lilith’s chapter in Borderlands Origins starts by her telling the reader she’s a siren, followed by this monologue: 
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(Image Description: A starry sky with yellow text boxes that read “There are six of us in the entirety of the universe. Or so I’m told. Prophecies can be fuzzy with the specifics.”)
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(Image Description: A starry sky with yellow text boxes that read “It seems when you’re a little girl, you can look up at the stars as if they will live on forever. As you grown into a woman, you reaize that stars die just like anything else. Thrashing, heaving, clutching at anything not to go quietly into the black.”) This text already shows not only a deep sense of loneliness - the only out of six like her in the whole of existence - but also that much of Lilith’s personality might come from this stuborness to not die quietly.  Enter the flashback to when she was little. By her size and inteligence, I’m willing to guess 6/7yo+. Lilith watches as her dad dies (not specified of what). His last words are “Promise me you’ll see the galaxy” and “I’ll see you among the stars”. Right after that, an old lady, the oldest siren, walks up to Lilith. The old lady had been looking for her. Lilith watches as she dies and simultaneously gets her own siren tattoos. She asks the old lady what she should do, too, but the only answer Lilith gets is: 
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(Image description: white speech bubbles over a orange and yellow background. they read: “That is up to you. Do as you will and grow as you might. We siren have no code, we’ve only our song. It is yours to sing now.”)  From this, we gather that Lilith has no one else to be with her. As the old siren dies, it’s understandable that Lilith has now two very different types of loneliness; literal and the one that comes from being turned, unwillingly, into something not quite human, and something that makes her unique and alone. The old siren also tells Lilith she will NOT be seeing her father among the stars.  The flasback ends and takes us to Lilith in a bar in Pandora. Later she gets in Marcu’s bus and Borderlands the Game starts from there.  In short, what we understand from Borderlands Origins is that Lilith had to fend off on her own since little, probably making so she’s really proud of her habilities and surviving. With time she starts enjoying this power, which comes with the short temper and will to keep going after challenges to push herself. Coupled with this comes the great sense of loneliness of being a siren, and of carrying her father’s wish forward. In my opinion, this turns many of Lilith’s actions into a search for a sense of purpose, of place.  (not that she’s not having fun with it).  Also, wether one considers the comics canon or not despite being written by one of Borderlands writes and being considered so, nothing above is news. It’s all in her behavior and extra game content.  On to Borderlands: The Pre-Sequel  TPS is told by Athena, one of the people (and playable characters) hired to help Jack. Lilith’s actions in TPS are short and sweet. She’s actually barely in the game.  Lilith and Roland are helping Jack because he wants to stop Zarpedon from blowing up Elpis, Pandora’s moon.  Shortly before they defeat Zarpedon, though, Jack gets word that one of Hyperion’s scientists might be a spy. He proceeds to throw all of them out in space and then says something about how it felt good. His tone is also glad, truthfull. Among other actions and commentary, this makes so Lilith, Roland and Moxxi decide not help anymore - because Jack might actually be... Not their brand of good.  This decision culminates in Lilith later phasewalking into the Vault and punching a vault relic Jack’s found. It’s unclear wether or not her intention was to brand his face, but clear she wanted to destroy it - too much power for not a very good man.  Pre-Sequel Epilogue:  The TPS Epilogue goes down after BL2. Lilith’s pissed about Roland’s death, and her conclusion is that killing Athena for having helped Jack is what she wants to do. What she wants because it’s cleary a harsh action decided with anger, as many of Lilith’s actions.  Mordecai and Brick note that this isn’t like her.  (All is stop by eridians that say war is coming and we’ll need all the vaulties we can get)  In the Claptastic Voyage DLC, Lilith also apologises to Athena, admitting her blame on Jack’s rise - should’d killed him, not just branded/punched the relic. Her apology comes with the realization and admission that ordering to kill Athena made her just like Jack; Lilith understand’s her shortcomings and tries to fix it. She doesn’t shy away from blame  In short, TPS Lilith along with companions took actions based on their own morallity and what they thought would be best to Pandora and Elpis. In the epilogue, Lilith displays high levels of anger and impulse decision making - she’s very led by emotions, BUT is able of seeing her wrong doings and wanting to do better. Conclusion:  Lilith is a very harsh person, both proud and short-tempered. She has fun with violence and her powers, but also goes out of her way to help people and those she holds dear. Many of her actions can be pointed towards not having enough interactions and education, specially in patience and strategy; and certain interactions. Lilith is a nerd and well intentioned, some of her behavior even seeming like what someone would do to look cool. Her temper gets the best of her. She’s the kind to look for purpose in quick missions, friends and helping. While much of Lilith’s character can be explained, it shouldn’t be excused. People can grow and change out of what they are. Lilith is a great, flawled character, and I’d like the conclusion of this analysis to be that she can grow as a person and character.  She did what she did in the end of TPS because that’s what she ( and Roland and Moxxi) judged as the best to do at that momment; making sure an unhinged man didn’t have so much power in his hands.  Regarding the Discourse:  No, it’s not her fault for Handsome Jack being Handsome Jack. She didn’t make it any better, and it’s her comment that names him “handsome”, but the man was already dangerous and unhinged. It’s not the fault of her character and temper either; it was a decision taken by at least three people. 
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choiceslife · 6 years
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When Worlds Collide: Part Five (Limited Series)
Disclaimer: Based upon characters in Choices - Endless Summer, It Lives in the Woods, The Royal Romance, #LoveHacks, Home for the Holidays, and The Elementalists series. All characters presented are the property of Pixelberry Studios. I claim no ownership. This story is purely the work of the poster as fanfiction.
Overall Series Rating: 18+
Warnings: Adult Language, Adult Content, Sexual Discussions. Future chapters may contain SMUT and Gratuitous Sexual Descriptions
Overall Series Summary: The sisters are together again and Ava Cunningham believes only they can help her.
Author’s Note: This Limited Series is a companion/sequel to Divided By Circumstance. I suggest you at least read that series in order to understand this one. As with most of my stories, this is a crossover and is part of my interconnected Chromatic AU. My MC’s are as follows: Carrissa Monroe (TRR), Abby Bennett (#LH), Scarlett Joy (HFTH), Taylor Reed (ES), and Donovan Bailey (TE). Previous Chapters can be found in my Master List located in my header.
Tag List: @cinnamonroll-duffy @darley1101 @debramcg1106 @brightpinkpeppercorn @katurrade @ladynonsense @luxurylives @regrettingnathan @teamtomsato @akrenich @riseandshinelittleblossom @kinkykingliam @jlouise88 @eileendannie @marshmallow-ortega @littlecrookedheart @i-choose-liam @tmarie82 @bobasheebaby @boneandfur @europeanguy @walkerismychoice @pixieferry @sstee1 @endlessly-searching-for-you
***
New York City, New York
Carissa, Abby, and Scarlett removed their hands from the amulet that Ava had instructed them to hold. They couldn’t believe the visions the ornate piece of jewelry projected into their minds. As sad as the three women felt to learn of the terrible price their mother paid to bring them into this world; just knowing the lengths she went to protect them gave the sisters some closure.
“So our mom knew about the powers we possessed? And she knew that birthing us would kill her?” Abby wiped a stray tear from her eye. Knowing the sacrifice her birth mother made broke her heart.
Ava placed the amulet back into the black velvet bag which Cora kept it stored. She could have told the sisters the lengths Cora went to hide them from the world, but Ava thought it better for the three to see for themselves. “From what I could gather from the amulet and Cora’s journals, Anastasia figured out sometime after the first trimester that she was carrying babies with extraordinary abilities. It was Cora that let your mother know the likelihood of her surviving the birth was extremely low. Carrying three of the most powerful beings in the universe takes a toll on the human body.”
“What about the fact that the late Senator Vega is our father?” Carissa questioned. “Mom clearly feared him finding out about us.”
“Thankfully we won’t have to worry about him.” Abby placed her hand onto Carissa’s shoulder to calm her worries.
“Are either of you upset that everything we have is because Cora set things in motion to keep us apart as her way of keeping us safe?” Scarlett questioned. Tears were also in her eyes as she looked at the tall woman standing before her. “Why couldn’t she find us when we became adults and tell us about our birthright?”
“I think Cora did what she felt was best. She certainly nudged some things, but you three are where you are because of your own strengths.” Ava took a seat across from the sisters. She took a deep breath, knowing that the trio had a lot to process. “Perhaps we should...”
Carissa rose from her seat on the couch, which immediately silenced Ava mid-sentence. “It seems that Cora went to great lengths to keep my sisters and I apart. Fate of the world and all that. But you’re wanting us to use our powers for some purpose that you haven’t quite explained. Why risk something that Cora worked so hard to prevent?”
“Fate actually brought you together with your sisters after Cora’s death, Your Majesty,” Ava answered. It was true. Without Cora Pritchard around, the universe set in motion to bring The Sisters back together. “When you three came together, you felt something. A spark. You broke Cora’s binding spell. My original plan was to come tell you about your powers and then re-engage the binding spell with some tweaks so that mere touches between each other wouldn’t break it again.”
“Original plan? What changed?” Carissa asked.
___
The groups stepped away to mingle, giving Ava some private time with Carissa, Abby, and Scarlett. The shaggy haired pilot found a corner of the room that gave him a vantage point to watch the others while he got lost in his own thoughts.
Cade mingled with Griffin and Zeph, taking a moment to feel the former’s biceps, while Lucas teetered on the edge of the group. Stacy seemed to marvel at Shreya’s fashion, while Donovan and Beckett snuck flirtatious little finger grabs with each other. Mara checked up on Eagle Eye stationed outside the door, as Dan pulled up a seat beside Jake.
“You’re never much for group chats are you?” Dan questioned as he playfully punched Jake on the knee. The pilot smiled back with a low laugh that caused Dan to tingle inside. Something kept pulling him back to the gruff smart ass he’d known for all of a few days, despite Jake’s attempt to steer him towards Lucas. Dan liked Lucas for sure. He’s smart, attractive, and a phenomenal friend. Yet something was missing. Dan didn’t feel that spark. His breath didn’t hitch in his throat like it did the first time he saw Jake. It was wrong to feel this way. Dan knew he was here to help Jake get Taylor back; but part of him imagined a future involving the brash, ex-military guy with a penchant for nicknames.
“Not particularly Mop Top, but I don’t mind talking to you.” Jake flashed that underwear dropping grin of his and Dan swore he felt himself tighten against his jeans. Jake noticed, but before he could give his new friend grief, he spotted the Queen approaching out of the corner of his eye. “Your Majesty,” Jake said jumping to his feet and pulling Dan up with him in the process.
“Please, you don’t have to do that. Sit, sit. Call me Carissa. You’re Jake, right?” The Queen inquired, extending her hand to the shaggy haired man before her.
“Yes ma’am...err...Carissa. And this here is Mop...Dan.”
“Pleasure to officially meet you both.” Carissa took a seat beside the two men, gesturing for them to sit back down. Although she didn’t know him, the dog tags around his neck gave her some confidence that Jake would be trustworthy and honorable enough to be forthright with her. She had been through so much in Cordonia before marrying Liam and her emotions were on overdrive the past week after meeting her sisters. And now she had a gaggle of strangers telling her that she was part of a powerful witch trio. To say that her mind was blown would be an understatement. At this point, Carissa was beginning to doubt her sanity. The scariest part to her was that she believed them. Hell, someone could show up next week and tell her that Justin was abducted by an evil corporation and replaced with a murder prone robot and she’d believe it. “So Jake, tell me something. What made you believe Ava’s words? I have to think a military man like yourself isn’t someone that is easily swayed by simple stories.”
Jake ran a hand through his hair as he contemplated Carissa’s question. Why did he believe Ava? His very first interaction with her, she used her friend Dan as a thirst trap. Yet it worked and after speaking with the two, Jake felt a level of comfort that was quite rare for him. The last time he trusted that quickly was the day he met Taylor. “To be honest Carissa, I wasn’t swayed by Ava’s words. Something inside told me that I could trust her and Dan.”
“She believes that Taylor left a bigger impression upon you and your friends than Vaanu expected. The feeling Ava got from her interactions with Taylor was that he was supposed to fade from your memories in short order after he left, but the love you all have is willing him back into existence.”
“Sounds like Taylor,” Jake chuckled. “Things happened on La Huerta that nobody will ever know. Taylor saved the world, but he also saved me as a person.”
“Thank you Jake,” Carissa said as she clasped his hands between her own. She left the two men back to return to their conversation while she rejoined her sisters.
“So? What do you think?” Abby asked with baited breath. Her mind had been made up rather quickly. Abby thought it would be super fun to experience magical powers. It must have been Ben’s comic book imagination rubbing off on her. Scarlett was a little more reserved, but was willing to try if precautions were in place. All that remained was Carissa.
___
Griffin gathered his friends beside Ava. It was time for them to return to Penderghast. The had work to do on their own mission. “I wish we could stay cousin, but circumstances beckon us back home.”
“Yeah. Donovan has Thief practice tomorrow and he’s gonna need to focus. Especially since he missed the first game,” Zeph remarked.
“Thief practice?” Stacy arched an eyebrow at Zeph’s words.
“It’s like flag football,” Donovan answered. “Just with magic.”
“Yes. Well, while you all entertain yourselves with sport, I’ll be studying in the library,” Beckett scoffed.
Shreya and Zeph chuckled at Beckett’s expense before the two groups said their goodbyes. Cade hugged Griffin just a little longer and tighter than the others, much to Stacy’s chagrin. Ava watched her girlfriend forcefully whisper to their friend after his embrace as Griffin’s friends made their way back through the mirror portals.
“So you’re all going to forget about this as soon as you go through?” Ava questioned as she hooked Griffin’s arm before he could depart.
Griffin nodded to his cousin. He knew she was slightly sad that he’d forget seeing her again after so many years apart. “It’s for the best. The Sisters need to stay safe. Just remember what I told you about the potions and the talisman. If they agree to help you, the talisman will keep your location hidden. I imagine magic that powerful will be sensed by many attuned beings rather quickly. Once you’ve completed your task, use the potions for binding and memory alteration.” Ava hugged her cousin one last time before watching him disappear through the mirror to rejoin his friends.
___
The Queen and her sister’s gathered the attention of those that remained. “I’m surprised to see your cousin leave us so soon Ava,” Carissa said, a hint of dejection in her voice
“He and his friends have some matters to handle back in their realm, but I assure you that Griffin put precautions in place to keep your secrets safe. He also provided me with a few items that should assist with the spell if you, Abby, and Scarlett are willing to help.”
Carissa looked between her two sisters, both of whom were smiling greatly before confirming to Ava their willingness to try and restore Taylor to the timeline. “We were talking between ourselves about what to do. Something you and Jake mentioned struck a chord with us. You said Taylor has been trying to will himself back into existence. And Jake mentioned that lots of things went down on La Huerta. If we are going to have the best chance of being successful, I think we need to go where Taylor’s Earth presence was strongest.”
“You’re saying we need to go to La Huerta,” Jake grinned.
“Precisely.”
“Well then Your Majesty, I’m sure you’ve got access to a Royal jet. Think you can take this motley crew with you? I need to make some phone calls and arrangements for some others to join us. If we are going to be successful, then we won’t only need La Huerta. We’ll need those that still have Taylor in their hearts.”
The Queen nodded in agreement while Stacy practically bounced off the walls, excited no doubt to get to fly on a luxurious royal airplane replete with every amenity imaginable.
“Excellent,” Jake replied. “I’ll send you the coordinates and let Malfoy... errr, Aleister know we’re coming so arrangements can be made for your arrival. La Huerta here we come.”
***
(To be continued)
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feeshies · 6 years
Note
002 ariane and finn
send me things
:) :) :)
When I started shipping them:  I don’t...remember.  I finished Witch Hunt and I felt neutral towards everything, but I kept looking for content because I was curious to see if anyone made any.  Then after reading through some fanfics, browsing some fan art, and looking up more in-game info about them I soon fell in love with them.
My thoughts:  I have so many.  I wish there was more content, but I also like how they can be separate from all of the normal fandom discourse.
What makes me happy about them:  Everything.  I like how Finn knows a lot about the ancient elves, but he doesn’t act like this makes him superior to Ariane.  They tease each other, but their banter is never outright mean like some companion interactions.  I love how Finn gave up his comfortable life in the Circle to stay with her.  I like how they’re both complete wusses in their own ways.  Finn obviously, but Ariane renamed her sword because she thought “rain of blood” was gross.  These two preppy teenagers are just helping this lost hero search for their goth friend and i love them.
What makes me sad about them:  There’s a chance that they’re not alive, happy, and in love and I can’t handle it.
Things I look for in fanfic:  It exists.
Things done in fanfic that annoys me: There isn’t a lot out there, but I have seen some general nastiness towards finn like ableist/homophobic remarks.  i can do without that.
My wishlist:  anything
Who I’d be comfortable them ending up with, if not each other: Finn/Dagna is cute (idk if dagna’s sexuality has been specified in-game.  i tale this back if she’s a lesbian) and that’s the only ship i’ve seen either of them involved in.
My happily ever after for them:  They keep travelling together, unearthing the secrets of the ancient elves until they settle down and start a family.  They show up in da4 to help kick the dread wolf’s ass with the knowledge they’ve gathered.  Their kids help.  They’re toddlers but already master scholars and swordsmen.
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theonyxpath · 6 years
Link
Last week, I had a great interview with the guys from the Everybody Loves Pudding podcast, and since their questions started with the early days with White Wolf and being a Magic card artist and led right through the CCP years to V5 and its several controversies, I thought this week that I’d go over a couple of questions folks have been throwing at us that relate to the whole ownership and licensing thing. And the difference between those two kinds of business deals.
(As soon as the Pudding guys are ready to post the interview, I’ll share the links with all of you. Mmmm, I sure do like pudding, Cotton).
I recently saw online somebody asking how CCP being bought was going to affect us and White Wolf and the WW game lines.
So, first, if you missed the news: CCP, the company that used to own White Wolf and who tried to create a World of Darkness MMO, but who ultimately sold WW to Paradox, who then recreated White Wolf as a company and created Vampire 5th Edition, were themselves bought by a bigger computer game company out of Korea or China.
Wow, that was still pretty convoluted, wasn’t it? Let’s try bullet points:
The original White Wolf, after years of creating great games lines, merges with/is bought by CCP, an Icelandic MMO company.
CCP licenses the rights to create tabletop RPGs for WoD, Chronicles of Darkness, and Exalted, to my new company, Onyx Path. The license means we don’t own those lines, we “just” make TTRPG books for them. They sell all the rights to Scion, the Trinity game lines, and the Scarred Lands to Onyx Path, as well, so we do own them and can call all the shots for them.
After years of trying to create a WoD MMO, and failing, CCP sells everything they have left that is White Wolf to Paradox Interactive, a Swedish computer game company. CCP at this point has no further ownership or connection to anything once created by White Wolf.
Paradox spins off a company named White Wolf that they intend to use to build the World of Darkness into the most recognized and coolest horror Intellectual Property in the world. They intend to do this by matching the right creators with the right projects via licensing.
This White Wolf continues with Onyx Path‘s license to create tabletop RPGs, but decides to create the newest edition of the WoD game lines, starting with Vampire: The Masquerade 5th Edition, themselves and let other licensees, like Onyx Path, publish V5 books as well.
CCP is bought by a bigger computer game company and because they sold everything White Wolf years ago, they have no connection to and their be bought has no effect on anything White Wolf related today. Or on Onyx Path in any way. Although, we do all wish them luck and a great future!
This corporate stuff does get complicated, don’t it?
      Dragon-Blooded art by Melissa Uran
    You might wonder why I can wish the crew at CCP good luck after all the upset that happened during the WoD MMO years – many of us still have flashbacks to the endless “stand-up” team meetings, and the sit-down management meetings weren’t much better – but without them licensing the WW game lines to us, Onyx Path would have had a very, very, tough time starting as a TTRPG publisher.
That gave us the boost of awareness and continuity with the old WW community that allowed us to build Onyx up and experiment on game-lines and business options that has enabled us to keep growing. So, yeah, I am grateful for that. And honestly, even with these great WW licenses, there are still many struggles that we’ve surmounted.
Contrary to some belief, and something that some other companies are learning, having a well-known and much loved TTRPG gameline is not a license to print money. Although good online gaming representation helps a lot, these days!
I used those bullet points to answer a few of the other questions, too, like “Why isn’t White Wolf doing more books themselves?” and “Did Onyx Path lose the White Wolf license? I see all these other companies involved!”.
A fair bit of the confusion, once you get past the corporate buy-outs and license definitions is just that White Wolf now isn’t functioning like we did in the first White Wolf. Which is really good, because back then, we were just making stuff up as we went along!
    M20 Gods and Monsters art by Michael Gaydos
    Now, for some quick notes from our Monday Meeting today.
First, Eddy Webb let us in on his iThrive retreat and “think tank” that he attended at the end of last week. Eddy shared a lot of notes on how to professionals and academics are viewing TTRPGs as learning, teaching, and therapeutic tools. Like I said at the meeting, it is really fascinating to hear analysis and data that confirms a lot of the ways we’ve seen kids and teenagers use games to help themselves.
Good stuff, and perhaps I can convince Eddy to put together a more in-depth blog sometime in the future, or even devote an episode of the Onyx Pathcast to the topic.
My notes from the meeting tell me that this Friday’s Pathcast is slated to be an phantasmagorical interview with the Master of Mage: The Ascension, Satyr Phil Brucato himself. With M20 Gods and Monsters and M20 Book of the Fallen handed off into the production process, this is a great time to delve deep into what Satyr Phil was thinking and went through to create those projects.
Last week’s Pathcast was an amazing deep-dive into the creation of Beckett’s Jyhad Diary, and many other things Vampire as well, with the Terrifically Terrifying Trio adding both insight and insanity to the exploration. They have stated quite clearly that it was their best look into a specific book EVAH, so it’s well worth a listen on PodBean or on your favorite podcast venue: https://onyxpathcast.podbean.com/
Impish Ian Watson, our Community Manager, talked a bit about the LA By Night streaming V5 Chronicle from Geek & Sundry, and how at one time in the chat there were something like close to 10,000 folks chatting. Yes, that is a very good thing, even if you don’t follow “actual play” streaming. That’s a lot of potential players excited about WoD, many for the first time. Plus, I hear they did a fantastic job evoking the World of Darkness and V5.
      VtR2 Guide to the Night art by Mirko Falloni
    Finally, thanks to all of you who have been taking advantage of this week’s huge sale at DriveThruRPG.com, it has been a stunning success, and runs until Thursday morning here in the US. In case you have somehow missed it. Then, as soon as it stops, DTRPG is running the same deal, but for Vampire: The Requiem, Werewolf: The Forsaken, and Mage: The Awakening PDFs, all part of the Chronicles of Darkness. More info below.
So many things are happening all over, and yet, ultimately, we are so thrilled to be creating the projects that provide the impetus for so much of all that. It’s what we do, we make worlds, in fact:
Many Worlds, One Path!
  BLURBS!
KICKSTARTER:
    The Dystopia Rising: Evolution Kickstarter funded in less than a day, and two sections of the Threat Guide companion PDF Stretch Goal have been added, which is a first-person guide with mechanics to the various threats facing survivors in the DR:E world, and we have opened up a Community Content site for the game! Now we’re staggering towards a fiery Jumpstart!
Dystopia Rising: Evolution is powered by Onyx Path’s Storypath system, and includes all the rules you need to play as a survivor in the post-apocalypse, including rules for creating characters for up to 24 different Strains, variations on humanity that survived the Fall. It also has details on the powers of faith and psionics, along with advice on running action-adventure stories, webs of personal intrigue, or procedural investigations. And, finally, dozens of antagonists, including a variety of zombies and raiders to use in your series.
Throughout this Kickstarter campaign, we will be posting complete previews of the Dystopia Rising: Evolution manuscript as backer-only updates. With one week to go, you can back now and get the text to find out what are the excitement is about!
  ELECTRONIC GAMING:
As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is now live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is both rolling and rocking!
Here are the links for the Apple and Android versions:
http://theappstore.site/app/1296692067/onyx-dice
https://play.google.com/store/apps/details?id=com.onyxpathpublishing.onyxdice&hl=en
Three different screenshots, above.
  ON AMAZON AND BARNES & NOBLE:
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue you bought it from. Reviews really, really help us with getting folks interested in our amazing fiction!
Our selection includes these fiction books:
Vampire: The Masquerade: The Endless Ages Anthology (Kindle, Nook)
Werewolf: The Apocalypse: Rites of Renown: When Will You Rage II (Kindle, Nook)
Mage: The Ascension: Truth Beyond Paradox (Kindle, Nook)
Chronicles of Darkness: The God-Machine Chronicle Anthology (Kindle, Nook)
Mummy: The Curse: Curse of the Blue Nile (Kindle, Nook)
Beast: The Primordial: The Primordial Feast Anthology (Kindle, Nook)
Vampire: The Masquerade: Of Predators and Prey: The Hunters Hunted II Anthology (Kindle, Nook)
Werewolf: The Apocalypse: The Poison Tree (Kindle, Nook)
Werewolf: The Apocalypse: Songs of the Sun and Moon: Tales of the Changing Breeds (Kindle, Nook)
Vampire: The Requiem: The Strix Chronicle Anthology (Kindle, Nook)
Werewolf: The Forsaken: The Idigam Chronicle Anthology (Kindle, Nook)
Mage: The Awakening: The Fallen World Chronicle Anthology (Kindle, Nook)
Vampire: The Masquerade: The Beast Within Anthology (Kindle, Nook)
Werewolf: The Apocalypse: W20 Cookbook (Kindle, Nook)
Exalted: Tales from the Age of Sorrows (Kindle, Nook)
Chronicles of Darkness: Tales of the Dark Eras (Kindle, Nook)
Promethean: The Created: The Firestorm Chronicle Anthology (Kindle, Nook)
Demon: The Descent: Demon: Interface (Kindle, Nook)
Scarred Lands: Death in the Walled Warren (Kindle, Nook)
V20 Dark Ages: Cainite Conspiracies (Kindle, Nook)
Chronicles of Darkness: Strangeness in the Proportion (Kindle, Nook)
Vampire: The Requiem: Silent Knife (Kindle, Nook)
Mummy: The Curse: Dawn of Heresies (Kindle, Nook)
  OUR SALES PARTNERS:
We’re working with Studio2 to get Pugmire out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the Screen, and the official Pugmire dice through our friends there!
https://studio2publishing.com/search?q=pugmire
    Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
Here’s the link to the press release we put out about how Onyx Path is now selling through Indie Press Revolution: http://theonyxpath.com/press-release-onyx-path-limited-editions-now-available-through-indie-press-revolution/
And you can now order Pugmire: the book, the screen, and the dice! http://www.indiepressrevolution.com/xcart/manufacturers.php?manufacturerid=296
    DRIVETHRURPG.COM:
Ending this Thursday, DTRPG together with White Wolf and Onyx Path are having a one week massive 75% off sale on all Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension PDFs!
AND, starting this Thursday morning, we are having a one week only 75% off sale on all Vampire: The Requiem, Werewolf: The Forsaken, and Mage: The Awakening PDFs!
  This Wednesday we expand our blank journal offerings on our RedBubble site with Vampire: The Requiem blank journals!
  CONVENTIONS!
From Fast Eddy Webb, we have these:
Eddy will be speaking at Broadleaf Writers Conference (September 22-23) in Decatur, GA. He’ll be there to talk about writing for interactive fiction, and hanging out with other writers who have far more illustrious careers. http://broadleafwriters.com/3rd-annual-broadleaf-writers-conference/3rd-annual-broadleaf-writers-conference-speakers/
Eddy will also be a featured guest at Save Against Fear (October 12-14) in Harrisburg, PA. He’ll be running some Pugmire games, be available for autographs, and will sometimes accept free drinks. http://www.thebodhanagroup.org/about-the-convention
Monica Valentinelli will be a professional guest at Great Falls Gaming Convention in Montana the first week of October. http://gfgr.org/guests-of-honor/
Dixie Cochran will be at High Level Games Con in Atlantic City October 12-14, running a Women in Game Design panel, Eddy’s RPG Developer Bootcamp, and possibly making a surprise appearance at another event!
  And now, the new project status updates!
DEVELOPMENT STATUS FROM FAST EDDY WEBB (projects in bold have changed status since last week):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep)
C20 Novel (Jackie Cassada) (Changeling: the Dreaming 20th Anniversary Edition)
M20 The Technocracy Reloaded (Mage: the Ascension 20th Anniversary Edition)
M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition)
Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant)
Tales of Excellent Cats (Monarchies of Mau)
Scion Companion: Mysteries of the World (Scion 2nd Edition)
City of the Towered Tombs (Cavaliers of Mars)
Heirs to the Shogunate (Exalted 3rd Edition)
Witch-Queen of the Shadowed Citadel (Cavaliers of Mars)
Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition)
Scion Ready Made Characters (Scion 2nd Edition)
Scion Jumpstart (Scion 2nd Edition)
  Redlines
Deviant: The Renegades (Deviant: The Renegades)
Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition)
  Second Draft
Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire)
Oak, Ash, and Thorn: Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd)
CofD Dark Eras 2 (Chronicles of Darkness)
V5 Chicago By Night (Vampire: The Masquerade)
  Development
Hunter: the Vigil 2e core (Hunter: the Vigil 2nd Edition)
Fetch Quest (Pugmire)
CofD Contagion Chronicle (Chronicles of Darkness)
Dystopia Rising: Evolution (Dystopia Rising: Evolution)
Night Horrors: Shunned by the Moon (Werewolf: The Forsaken 2nd Edition)
Adventures for Curious Cats (Monarchies of Mau)
M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition)
Lunars: Fangs at the Gate (Exalted 3rd Edition)
Spilled Blood (Vampire: The Requiem 2nd Edition)
In Media Res (Trinity Continuum: Core)
Aeon Aexpansion (Trinity Continuum: Aeon)
WoD Ghost Hunters (World of Darkness)
C20 Players’ Guide (Changeling: the Dreaming 20th Anniversary Edition)
Wr20 Book of Oblivion (Wraith: The Oblivion 20th Anniversary Edition)
  Manuscript Approval:
Signs of Sorcery (Mage: the Awakening Second Edition)
  Editing:
Dog and Cat Ready Made Characters (Monarchies of Mau) (With Eddy)
Changeling: The Lost 2nd Jumpstart (Changeling: The Lost 2nd)
  Post-Editing Development:
Scion: Hero (Scion 2nd Edition)
Trinity Continuum Core Rulebook (The Trinity Continuum)
Trinity Continuum: Aeon Rulebook (The Trinity Continuum)
Ex Novel 2 (Aaron Rosenberg) (Exalted 3rd Edition)
Exalted 3rd Novel by Matt Forbeck (Exalted 3rd Edition)
They Came From Beneath the Sea! Rulebook (TCFBtS!)
  Indexing:
Changeling: The Lost 2e
    ART DIRECTION FROM MIRTHFUL MIKE:
  In Art Direction
Dystopia Rising: Evolution – KS is going.
M20: Gods and Monsters – AD’d and Contracted.
Geist 2e
The Realm
Trinity Continuum (Aeon and Core) – AD’d and Contracted.
Ex3 Monthly Stuff
Ex3 Dragon Blooded – Finals coming in.
Chicago By Night – KS art sketches and finals coming in.
Pugmire Roll of Good Dogs and Cats
  Marketing Stuff
  In Layout
Trinity Core
Trinity Aeon
  Proofing
Scion Hero – Putting in Neal’s changes, updating font
PTC: Night Horrors: The Tormented – Corrections over to KT.
Scion Origin – Doing Neall’s errata changes, and swapping out the font.
VtR: Guide to the Night
Lost 2e Screen – At WW for approval
Fetch Quest – Package design done
  At Press
Monarchies of Mau – Printing. Dice and buttons printing.
Cavaliers of Mars – At Studio2.
Wraith 20th – Prepping the interior Deluxe files, cover design sent to printer.
Monarchies of Mau Screen – At Studio2.
Cavaliers of Mars Screen – At Studio2.
Wraith 20 Screen – Printing.
Scion Dice – At fulfillment shipper.
Cav Talent cards – PoD proof coming.
Requiem Journals – On Sale at RedBubble on Weds!
  TODAY’S REASON TO CELEBRATE: In 1859 Joshua A. Norton declares himself “Norton I, Emperor of the United States.” I mean, if you like WoD or CofD, They Came From Beneath the Sea!, Scion, or the Trinity Continuum…this guy was just the tip of the odd history iceberg that we draw on for all those settings.
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