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#BOOM AN ANCIENT LANDS IN YOUR HOARD. THEY LIVE WITH YOU NOW
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tfw when your daughter adopts an alien without consulting you
bonus:
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therosefrontier · 3 years
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Whumptober Day 5
No. 5 - I’VE GOT RED IN MY LEDGER
betrayal | misunderstanding | broken nose
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Genshin Impact | Zhongli and his memories
(crossposted to AO3)
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“I met with Azhdaha again yesterday.”
Zhongli started his story while seated on an old stone platform in Guili Plains, a low crumbling stone wall behind him, an ancient tablet the only company by his side. “Virtue grows tall like a tree, though there be shade it will flourish forever,” the dome-shaped tablet read. At times like these, he often wondered at what all the author of those words had in mind when she wrote that.
“I…assumed this would happen, one day. Elemental spirits are nigh immortal beings, and it would be foolishness to assume that a sealed spirit won’t some day find their way out.” Zhongli paused for a moment, his words feeling heavy on his tongue, as if someone really were here that he had to explain this too. “He…left, of his own accord,” he finally said. “His spirit is once again sealed in the mountain. Although, we may very well meet again. I simply might dare to hope that next time, it would be under better circumstances.”
“My life is nigh on eternal. I will go on with the infinite flow of time. And you, Morax... You too will live for many a day to come.”
But Azhdaha would never again be free. This…this was their contract.
Zhongli looked down at his hands and at the ground, the events of many centuries earlier being all too clear in his mind. The events of yesterday were but a brief addendum to what already happened. Azhdaha’s roar of rage and pain, his accusations of treachery, the underlying grim reality of knowing that all of Liyue could be in danger if he didn’t end this here and now…all of that happened, already. Yesterday, Azhdaha was divided, his rage and his benevolence split into two beings. The first time they fought, the benevolent and wise Azhdaha that he once knew was nowhere to be found.
“I never thought I’d be able to speak with him again, like he was. Well, it wasn’t his form necessarily: his consciousness had possessed a random human, but still, once his memories were regained, the words and the voice were most certainly his.” Zhongli smiled weakly. “I must admit, that despite the inherent peril of the situation leading up to this meeting, I was glad. To see him, that is. It…was as if he were still alive.”
 “Rex Lapis, we are at your command,” Moon Carver assured him with great gravity, he and Mountain Shaper and the other watching the approach of the rampaging earth dragon with a steeled gaze, ready to fight.
Rex Lapis hesitated only for a moment. Only for a moment did he allow his heart to twist in pain, did he allow his eyes to lose their vivacity as he looked down from the sky at the dragon who cursed his name through his own unfathomable anguish. There was no solution, he knew. Erosion was something that could not be reversed. But he didn’t want to believe it. Not for Azhdaha. He didn’t want to lose him, too.
“We will lure him into the cave underneath the mountain. Follow my lead.”
 Zhongli found Azhdaha as a spirit sealed deep in the earth, a simple but unique rock without sight or motion. His stirrings had been the cause of many earthquakes and tremblings, so Zhongli thought it fit to draw the spirit of stone up from the earth and grant his wish, to give him a chance to be free in the world outside. They made a contract, then. Zhongli always made a contract, with those he invited to join him. There was only one for him for which such an agreement was delayed…only because at first, he did not know what their partnership was even to be called. It was one of many ways that Guizhong confused him.
But for the great stone dragon, their agreement was clear. If Azhdaha ever endangered Liyue and brought ruin to order, he would once again be sealed in the dark.
Zhongli always kept true to his contracts.
 “Come, I wish to show you something,” Morax beckoned him with a slight smile, bringing his friend up to a ledge overlooking the waters, the sun setting over the mountains in the distance and washing the sky with color.
“What is this?” Azhdaha asked in a deep and booming voice, although its powerful aura was perhaps mitigated by the way he spoke with the curiosity of a child. “I have seen this water before; now it is different?”
Morax chuckled softly. “Take a moment and have a look.”
Azhdaha came up over the ledge with thundering steps. “Your sun looks different. The color has changed. Is it nearing death?”
“No, no, not at all,” Morax explained with a slight touch of amusement. “This is a sunset. The sun will soon disappear over the mountains. You asked last night why the light leaves the sky in such a way. So, I thought I’d bring you here to watch. Of course, the motion of the sun can be observed anywhere, but it carries a different effect, in some locations. The sun will change its color now, but after it disappears, it will come back the next day just as it was before.”
Azhdaha hummed in acknowledgement, then plopping down onto the grass with a shaking of the earth. “So now, we sit and watch?”
“Yes, I say we shall.”
 “Morax, how do I look? Unimposing? Like a true human?”
“You look very well,” Morax agreed with a smile. It was in an elemental spirit’s nature to be able to change shape and form, but this was Azhdaha’s first time doing it on his own. His human form wasn’t exactly all that ‘unimposing,’ being that of a man quite large and broad-shouldered, but he looked enough like a human, at least.
“Mm, that is acceptable.” Azhdaha put his newfound fists on his hips and looked down at the Guili Assembly plaza down below. “It is time to interweave myself with humankind. I wish to first try the foods that people keep telling me about. I do not see the appeal of this ‘Grilled Ticker Fish’ that Pervases speaks of, as it is merely a single fish, but I wish to obtain this first, so that I may give him my full opinion!”
“Sounds like a suitable plan,” Morax agreed with a nod. “Then, let’s not keep our human and adepti friends waiting.”
 Zhongli remembered his form then, strong with a youthful wonder that wizened into ancient wisdom over the passage of time. It was so startingly unlike the form half of him took yesterday, of a child with a bitter glare in her eyes.
“So here lies the wisdom of the gods? Destroy all deemed redundant, enlist tyrants to ravage the wilderness!” Jiu mocked in her (his) fury.
Zhongli had a contract to keep. He had to seal Azhdaha away. There was no choice.
“Is once not enough!? You would forsake me again!?”
It wasn’t what he wanted. But was there…really nothing he could have done? If he had stopped the humans from mining in the Chasm, if he had noticed the change in Azhdaha, if he had just taken the time out of his duties to pay him a visit, then maybe…
“Erosion ground Azhdaha’s consciousness into oblivion. Slowly, he forgot the face of his old friend, and his memories of defending Liyue Harbor disintegrated,” Azhdaha in Kun Jun’s vessel recounted his own story with a faint smile of regret.
Zhongli couldn’t stop erosion.
And yet…he mourned what came to pass.
Zhongli had known, for a very long time, that he would never again be able to mourn as a mortal would. Azhdaha was far from the only one he has lost to time and conflict. The name he called him, “Morax,” was a stark reminder of this, that name which he had walked away from a long time ago but never truly shed. Morax was a god of war, a slayer of thousands. Morax had for a long, long time grown used to the bloodshed that was Liyue’s reality, as god fought against god in the Archon War and sacrificed hoards of soldiers as pawns. Morax felt no disgust or horror when he walked through a battlefield after the fight was over, stepping over bodies and walking through pools of blood and entrails as he coldly assessed the damage done.
In some ways, Rex Lapis was no different. For that matter, neither was Zhongli. Although his thoughts on war had changed—he would avoid it through the employment of contracts and words, if at all possible—he could never feel the same revulsion towards death and bloodshed as a human would.
Rex Lapis saw many scores of yaksha and other adepti swear fealty to him over the millennia. They would give him their loyalty, and he would make a contract with them, and he would know, because of how many times it had happened already, that they might give their lives in his service. They might fall to the evil that plagues the land in battle, or they may be consumed by the very filth they faithfully eradicated. Rex Lapis did not consider their deaths to be meaningless, nor did he ever wish to sacrifice his subjects as a pawn of war, but…he might have accepted, at some point long ago, that such deaths were inevitable and necessary.
He could not mourn as a human would—or rather, as a human without authority might. A war god had to know, lest he be blind, that he was sending his people to possible death.
He bore that weight, and he accepted that responsibility.
But in that responsibility…what did that mean for Azhdaha? Whose soul was crushed not by the many battles they fought together, but by the erosion of the earth itself?
He was sealed forever by Zhongli’s own hands. That was their contract. That was justice.
He always kept his contracts. No matter the price, no matter what he had to do…even if it was a pact paid in blood with Celestia, he did what he must for the sake of Liyue…
But was it true? Did Zhongli, in that near-final meeting, betray Azhdaha?
“I did what I must,” he spoke again to the stone tablet, cold and motionless despite the warm words inscribed upon it. “Virtue grows tall like a tree, though there be shade it will flourish forever.” But how did one define what “virtue” meant? How much of this “shade” was acceptable? This increasing debt, made in blood…
“His anger, however, does seem justified, in a certain way.”
“Guizhong?” He looked up, a small drop forming in his near-human eyes. “Did I do the right thing?”
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xseedgames · 7 years
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Zwei: The Ilvard Insurrection - Localization Blog #1
Excelsior, true believers! Nick here again, penning these gladsome tidings from my grand scriptorium full of musty scrolls and ancient cartridges. Alas, it’s been quite a while since I checked in with all of you – well over a year, in fact, with the release of the first Trails of Cold Steel. With that giant title now roaming free in the wild like the majestic brachiosaurs in Jurassic Park, you may have wondered what I’ve been working on over the course of the last year. It always seems to unintentionally happen that I get assigned to projects I can’t talk about for significant lengths of time, but this stretch has easily been the longest. So many times I’ve wanted to tell you some quirky story or fun little side-note about this game as I worked through its script, but alas, the official XSEED duct tape was covering my mouth – until very recently, that is.
In our yearly lead-up to the gaming extravaganza that is E3, we finally announced my long-in-coming project: the classic Falcom action RPG Zwei 2, making its debut outside of Japan as Zwei: The Ilvard Insurrection!
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Of course, I’ve also helped out with a variety of other, more time-sensitive projects, leading to Zwei taking a bit longer to bring to you than it would have otherwise, but I think we’ve got something you’ll really enjoy in the making here. And conveniently, the benefit of the slow going is that the release isn’t too far off now. As Zwei II enters its final stretch before release, I wanted to tell you more about the game – which is exactly what I’ll do, over the course of the next couple weeks.
Zwei II has an interesting history: released in 2008, it was the very last game Falcom developed exclusively for PC. Back then, the PC gaming market was far from being the robust, thriving scene we know it as today, especially the Japanese market. Thus, the title seemed almost fated to fly under the radar despite its quality craftsmanship and hours of fun. But now, with the worldwide PC game market booming and digital storefronts ensuring copies can get into the hands of anyone who wants to play, it felt like the right time to fill this conspicuous gap in Falcom’s lineage.
“But...what about the first Zwei?” you may be pondering aloud to your monitor. If you’re wondering whether you’ll be at a disadvantage playing the second game in the series before the first, worry not! I’ve played both (thanks to Tom’s Japanese boxed copies) and can confirm that Zwei II gives you all the info you need to understand the world, its plot, and its characters. There was a 7-year gap between the first and second Zwei games in Japan, and Falcom couldn’t assume players would’ve played the earlier entry, so the structure is something more akin to Trails in the Sky versus Trails of Cold Steel, where the games take place in the same world, but in different locations and with different casts. This makes it easy to jump right in.
To start things off, I wanted to sit down and flesh out the game a little for you, since compared to its siblings in the Ys series, and even Xanadu, it’s far less known by fans. What is the Zwei series? What makes it great? How does it play? Why is it cool?
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Let’s start from the ground up: the name of the game. “Zwei” is simply the German word for “two” and, as you’ll soon discover, it’s a very fitting title – the game features not one, but two protagonists. Our leads in Zwei II are Ragna Valentine, a lively treasure hunter and pilot-for-hire, and Alwen du Moonbria, a confident vampire princess looking to avenge herself against an unknown enemy. How these two very different people meet and come to really understand (and maybe even appreciate) each other is the relationship that forms the heart of the game, and I’ve done my best to make that journey of growth and understanding a fun and memorable one. And, as with any good RPG, the journey is not without obstacles to overcome. Fortunately, our hero and heroine are up to the task, with Ragna skilled at mixing it up in melee, and Alwen versed in the ways of magic. You can swap between them at any time, and whoever you’re not controlling runs along behind you, ready to leap into the lead role at the press of a button.
Zwei II’s combat is action-based, not unlike the Ys games or Gurumin, but the two-character setup creates an interesting dynamic in combat. Over the course of the game, Ragna will be able to upgrade his weapon, the half chain-whip/half katar Anchor Gear, into several different forms, and Alwen (who begins the game bereft of most of her magic) will regain her powerful spells. You end up being able to do some interesting things, like using a claw-variant of Ragna’s Anchor Gear to grab an enemy, then throw it into another enemy, knocking both into a corner, then swapping to Alwen and unloading a fiery salvo on them. Or have Alwen cast her whirlwind magic to sweep up a couple enemies and keep them stun-locked, then swap to Ragna to leap into the air and string together a midair combo on them. In many dungeons, I often found myself favoring one or the other to take the lead because of the strategies I came up with to best deal with certain types of enemies, and you’ll likely fall into styles of play that fit the way you prefer to approach the game’s combat as well.
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And speaking of approaches to combat, Zwei II has a rather unique leveling system, too. In the game, you don’t earn EXP from quests, or from beating up monsters. You actually earn it by eating food – the same food you use to heal yourself when you’re running low on HP. There’s even a “food exchange” service available at the restaurant in the main village of Artte that lets you trade 10 of any one type of food for one of another type that gives more EXP than the ten individual pieces of food would have if eaten on their own (example: trade 10 cheeses worth 10 EXP each for a single pizza worth 150 EXP). Will you chow down now, or hoard in the hopes of cashing in for savory plates of EXP-rich cuisine? You decide! It probably sounds weird (it certainly did to me when I first learned about it), but in practice, it actually works really well. It frees you up from having to grind in dungeons, or feel like you absolutely MUST kill every enemy on the way to your destination. It also gives you a lot of control over your own challenge level. When I was playing the Japanese version of the game, my loose rule was that I’d never eat food just to level – I’d just use it when I was hurt, to restore HP. I ended up going through most of the game under-leveled because of this, but never TOO under-leveled, because the more under-leveled I was, the more damage I’d take, thus getting infusions of EXP more frequently from using food to heal myself. There’s a strange sort of balance to it, and the game isn’t stingy about giving you food in chests, as drops from enemies, and even from giant slot machines you’ll find in each dungeon, so you can decide whether you want to blow through the game as a force of nature but with less on-demand healing available, or a bit underpowered but with a fully-stocked pantry.
If that talk of slot machines that dispense food or trading wedges of cheese for a pizza sounds a little...weird, that’s by design. More than any Falcom game I can think of, the Zwei series embraces its sense of humor, poking in good-spirited fun at its two main characters, the townspeople, and even many of the foes you face down along the way. It’s got a lively, colorful, and cartoonish art style that has helped the graphics hold up well, too. You probably know from personal experience that stories more focused on being comedic sometimes run the risk of not being able to successfully shift into a more serious mode when the story calls for it, but thankfully, Zwei II doesn’t suffer from this issue. It’s surprisingly adept at conveying a serious atmosphere when the story calls for it, making for some excellent dramatic moments, and even a dab of pathos here and there. But on the whole, Zwei II is a game that feels deeply informed by 90s anime and manga, with all the oddness and charm that comes with that. I can certainly say that being rooted in that style proved fertile ground for my work to help the game achieve its comedic potential (speaking as a weeb from ancient times), and I’m already planning my next blog post to focus on some of the details of the writing and the characters.
One thing I love about Zwei II is that it reaches out and really grabs you from the start. In just the first 20-30 minutes, you get the following ace setup (obviously, skip these next two paragraphs if you want to go in totally blind):
The game begins in the skies, as courier pilot Ragna Valentine is cruising in his cool red biplane, the Tristan, toward the island of Ilvard on a routine delivery mission. Suddenly, he’s ambushed by unknown assailants, and after a dogfight against a pair of dragon-riders in the skies over Ilvard, his plane takes a bad hit and plummets toward the land below. The next thing he knows, he wakes up in a bed in the nearby town of Artte as the town doctor marvels at how he came out of such a crushing impact with barely a scratch. After all, his plane didn’t fare nearly as well. Going out to investigate the crash site, Ragna finds his plane on a hill on the outskirts of town, busted up and snapped in half just as the doctor said. So how did he even survive such a nasty crash?
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Well...he almost didn’t. After that crash, as he lay among the wreckage, broken of body and bleeding out, he was rescued from his mortal fate by none other than Princess Alwen du Moonbria. Alwen isn’t your ordinary RPG princess, though: she’s a sharp-tongued shut-in vampire princess. Not too long before the start of the story, Alwen’s castle was invaded by a mysterious foe who ultimately seized the stronghold and gave her the boot, after stripping her of her ancestral magic. Seeing the outsider Ragna as her best bet to help her search for her magic and retake her castle, she takes some of his blood and gives him some of hers, sealing a pact that turns him into her ‘Blood Knight’ – a warrior in thrall to a powerful Trueblood vampire whose physical abilities and regenerative capacity far exceed what humans are capable of. But Ragna, see, is all about freedom and doing things his way, and he hates the idea of working as anyone’s lackey. After realizing the situation he’s in, though, he strikes a deal with Alwen: he’ll help her get her castle back as thanks for saving his life...but instead of being master and servant, they’ll do it as equals.
And so, our story begins.
Cool, right? And that all happens in fairly short order – no longwinded tutorials, no hours of quests before the gears really start to spin. Zwei II has a lot of heart and a lot of dialogue, and to its credit, it seldom feels like it drags. The story starts with a bang and keeps things moving at a good clip.
That’s not to say there isn’t plenty to do, though. The island of Ilvard is dotted with thriving communities and, in the fashion of the Trails or Ys games, they’re populated with fleshed-out NPCs who have their own small story arcs and conflicts to overcome over the course of the game, with dialogue that changes frequently after progressing the main story. Some of the residents are funny, some are petulant, and some are just downright strange, so I hope you enjoy getting to know all of them over the many times you’ll visit the towns. You might even stumble upon unique scenes, a secret hint, or a good ol’ fashioned RPG quest (you know, the kind from back before there were convenient quest logs to keep track of things). And of course, what with Zwei II being focused on Ragna and Alwen as dual protagonists, they’ll often have unique things to say in response to other characters depending on whom you’ve got in the lead.
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In the course of working on the game’s script, I observed with no small amount of fascination that in some ways, it almost seems like Zwei II was made more with Westerners in mind than the Japanese market. Ragna himself is an incredibly un-Japanese character, with his bravado, easygoing swagger, and sass, but he’s a character that I know will click instantly with the North American audience in particular. We see Ragnas in our books and films; we all probably know someone like him, or who has elements of his personality. Alwen, too, is a character I think will be well-liked by the West. Not content to lament the loss of her home or sit idly by, she picks herself up and decides to get even and take back everything that was taken from her even though it promises to be an uphill battle. The core of her personality is her self-assured nature – even when confronting a world she’s mainly just read about (in books that were, sadly, out of date on the latest trends and customs). Quick-witted and keen, she matches Ragna tit-for-tat, helping the two play well off each other. Beyond just them, there’s the wild west-flavored bounty hunter Odessa, chain-smoking nun Isabella, the worldly jazz pianist Shester, dependable engineer Miriam, and of course, the irrepressible luchador-masked man of mystery, Gallandeau, among many others. Having a zany cast of characters like this all together in one place feels like the kind of storytelling we enjoy so much in Japanese games. But at the same time, after seeing so many forgettably milquetoast light novel-style characters in the games and anime of recent years, it’s refreshing to come upon a game where the characters have an abundance of personality – where I know they’ll resonate with the audience I’m localizing the game for.
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So...there you go. In a nutshell, this and more is what you have to look forward to when Zwei: The Ilvard Insurrection finally makes its debut. Like a time capsule laden with the charms of a bygone era of RPGs, I think it’ll prove its worth to you as more than simply a pleasant surprise – I think it has the merit to stand proudly as one of Falcom’s finest.
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