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#But also this is NOT the kind of game you do multiple playthroughs of so like
inbarfink · 6 months
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I think a lot about the Concept of ‘choices that matter’ in video games. Like, in terms of what it is that makes a choice ‘really matter’, what do we perceive as a choice that matters or has a consequence, how do different games with different amounts of branching or non-branching storylines play with those ideas…  Especially because Undertale is one of my favorite games of all time, and it has often been hyped as ‘a game where your choices REALLY matter’ and… honestly, I dunno if all of this hype was fully conducive to Undertale.  Because the way it handles the concept of Video Game Choices is actually a lot more interesting and complex than that simplistic descriptor makes it seem.
Because Undertale actually has a lot of choices that ‘don’t really matter’! Lots of dialogue choices and silly little decisions that on a first playthrough seem like they’re some sort of moral choice or a branching plotline but end up always leading to basically the same result regardless of what you do!
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And the game doesn’t really try to hide the fact that these choices are kinda 'Fake'. I mean, on a first playthrough a player might assume there’s gonna be some Massive Consequences for picking the ‘wrong’ drink on Undyne’s date, but the game’s narrative expects for there to be multiple playthroughs and pretty much every Choice that Doesn’t Matter is peppered with that Undertale brand of wacky character-focused humor that inherently makes the moment memorable. Papyrus leading Undyne straight to you no matter what you do is basically a cross-timeline running gag.
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On some level I see this as a sort of gag that serves as meta-commentary about the expectations around Choices That Matter in Video Games. As in, a lot of games have their Moral Choices happen in clearly easily marked ‘this is a Moral Choice!’ moments within the story, while the actual gameplay (and any violence the player might cause as part of said gameplay) is basically entirely divorced from any element of narrative-branching and doesn't effect the story at all. Undertale basically entirely inverts this dynamic; the most important factor for which Route you’re own is how you handle your FIGHTs, and what seems like clearly-marked and obvious Moral Choices are just goofy insubstantial minor changes in dialogue. 
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But also… there is also a level where you must ask yourself ‘what does it mean when we say that these choices Don’t Matter’. I mean, it’s not like they didn't change anything about the game, the Player still made the character say that other thing, the choice probably led to an alternate piece of dialogue, probably a joke with a call-back at the end of the game… The line between a one-off joke and an actual story-changing moment can be a little blurry if you look at it too deeply.
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For example, near the end of the Waterfall part of the game, the Player is given the choice to save Monster Kid even at the risk of having to face down Undyne.
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Pretty much anyone who isn’t deliberately trying to be an asshole is going to rush to save them and obviously that includes the Pacifist Route Players. But you can actually leave Monster Kid to die without it 'mattering' in the sense that it wouldn't divert you from the Pacifist Route. Undyne saves them instead of you, and ends up with slightly less HP for her battle (which might Matter for Runs when you try and FIGHT her but obviously not in Pacifist Runs) and… by the end of the game, during the extremely happy True Pacifist Ending, they still clearly remember that you abandoned them and are upset by it.
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So… does saving Monster Kid ‘matter’ or not? On one hand, choosing not to save them mostly just changes a few lines of dialogue but… these lines of dialogue kinda recontextualize this happy ending and the Player’s actions in general. Despite the True Pacifist Ending otherwise portraying the Player/Frisk as a kind-hearted and brave hero... they still did this undeniably cowardly (and perhaps even cruel) act to one of their friends .
Was running away and leaving Monster Kid to die a brief but significant moment of weakness that the Player regrets and has cost them what could’ve been the start of a lovely friendship? Or is that simply that being a True Pacifist was always more of a matter of pragmatism rather than ideals? Were they only acting as a Pacifist to get that promised 'Best Ending', and only Monster Kid has an inkling they are not as heroic or kind as everyone thinks they are?
And then there’s the Snowman ‘quest’.
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A free healing item given early in the game, with your mission being to carry it along in your inventory for as long as you can without ever consuming it. The only reward you will ever see from it is a few lines of dialogue…
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But for many, it is more than enough of an incentive to preserve the Snowman’s Piece. You can do whatever you want with the Snowman without it ‘mattering’ in terms of Ending or consequences. You could carry it through all of your adventures with care and kindness... or you could eat it while he can’t see you and then go back to him and tell him that you ‘lost’ it and then get another piece and eat that as well, you could eat it right in front of his face, horrifying him. 
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And much like with Monster Kid, you can STILL get the True Pacifist Ending after doing that, all that would change is a few optional pieces of dialogue from the Snowman… 
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And a total recontextualization of the Player’s behavior and the ending. The Snowman sees the Player as a cruel and heartless person who is just pretending to be good so they can be liked - the way they acted with this immobile, powerless Snowman who could do nothing for them and their reputation reveals their true self. And he says their friends will realize that too one day...
Doing a True Reset on the Pacifist Ending is, by definition, a (almost) consequence-free action and yet it changes future Pacifist Routes immeasurably. Turning the Player into a Hypocrite doing the exact same thing they were trying to stop Flowey/Asriel from doing - trapping all of their friends into a time-loop so they can play with them forever while never actually letting them to enjoy freedom on the surface, simply because they are not willing to move on or put their friends' wishes and agency above their own. Nothing in the game actually changes, not one character can even suspect that you did something like that, and yet for the Player - this choice makes the entire Meaning of the game flip on its head. 
Even the most famous and heavily-toted Big Consequence in the whole game - selling your soul to Chara after completing a Murder Route… mostly what it does is just… recontextualize the ending of the Game.
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As a game, ‘Undertale’ is very much about the ways in which a Player engages with a game can radically recontextualize it. The huge chasm of difference between the Pacifist and Muder Routes is just the most literal example of it. But, in a way, even the tiny little Dialogue Options - where the lack of real choice and consequences is Obviously a Joke - matter. Because of the way they can recontextualize the Player Character’s behavior.
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(Okay, maybe not this one, but hear me out…)
Do you trust Papyrus to not betray you, even after you spied on him with Undyne?
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Do you have the integrity to admit you forgot something or got it wrong even when there’s no consequences for just lying about it?
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Are you a hypocrite for trying to get Alphys to be truthful with Undyne only to then immediately turn around and lie to Undyne yourself?  
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None of these choices matter for the ending, some of them don’t even get, like, a call-back joke or anything, but… if you are engaged in this story as a narrative, if you are invested in these characters as if they were people, if you are honestly trying to be the best person you can be, if you are trying to self-reflect at the way you approach this game… even the silliest little dialogue option can suddenly be imbued with deep implications and you can make them matter. 
Undertale is one of the best demonstrations of this concept, but this is absolutely not exclusive to it. For example….
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‘Ace Attorney’ is pretty much as far away as you can get from a ‘branching narrative’ within the video game sphere. It is a heavily-linear Visual Novel where 70% of the time it won’t even let you talk to random characters at anything but the exact order it expects you to and any ‘Bad Endings’ are basically just glorified Game Over Screens. (... because this is the Internet and something something piss on the poor, I should probably specify that I am talking about ‘Ace Attorney’ because I love Ace Attorney and these are neutral descriptions of the game and not complaints. There’s nothing wrong with a game being linear.) 
If there’s any Dialogue Choice in AA, it’s generally a very basic ‘right answer-wrong answer’ choice between Progress and a Penalty, or a total non-choice that just gets you to the same final result regardless. Except… Well… as we just talked about, getting to the same final result doesn’t necessarily mean a choice is ‘meaningless’, does it?
There’s actually a lot of great storytelling moments where Ace Attorney, despite its otherwise strict linearity, uses this exact sort of recontextualizing mindset I’ve talked about with Undertale to make choices with some really powerful emotional impact…. Even if technically, the ending is the same ending. It can be something as basic as ‘even if picking this Wrong Answer doesn’t get me a penalty, it still embarrassed my character and disappointed my friends/rivals and thus I feel bad for picking it’. Consequences as recontextualizing your character as more incompetent than they should’ve come across at that moment.
And then there’s moments like the iconic ending of ‘Justice for All’. That moment before Franziska bursts into the Courtroom with the case-making evidence and saves the day. The moment where it seems like Phoenix really is gonna have to pick between protecting his best friend and carrying out a rightful sentence.
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The player gets to pick between the two options, but Phoenix never gets to say his choice out loud before Franziska comes running in... and yet… he, and the player, still made that choice. Even if no one ever has to experience the consequences of your choice, even if the rest of the world has no idea what Phoenix Wright would’ve chosen if the Miracle hadn’t happened, we know what we picked and that knowledge of the choice matters. Because of how we feel about this choice and what it says about our interpretation of Phoenix… and about us.
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There’s also a bit of this ludonarrative device in ‘The Great Ace Attorney: Adventures’. During “The Adventures of the Runaway Room”, when you investigate the Omnibus for the second time and start finding things that… don’t quite fit together. When you’re finally starting to make progress with proving McGilded’s innocence, while also maybe starting to notice that something is… wrong with these pieces of evidence. 
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The unchanging linear narrative of the game is that Ryunosuke does eventually realizes McGilded's trickery, puts truth ahead of victory in court and yet, despite his effort and good intentions - the case still ends with a false Not Guilty verdict. And yet, the Player has the choice to... tweak the details.
There are several points where Ryunosuke can object, where he can call out the inconsistencies even though they help his case, where he can support Van Zieks in his accusations of tempered evidence... or he can not. Not necessarily intentionally misleading the Court as much as subconsciously trying to ignore the inconsistencies in the name of trusting his client.
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And yet… in the end it doesn’t matter. Maybe Susato calls out the inconsistency instead of him, maybe Van Zieks does, maybe it remains uncontested but... no matter what you do, the case will end with a Not Guilty verdict (I mean, I guess you can deliberately fail the game but that will not progress the plot), McGilded doesn’t seem like he held a grudge (in the few minutes he had left to live), and a few cases later - Ryunosuke would always be punished for his part at this false verdict.
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So it doesn’t really matter what Ryunosuke did back then? Does it matter if he did his best and called out every single inconsistencies or if he kinda half-assed it until he (and the Player) had to? He’s still going to suffer the same consequences down the line. And yet….
And yet, I think there’s something so powerful about giving us that option. About knowing that Ryunosuke, and we, did try and do something about McGilded's dirty tricks- even if it didn’t work. Or alternative, knowing that there was more that Ryunosuke and us could’ve done even if it was not nearly enough. Even if in the eyes of the game and the British Justice system there is no difference, the fact that we know what did and what we could’ve done can radically change the way the player feels about all of the later scenes concerning the truth about McGilded’s trial. It can radically change the way the player interpret Ryunosuke’s feelings about it as well.
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Because even though the game itself keeps playing along with the same script regardless, that trial had irrevocable consequences for the Player.
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cheolaholic · 1 year
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ring of love; csc (teaser !!)
the ring doesnt always have to be filled with violence.
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modern! au • boxer! au • hhu focused • multiple kinds of tropes • fluff, angst, smut
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summary; agreeing to join vernon spectate an underground boxing match wasn't how you'd expect to spend your friday night. you also didn't expect to see seungcheol, someone you've lost contact with for years, become a part of the ring.
contains; boxer! seungcheol, part-time barista! reader, gamer! wonu, part-time model! mingyu, rapper! vernon, vocalist! joshua (he appears for an open mic scene), they're all in college so college! au, psychology major! wonwoo, art major! vernon, art major! mingyu, business major! reader, business major! seungcheol, hhu playing cupid and matchmaker, no second lead syndrome drama kinda shit bcs i said so, childhood friends to lovers, seungcheol and reader lost contact somewhere in their teen years, seungcheol is an absolute simp for reader, multiple types of tropes to be found, seungcheol is rich (like absolutely filthy rich), same goes to the rest of the hhu (they don't flaunt it like how you'd expect most rich kids to do, just that occasionally reader would have a moment of realisation where she goes 'right, they have the money for that'), reader and her family aren't as rich but are well off enough to have a comfortable lifestyle (working middle class) there's fluff, some occasional angst
mature themes include; sexual tension, making out, lazily making out, fingering, oral (f&m receiving), dacryphilia, cheol is filthy rich and has a filthy mouth to go along with it, corruption kink, marking kink, unprotected sex (pls wrap it before you tap it), dom! cheol, sub! reader, light bondage, lots of cussing, etc
a/n; yaho~ ik i've been gone for what, 3 years? but, i am back baby! (read in shane/ryan's voice from buzzfeed/watcher) and first fic ofc, i'm dedicating it to my beloved husband, cheol <33 this fic basically proves my permanent residence in delululand lmao 🥴
click here to join the taglist ♡
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"you... want me to join your endurance stream?"
a small hum was met with your question as wonwoo took a sip from his can of black monster energy drink. "...but, why..?" you asked, completely confused.
it wasn't as if you didn't like the idea, though you were caught off guard as the only games you've ever played were... well, more catered towards your style of aesthetic. games such as animal crossing, melatonin, a little to the left.
wonwoo's taste in games on the other hand, they were what you'd expect from majority of the male demographic on earth ㅡ FNAF, first person shooter games, he has a huge obsession with chilla's art games (to which you understand why after watching his playthrough of 'the closing shift' and 'night delivery').
the usual horror, thriller and action genre is what you're getting at.
"reason number one, you're pretty. and no, i'm not trying to hit on you," he then proceeded to raise his hand as if he was taking an oath, "i swear i'm not. i meant it as in, who wouldn't want to watch a pretty girl play games? i know your preferred genre of games and mine are two different worlds but, i'm sure we can compromise."
wonwoo surveys both your surroundings, seemingly to check whether the coast was clear; before propping his arms onto the coffee table and leaning forward.
"reason number two being if you join, i'll be able to get seungcheol to join too."
"so, you're getting me to join so you can get cheol to join?" placing a hand over your chest, you faked betrayal, "i feel so hurt that you're only using me as bait, woo."
"hey, i also want you to join, okay?"
taking a sip from your milkshake, you stared at wonwoo, urging him to continue his explanation.
"___, please. i even had the whole process of the endurance stream planned out! i just need seungcheol hyung to say yes, and you're the key to getting him to say yes!"
"woo, you're friends, of course he'll agree! i don't understand how i play a role in this. i'm sure bantering with mingyu, or even trying a 'no cuss' bet with vernon would be enough to get him to say yes."
shaking his head while sighing, he muttered out a "it's not that simple..."
"woo, i seriously don't get it."
"___, i'm going to be extremely honest, okay?"
you shoot the male sitting front of you a confused look, which prompted him to take a sip of his drink.
"this isn't the first time i've done an endurance stream, i'm sure you know that too. and i'm sure you've seen seungcheol join them but, not all the time. you'll notice it's usually gyu or vernon with me and chat's pretty much made it an inside joke that hyung's a rare pokemon sighting on my streams."
you let out a small laugh at seungcheol being called a rare pokemon sighting, which makes wonwoo smile.
"and, as of late, i've noticed that whenever we hung out, seungcheol would be there too. regardless if he had a match the previous night and his entire body is sore."
"but... we're friends, no? why wouldn't he be there?"
"okay, allow me to rephrase that sentence."
"mmm?"
"seungcheol hyung will only say yes if you're there too."
you're mouth opened slightly, shocked and confused. as you tried to process wonwoo's sentence, he added on.
"and this is just my assumption based on what i've observed from the day vernon introduced you up to now."
"you sound like a psychiatrist, woo..."
"i am a psychology student, no?"
"touché. and what have you concluded from your observation, mr jeon?"
"i think seungcheol likes you."
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pickles4nickles · 6 months
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So I’ve been watching playthroughs of Yakuza games for a while now, but when I saw that the newest game takes place in Hawai’i, the place where I was born, raised, and have lived in for nearly 30 years now, I knew that this was something I had to have first-hand experience with and not let some guy tell me how to feel about it, to put it bluntly.
I went on a month and a half long journey to finish this game, so I sat around for a bit like
Jesus Christ I should write a review on it.
So if you’d like to read about 5k words on what I thought about The Video Game™, here you go.
Overall, Like a Dragon: Infinite Wealth is a really really good game. However, as Hawai’i local it was kind of hard for me to turn my brain off to some of the cultural inaccuracies and as someone who tends to play smaller indie games, I clocked in about 110 hours on this and I burned out a little towards the end.
GAMEPLAY
Let’s get into Gameplay first because I think I have the most positive thoughts about it. If you haven’t heard my thoughts about Pokemon lately, it mostly boils down to “It’s the only RPG I’ve really been playing in recent years and the gameplay has been very watered down and I yearn for a decent PvE experience.” This game definitely scratched that itch in more ways than one.
Infinite Wealth’s turn-based combat system revolves around positioning. Some moves have an AoE of either a straight line or a circle. Positioning a character next to an ally will proc a combo move with them and positioning them near items will proc an item attack where you can beat a guy to death with a traffic cone or something.
The job system is robust. Every character starts off with a default class- Ichiban’s is Hero, an all-rounder that can pretty much do anything; characters like Nanba and Eric (I know the game calls him Tomi or Tomizawa, but I’m not the game and “Fuckin’ Eric” sounds way better than “Fuckin’ Tomi”) are magic-oriented, so they’re basically wizards by default. You can change their class to other jobs (Desperado is my favorite because it’s basically gun mage), which unlocks new skills as you level them up. You can also change jobs as much as you want and skills carry over between them, so there’s a bit of moveset mixing and matching that makes my brain feel good.
Ryu Ga Gotoku Studio, (the Yakuza devs, which we’re just gonna abbreviate to RGG from here on out) have always been REALLY good at asset reuse (again, I cast a dirty look to Game Freak). They’ll make a whole-ass map of a region and reuse that same map for several games down the line. Not only do you spend a significant time in Ijincho again and not only do you go to Kamurocho for little bit… AGAIN, but there are two… what I can only call “macro” games that have the best asset reuse I’ve seen in, like, maybe anything ever.
DONDOKO ISLAND
Like A Dragon: Infinite Wealth comes with a whole-ass Animal Crossing clone that’s also kind of The Sims called Dondoko Island. In this, you rehab an island that’s being used as a dump for some trash pirates (no, seriously, they’re actually pirates, yar har and everything) back into a five star resort. There’s a whole-ass crafting system where you go around the island, harvesting resources, to build furniture and facilities, which include whole-ass buildings which have appeared in past Yakuza games. The crafting system is GREATLY improved over Animal Crossing: New Horizon in that you can skip the goddamn animation and craft multiple of the same items at once. You don’t even have to have all the materials in your inventory, it’ll take it from your storage. Placing items in the world is also in an overhead view and the only grievance I have with the system is that placing paths is really weird and you can only place a limited number of them. But overall, Nintendo, was it really that hard to put into the video game. Why did you make AC:NH disrespect my time in that way?
Once the island has been cleaned up enough, you can start inviting guests over, which all have their own set of preferences for the vibe of your island (rustic, pop, sleazy, etc), their lodging quality, and how much of the island’s flora and fauna (and minerals, I guess??) you’ve discovered.
I really really liked Dondoko Island because who am I to say no to a management mini/macro game with decoration elements. I mostly really appreciate that it doesn’t waste your time. I wanna say I finished it in like less than 20 hours… which is not short for a game within a game (actually, that’s insane for a game within a game), but for a game of this genre, it’s pretty short.
There’s also an entire separate mini-island that further helps you with efficiently running your island by passively collecting resources over time and just being a general stockpile of bugs and fish to catch. But I can’t talk about this part without talking about…
SUJIMON
A returning character voiced by Keith Silverstein in the English dub – yes, that Keith Silverstein, who voices Masayoshi Shido of Persona 5 and Zhongli of The Genshin Impact™ is a professor who documents the behavior of weird and often hostile middle aged men, called Sujimon. When Ichiban goes to Hawai’i, he asks him to also document the native Sujimon there as there’s a prominent Sujimon scene there. Mans wasn’t kidding as there is an underground, more or less ilicit Sujimon fight club called The Sujimon League with its own Elite Four called The Discrete Four.
In the previous game, Sujimon was just your bestiary (literally called the Sujidex), but now it’s a whole-ass game, which I can mostly only describe as simplified Yokai Watch, but a glorified card game. Just so we’re not here for forever talking about middle-aged men cockfights… because I can talk about the mechanics and inner workings of middle-aged men cockfights for a hot minute, Sujimon League basically operates on a 3v3, with an additional bench of 3, rock-paper-scissors kind of system. You’ll need strong Sujimon to get through this macro game and you’ll recruit new guys through four ways- through random fights on the map, through literal Pokemon GO raids, through a gacha system, and through combining Sujimon of the same type into stronger Sujimon (don’t think too hard about that one). I had a LOT of fun with this and, again, it scratched an itch I’ve had for a while. Almost all of the Sujimon are just guys you’ll fight in-game, so, again, an excellent use of asset reuse.
Sujimon smoothly integrates into Dondoko Island in a way that makes Palworld look even more balls-less than it already is. You know that little island I was talking about a few paragraphs back? That’s Dondoko Farm. You can put your Sujimon to work on it! As you’re running around on Dondoko Island, letting it consume your life, your Sujimon will grow crops, scrounge around for resources, and earn some cash for you. The island also has some resources to help with Sujimon League by leveling them up with a small investment of some dondoko bucks and your time, but also a Pokemon-Amie type mini-mini game that helps strengthen the friendship of your current Sujimon team.
Yes.
This game lets you pet-
The sweaty, weirdo middle-aged men.
Don’t think about it too hard.
Especially don’t think about it too hard when you have a Sujimon on your team that uses Xander Mobus’ voice clips.
Anyway, there’s also another minigame called Sicko Snap, which is basically Pokemon Snap with Sujimon. It’s a good one, too.
STORY
I guess… the best way I’d explain my feelings on Infinite Wealth’s story is
Objectively, this is an okay story. Like, it’s par for the course for a Yakuza game. I have a lot of personal grievances with this plot which I’ll fully unsheathe my blade for in the next section, but for now I’ll just say… this game is basically Hawaii Five-O crammed into a Yakuza game and that was an emotional rollercoaster ride that I’m not sure I enjoyed.
Like a Dragon’s main theme is “Even if you hit rock bottom, it’s never too late to get back up again” and that’s something I hold near and dear to my heart.
They have used this theme to my benefit and to my dismay as this also apparently means it’s never too late for ~*Romance*~ which, sure, yeah, okay, true, but did it have to be Ichiban and Saeko?
I’m trying to give the game the benefit of the doubt because… to me, it’s mostly one-sided (as in, like, Saeko’s willing to give him a chance, but isn’t as crazy for Ichiban as he is for her) and, like, dude is allowed to have a crush. But from what I have seen… because I never got around to finishing her Drink Link (I was gonna but I’m like really burned out on the game), they kinda strap C4 to the Bechdel Test and raze a village to the ground with it when it comes to Saeko’s character arc because most of her dialogue and interactions are about The Incident with Ichiban, which sucks because she had more character than just a romance interest for the protagonist in the previous game. If you’re also REALLY not into this plot point like I am, the story DOES NOT let you forget that this indeed happened as it seems to be a plot thread that might continue into the next game as well.
Needless to say, I don’t ship it, and I don’t get to block tags and just walk away from this one.
The game also kinda keeps nudging at, “Hehe, Chitose’s pretty cute too, right?” to which I say
Yes I understand she’s of legal age but she’s only like 21 AT MOST and Ichiban’s like 40-something you stop with that.
It doesn’t feel like Ichiban really had a character arc in this… unless you count “proposing on the first date” to “saying I love you on a redo and then being weird about it again” as character growth. He went to Hawai’i, had some shenanigans, found mom, got backstabbed again, fought the cult (which I’ll be really salty about in the next section), went back home to help Eiji’s character arc. This isn’t a bad thing, it’s just… Ichiban went on another adventure. And it was ok. I think maybe the game was sizing him up to, again, take Kiryu’s place and be The Hero, but… we already did that already? And I’m not even sure if the game was able to complete that message by the end of the game.
Kiryu probably got the most character development out of this game and talking this over with my friend Andrew, he brought up that it kinda wasn’t fair that this is supposed to be Ichiban’s game, but he had to share half of it with Kiryu. And I agree. His sections were also really hard to get into if you haven’t been a longtime fan. Again, I have a decent amount of Yakuza knowledge, but with Kiryu’s memories, a LOT of it went over my head.  It seems like RGG’s been trying to retire him as a protagonist for like three games now and MAYBE this time they’ll actually do it after this victory lap they’ve given him. But he did learn that “my friends are my power” and “never ever give up, you still have time to do better.” And you know what, that’s rad.
As far as the villains go, just, I dunno, they’re fine? Ebina and Eiji are very “okay bitch, stay mad, then,” and it’s. Fine? My only complaint is that Ebina’s arc felt like it was under-seasoned before they put it in the oven to cook and they could’ve peppered it on a little earlier in the game or something. Bryce’s entire deal I may have taken a little too personally, but that’s for later. Dwight was literally just Danny Trejo doing a villain role and I have absolutely no qualms with it. He was fun to watch.
The supporting cast was fun as always. Eric I hated at first, but he grew on me in the same way that, like, I’d bully a friend. Chitose I also kinda hated at first, was very sus of, but then she had a character arc that was pretty good. The Yokohama gang didn’t really have character arcs to them, but they were still fun to hang out with nonetheless. We got to learn a little bit more about Seonhee and she’s really fun. Both her and Zhao, who is my favorite for several reasons, are really really fun characters as they are both crime bosses (former, in Zhao’s case) who are BIG FUCKING WEIRDOS and I love them for it.
Joongi Han becomes a party member WAY too late in my opinion that, in a way, he’s technically an optional party member, or at least like getting a Dratini right before the Pokemon League in Gold/Silver/Crystal. He had some fun character moments, but felt kinda like an afterthought.
But also, ain’t no way he got his Hawai’i clothes at Hilo Hattie. There’s no way.
To wrap up my thoughts on the main story, I’d just like to say: the plot point that they sailed to Japan on a little tugboat in a handful of hours as opposed to WEEKS is peak Hawaii Five-O vibes and it infuriates me, but everyone kept telling me “it’s okay, the coast guard picked them up, like, halfway” and I will sit down and not start a fistfight over it. And just. That was the vibe of the game for me. Just… alternating between a J-Drama and Hawaii Five-O.
I don’t really have much to say about the substories except that they’re either almost Oscar-worthy material or they’re a snoozefest that I just tabbed through. I can really only think of three substories off the top of my head that were EXCELLENT, though - Nancy and Olivia, the artificial snow quest (THIS ONE IS EMOTIONAL WHIPLASH), and the traveling aquarium one. The rest I mostly just tabbed through because they were just……. Eh. But I think I’m okay with that since we have Sujimon and Dondoko to make up for it.
THE CULTURAL GRIEVANCES
So as I type this section out, I run my hands over my face to remind myself and say
This is a game that takes place in Hawai’i from a Japanese perspective, written primarily for a Japanese audience and I assume that certain things may come from a place of ignorance, but not maliciousness.
Hey Tumblr.
I want you to read that first bolded sentence again.
Because I know how you guys are with reading comprehension.
But that being said, as a Hawai’i-born Chinese person, there’s quite a lot about the Hawai’i cultural aspects of this game that I have problems with. If you wanna see me roast this game, you can stick around, but if not… Here is your chance to bail.
I’ve tried my best to write this in a way where I look at the thing that pissed me off and ask myself,  “Am I taking this too seriously or do I actually have a problem with it?” and write more or less objectively, but some of it might still come off as overly caustic. Just. I tried.
And after a deep breath,
Ho brah,
We go.
WHAT IS HAWAIIAN CULTURE, ANYWAY?
To start off, I’m not sure if RGG knows the difference between being a Hawai’i local and actually being of Hawaiian blood…? The game mentions at the very beginning that Akane is half-Japanese… and half-Hawaiian, which makes Ichiban one-fourth Hawaiian, which makes ME kinda… squint. Like, we’d need to know more about Akane’s backstory, but if you know anything about indigenous cultures, finding someone who’s half native is HARD nowadays. Akane also looks pretty light skinned for someone who’s allegedly half-Japanese, half-Hawaiian but that’s just my tiny nitpick?
I’m also… not sure what kinda research RGG did on Hawaiian last names because some of the ones I see on random enemies are kinda… 
Who is that
What is that
I have never seen anyone named that in my entire life
Sure, my worldview is a little shut in, but, no, what IS that?
Mililani is not a last name, that’s a neighborhood, why’s she Lani Mililani?
WHAT IS THAT?
The pidgin in the game is also there, but… small kine hit or miss. For those of you who don’t know, pidgin is Hawai’i’s creole, which came from a bunch of cultures who don’t speak the same language eventually falling into a kitbashed language system that works for everyone. Looking at the VA listing in the credits, they did hire some local people (they have Hawaiian names) and some of the VO performances work really well like Obispo in the restaurant side story and the cab driver dialogue that ONLY comes up in the Japanese audio version of the game for some reason. Others… are… hm (I don’t know what’s going on with Jeff the taco truck guy). I feel like the voice director got the intonation on the line reads down pretty well, but on the localization side, the syntax and grammar are a little off. Pidgin tends to come off as “broken english,” but it’s technically not since it’s its own language system with its own rules. So you have a lot of line reads that are in the right inflection, but the way it’s written is wrong for pidgin dialogue.
And it just doesn’t sound 100% right to me.
There’s also some… small pronunciation nitpicks that I have. Ukulele is pronounced the white way - it’s not Yooka-Laylee like the Chameleon and Bat, it’s ook-oo-leh-leh like Tapu Lele, the Pokemon. Some characters pronounce Hawai’i as huh-why and not ha-wuh-ee, which is more right (it’s SUPPOSED to be ha-vai-ee but I’m not native Hawaiian and this is kind of an axolotl situation so, y’know).
But shout-outs to the “Whatchu lookin’ at?” line guy.
Because that one is just, no notes, perfect.
NOTHING CAN BE NORMAL, I GUESS
Something that rubbed me the wrong way in this game is the mystification of a culture that’s foreign to you, that is, taking a culture that’s not yours and describing or representing it in such a way that it sounds so deviant and hard to comprehend compared to the one you’re used to. Think of that one tweet where someone describes hamburgers like a white person would describe asian fruit.
There's the lei substory where the girl needs to make a lei with blue plumerias (which does not exist by the way) because there’s an urban legend that if you give a blue plumeria lei to someone, it’s a way of confessing your true love. Lei are just… things you give as, like, a “congrats!” kind of a thing. Or if you wanna be touristy about it, a “welcome!” kind of gift. There’s nothing mystical about it, most grocery stores stock a few that you can just pick up, grab and go style. 
The entire game mechanic of “shaka to make friends” was so?? Like maybe after 8 hours into the Hawai’i map, I was like, okay, I’ll just… fine. I’ll accept it. But my god did I not appreciate it when Kson came up to me and was like “what’s a motherfucker gotta do around here to make some friends” and told me how FRIENDLY the Hawaiian people were and how you can just throw a shaka to make friends; while me, probably the saltiest, introverted Hawai’i local that throws stink-eye at tourists who can’t watch where they’re going, playing the video game on that day was like, “We don’t fucking do that, hello??” I don’t even know why we shaka?? Most people you ask that question will just be like “idk it’s the local thing, they do it at the end of the 5pm news on KHON2.”
There’s a substory in this game with a character named Nathan, but we were all calling him racist Alpharad because he kinda looks like him (ALPHARAD HIMSELF IS NOT RACIST OR IN THIS GAME I WANNA CLARIFY THAT) and he’s basically, like… a weeb. He’s recording what seems like a PBS special on Japanese tourists in Hawai’i, but he’s kind of a shitter about it. He makes Ichiban choose between local foods and cold-ass rice and becomes upset when he chooses kalua pork over the rice since it wasn’t The Japanese Option. It escalates to making Ichiban play darts with shuriken and when he loses, he tells him to “live up to his dishonor,” slides him a knife and board, and asks him if he wants to take a finger or hara-kiri. To which Ichiban goes “dude, I get you like Japanese culture, but you can’t treat people this way”
To which I look back at the game like
You clearly understand how this feels, so why are you doing this to Hawaiian culture?
Again, I understand that a lot of this game was written with maybe just ignorance, and not malice, and this isn’t really a call-out post to RGG or anything, but BOY…
Okay.
Now we get to my biggest gripe with this game.
PALEKANA CAN SUCK MY NUTS
I’m kinda disappointed in their choice to use a Hawaiian cult as a plot point. It’s not quite a native savages kind of a vibe, but… In the year of our lord 2024, I thought we would know better than to portray an indigenous religion as a bloodthirsty cult? I also don’t like how they’re conflating the Hawaiian religion with what’s more like a Christian/Catholic cult in this.
Palekana is portrayed as “cultists who worship a goddess who lives in a mystical land, forbidden only to her chosen and maybe one day we’ll be worthy of her blessings.” Hawaiian religion is… not… like that at all? They did get the part about “giving back to the community” correct as a part of Hawaiian culture is mālama ‘aina, meaning, you need to care for the land you live on, which is… reasonable? I guess the other basic idea of Hawaiian religion is that certain places, things, and times that are important, and you shouldn’t touch it unless you wanna fuck around and find out. But the game just kinda wildly overboils this.
Like, I don’t claim to be an expert, I’ve only scraped the basics from what I learned in school (a year’s worth of Hawaiiana lessons in middle school, a semester’s worth in college; went to a private Catholic school, took two world religion classes in college), but Palekana has a very Catholic European religion kind vibe instead of a Hawaiian one. And I really, really don’t like that the game conflates the two. The Palekana cultists wear hoods, which is a distinctly European thing (it’s too hot for hoods here!). The beaded necklaces also seem more like rosaries, which, again, very Catholic. The idea that a god-figure will save you is also a VERY Catholic idea. I’m also assuming the goddess Nele that they use in the game is an expy for Pele, which… okay, like, you can do that with locations. Ala Moana Shopping Center represented as Anaconda Mall in the game hurts me a lot, but… to change up the name of the most prominent deity in Hawaiian religion is like
Dude, I’m not Hawaiian, but I know better than to shit on Pele?
Maybe I’m taking this a little too seriously, but it comes off as a little(??) disrespectful.
To give them the benefit of the doubt, maybe RGG wrote this plot point in this way to be like, well, they’re the villains, so we’ll write them so hyperbolically evil and wrong so people won’t mistake that for the actual culture? But my gut reaction is that they’re only writing from what they’ve seen in the movies and they wanted to make a story like that.
This was my least favorite part of the plot because not only does the cult aspect feel like it’s in bad taste, but it’s SO MUCH of the story and you REALLY can’t get away from it.
Alright. So now that I’ve aired that out of my system, I’m finally capping off this section with the part of the game that hit the closest to me and that is
CHINESE IN HAWAI’I
Listen. Again.
This is a story about Hawai’i, written by a Japanese team, for a Japanese audience.
Yakuza is a series that often talks about the racial conflict between the Japanese, Chinese, and Koreans. And I don’t expect them to portray any of these groups in anything more than a neutral light in this game about Gang Crime.
But ohhhhh my gooooood did they get the Chinatown section so wroooooooong.
Right off the bat, the big glaring problem I have with this game is. All the guys speak Mandarin. I think they might just be reusing voice clips from Yakuza 7, which, sure, fine, I understand that video games are hard to make and expensive.
In Hawai’i, like, real-world Hawai’i, not the bizzaro Hawai’i this game takes place in, we’re definitely starting to see more Mandarin-speaking immigrants show up, but most of the town speaks Cantonese.
Most of the people here a generation or two above me come from Guangdong or Hong Kong, which are Cantonese-speaking areas. It’s an entirely different dialect that’s really only been represented in small bits in media I’m familiar with, like in Jackie Chan Adventures (the uncle’s chant is basically “no more ghosts, get out of here” in Cantonese) and Digimon Tamers (“Moumentai” is “it’s okay/don’t worry about it” in Cantonese), and it seems really hard to get VAs that speak it, so I’m not… really that mad about it.
BUT. Then there’s Wong Tou.
Wong is the Cantonese pronunciation of 黄 , Huang or Hwang in Mandarin.
So like… clearly they knew?? But?? Decided not to go all in on it??
(And then Daniel Dae Kim is his face model and I just??? Bro’s Korean, hello?????)
And then there’s the name of Wong Tou’s gang. The Ganzhe.
Which is a stupid name.
The Chinese dictionary gives me 甘蔗 which translates to sugarcane, which. I get it. The plantation times. The Chinese and the Japanese and the Filipinos and the Portuguese and whatever all used to work on the cane plantations.
…But you’re out here calling your BIG KNIFE GANG “Sugarcane??”
My guy, you could start a reggae band with that name instead.
SPEAKING OF REGGAE-
No one knows how to pronounce Ganzhe properly besides Eric’s VA apparently? All the other VAs pronounce the gan closer to “van” when it’s supposed to be more like a “gone.”
Yes. That’s right.
Ganzhe is pronounced more like ganja.
You know.
The Marajuanas™
I’m a Hawai’i-born Chinese, first-generation local on my mom’s side and third-gen local on my dad’s. I grew up in Chinatown, so this was a section of the game that was near and dear to my heart. So I THINK and HOPE you’d understand my frustration to see that work needed to be done on the representation of my culture in this game. It was definitely a little fun to see my hometown modeled in this game- they got Maunakea Marketplace and Keikaulike Mall down pretty accurately and some of the motifs on the buildings made me do a double take because they were so familiar to me. BUT, man, this cultural aspect of the game needed A LOT of work.
SO TO FINALLY CLOSE THIS OUT
Japanese people love Hawai'i a lot.
I think Japanese people love Hawai'i more than Hawai'i locals do.
But as for portraying it accurately, I understand that no one can do it as well as a local islander can. Did I personally think they did the best they could?
………………ehh
Like, if you turn your brain off, it's fine??
If you turn your brain off and not let Palekana get to you, this game is fine.
It can be a little campy.
It can be a little Hollywood.
It can be a little Disneyland.
And despite my four pages of bitching about it, at the end of the day. It is fine.
So with that, I’ve hit like ten full pages on this Google Doc. Despite half of this review being me complaining about what they got wrong about Hawai’i culture in this game, I liked it a lot! When the game didn't have me strapped down for an episode of a J-drama or Hawaii Five-O, I liked running around town, fighting guys, making other guys fight other guys, and managing a resort island. If anything, this game actually motivated me a little to make more local-themed stuff, because as I notice people getting older, there’s less and less people to correctly preserve highly specific culture stuff like this. So a lot of that responsibility falls on me, y’know?
Thank you for making it to the end of this review! I know it was a lot. I don’t know what happened. I do recommend this game, but I ask that you do NOT finish the game with the takeaway that you have learned everything there is to know about Hawai’i.
I’ll fight you with a lawn chair (in Minecraft, for the FBI agent reading this) if you do that.
Other than that, I think you’ll have a lot of fun but also take your time because this game is, like, a 100 hour commitment. Not Persona 5 Royal long, but a commitment nonetheless.
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starflungwaddledee · 2 months
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Hello hello!! I absolutely adore Starstruck Dee, she’s a darling!!
I hope it doesn’t sound too strange to ask, but I finished playing through Forgotten Land’s main and postgame stories, and between that and seeing all these wonderful ocs and everything… where can I learn more about the Kirby lore/timeline? Where would I even start with it?
Is it the sorta thing where the base concepts from canon are the same but everyone has their own interpretations of it?
Are Kirby and Bandee kids?? Younger adults? Is it a Rayman situation where they grow up over the course of their games?
I know I sound very uneducated but I really really want to learn!
hi there! thank you so so much! 🥺 i'm so happy that you like her!
this isn't strange to ask at all, and you don't sound uneducated! i'm thrilled to answer for you and if you have any other questions please don't hesitate to reach out!
i'm popping all of this under a read more just because it got very long!
topics covered: the joys of 30+ years of breadcrumb lore delivery, the diverse headcanons of a very creative community, and recommendations on where to step off from if Forgotten Land was your first kirby experience
to be honest kirby "lore" is enormous and sprawling and has been spread out in tiny little crumbs across multiple platforms and medias for over three decades. if you're poking around in tumblr fandom as a starting point, one of the reasons it can be so hard to figure out what's what is because a lot of folks pick one aspect (early game dynamics, ancient anime lore, the mirror world, niche subgames, etc etc) and hyper-focus to their hearts content!
one of the nicest parts about kirby is that the lore, while comprehensive and really cool, is very very open for interpretation. the fandom is very creative, and build all their own niches and headcanons based on the bare bones that we were given in canon, and it's wonderful to see!
for this reason though, i would actually recommend (and this was my personal experience, though only incidentally) you stay outside of the fandom for a bit and formulate all your own preferred headcanons and thoughts, rather than being influenced by others right out the gate. then you can come into fandom and see brand new takes that might surprise you, and hopefully find some folks who have come to the same niche conclusions as you!
a good starting point is Wikirby, and for games specifically their series list is very helpful. it shows you the mainline games, considered 'game canon', and the smaller titles in chronological order. this is often used by folks as a sort of "timeline" for the lore, though again it's totally flexible
forgotten land in particular was an unforgettable (ha!), incredibly beautiful and cinematic game, as well as the series' first foray into 3D gameplay rather than side scrolling platformer.
if you're looking for an active suggestion for which game to play next and you want a similar experience with familiar characters, (and you don't want to do a full chronological playthrough-- this would take you a long time; i should know, i've been working on mine for months!), i would recommend that you try Return To Dream Land Deluxe.
RTDLDX is a scene-for-scene remake of an older chronological game from the modern era of storytelling with a whole additional storyline, so it's a good place to start, and it's also available for the switch which i'm guessing you must have! you'll find familiar characters in there (Kirby, Bandee, King Dedede, and Meta Knight), multiplayer mode, recognisable copy abilities, and an engaging story-- read as little ahead of time if you haven't already so that it can surprise and delight you!
Star Allies is the other mainline game available for the switch, and it was made as a kind of love letter to the series up until that point. it honours dozens of characters who appeared in previous games and is chock full of nostalgia and uncharacteristically blatant lore drops, but in my opinion you'll enjoy it much more if you have at least a passing idea of who all the allies are!
if you're looking for something other than games, i highly recommend this tumblr masterlist for translations of the light novels! other medias you can check out are the anime and the various mangas. all three of these are quite different to the games, and can be considered to have their own separate canons; some folks prefer one over the other, or will mix and match elements from all medias! some even like to bring in "lore" from the real life kirby cafes!
kirby as a creative playground is diverse and really beautiful; it's the only franchise i have ever created for and fandom i have participated in actually, because i've not seen another quite like it. if you're interested in being creative yourself, i do strongly recommend that you play around in your own sandbox (or with one or two friends who are also discovering kirby) for a little while first to get a feel for what you like!
i hope you'll have a fun time interacting with the franchise, and if you play any of the other games i really hope you love them!! if you want any other suggestions, feel free to reach out!
as for the question of ages, you'll find this question in particular gets western fandom a little more riled up than most. none of the characters have any canonically stated ages, and in japanese remarkably few have genders. kirby himself is specifically intended to be projected on by the player! technically, that could make kirby your age, and your gender, if you so wish!
japanese fandom generally focuses on a very wide range of characters and interconnected relationships, even including a lot of common enemy characters, and considers most of the characters to be of comparable ages; either all teens or all adults. western fandom focuses quite a lot on the much beloved meta knight and dedede partnership, and subsequently-- as romance centric fandoms do-- likes to play around with the idea of kirby and bandee as their kids or wards.
fandom will offer you everything in this regard; far future AUs, baby adoption AUs, even AUs where meta knight and dedede are children while kirby and bandee are adults! it's really entirely up to you, and my number one suggestion is to always be respectful and kind towards everyone's creative headcanons, even if they do not align with your own.
for me, i naturally project onto player characters, and so i always saw kirby and bandee as similar in age to myself. as such, because i'm an adult, they've always been adults to me, and i do like to imagine that they have grown from young adults to full adults over the course of the series! i actually was quite shocked to learn that a lot of tumblr folks thought of them as kids, but that's the fun of joining fandom the way i did, and why i recommend it! bake your own cake, and then hop online and find a million others of all different flavours you can try!
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starastarship · 4 months
Text
Thoughts on Indigo park chapter 1
Spoiler warning under the cut!
Alright guys so today I played Indigo park chapter 1 with my friend @theroseofazrael. And I wanted to give my thoughts on it along the way basically! Warning again spoilers for chapter 1!
Right of the bat I wanna say that this is coming from somone who watched it first and someone who played it after. So you could say I have at least 2 things to go off by
Putting this in multiple parts
Part 1: entrance
So the beginning. first of all intro cutscene was really well made and amazing to look at! Getting right put into the game, meeting Rambly for the first time was nice! (Also fun fact I did the math around the 2920 days guest absents and it's 8 years!) I liked him alot! He is cute and sweet! Love his animations and I hope he doesn't turn out evil (or at least not the AI) So we open the door with a simple puzzle and I am glad it is really just like a kind of walking simulator! Going in we are getting our critter cuff, and I was so sure in the playthrough I watched that there was one of the mascots inside the shop!
with the critter cuff around our wrist we now walk into the park and when I first saw the statue I immediatly thought "Is this a disney reference"! I liked it! going throught the tunnel and it collapses behind us. I would say I actually kinda liked that! I find it sometimes a bit more realistic if something old collapses right behind someone than it already having collapsed! Also the tunnel kinda reminded me a bit of a tunnel from my favorite theme park which I found funny!
also on a side note: I love how Rambly still tries to make this abandoned theme park sound more like that it is under construction. Deniel is a river in egypt!
part 2: The train ride
While it still plays a bit in the tunnel I put it with the train ride! Walking through the que line really helps the feeling of This was really a theme park! And while I didn't see it on my playthrough (at least I think I missed it) on SHB I saw like the tail feathers of Mollie already giving an uneasy feeling but was also a bit foreshadowing in a sense. Anyways when I was in the call with my friend, Rambly told me I would be too old for this ride and I literally said "well fuck you then". This was also still at the time where I did not realize Azra was not watching my stream, because my game crashed at the beginning and I booted it up again but forgot to stream it at the time (I honestly believe it has nothing to do with the game and more about me having too much stuff open at the time!)
Anyways we load up onto the train and off we go on our first ride! This was a very sweet introduction to the cast, and felt natural for a theme park! Meeting Mollie first I loved that introduction. I like her opimistic character as they talked (which I found also really cool that Rambly interacted with the cast during the ride!) What I didn't noticed until a bit later, down there was a door where you could see Mollie "spying" on us! I just saw how the door closed but it gave me the impression that she stalked us during the entire ride or she was like "looking around" and basically found out there is someone!
Then we get to Finleys underwater space and the entire time I was looking around if I could find Mollie somewhere again (I unfortunatley didn't see her anywhere). But then Finley say "you know me for 100 years" and Imma get this right off the bat, Mollie later on says this! I go deeper in this later on!
Then we get to a really destroyed place which thinking about it is weird! Every other place was ok looking, almost in tip top shape but this one was quiet literally ruined! It is open for alot of theories I believe, since this one was probably Salems place! it is up to you guys what this was! So off we go to repair the electricity finding a Mollie animatronic! It says one last thing about Rambly hurt Llloyd! Now this one gives me the impression that Rambly is more evil but also later on with Lloyd there is a scene that plays out. And I believe that there is more to the cuff/ the system in the park than we thought
Anyways we boot up the train again and carrie on! Next and last one is Lloyd. Here we see the first time the total distaste for Lloyd from our Raccoon! now considering how Rambly and Lloyd interact, this might be just his AI programm but throught the game, expecially the collectables, it is more to believe that this dislike isn't really programmed! So maybe that part, wasn't meant to be in a annoyed way? only time will tell! But also I knew this one from tik tok but at the end of this interaction, looking to the left shows Mollie like literally by our side coming from the courtains! I will talk about a thought when we get there!
Going out we are at the gift shop of the ride. And here I noticed that in one of the cameras we can see Molluie running after the train! We see multiple empty trains in those photos and then one in the middle with Mollie running! I believe that would have been our photo! considering all other photos are empty seats, it makes the most sense. And with mollie always popping up during the ride now and then! Now this one is more a theorie but I imagine that this photo was taken during Salems part! Maybe Mollie was chasing us, the train was just faster, and when it broke down and we went out to fix it, maybe she caught up! Then she saw we weren't there and maybe thought we ran ahead? this is really just what I have thought about this than really being a theory! Anyways i was pointing the picture out to Azra and here I noticed how stupid I was
I noticed after they told me, there was no stream, that I forgot to stream it! These entire first minutes, they did not see what I saw while I stupidly pointed out things you can only see! oTL anyways moving on to part 3!
part 3: the central area and Lloyds theater
Putting these 2 together cause I find them rather short in a way! First of going down the stairs and seeing the entire area + working and I believe opperating ferris wheel! I told to Azra that as a kid or even now that I would have gone there! I just hope they also have rollercoaster tbh! I like the adrenalin! I found the fountain actually really funny, being able to rotate like this while spitting water! Noone was save against the water! we also get to the information kiosk and to the collectables! I found it nice that we got more info about them through Rambley and expecially through our protagonist which there is one thing!
At the beginning Rambly tells us that we are a new comer/ are not in the guest data base, but looking at the descriptions it is made very clear we were in this park multiple times! I believe either, children weren't like allowed to be in the guest data base because well they were children! or because we aged and with age faces change, the face recognition didn't pick up on us!
And another thing. As I said before Rambly seems to really dislike Lloyd and with the plushies, expecially the last one we get (and old cartoon version of Lloyd) it says that Lloyd was the most popular one apperantly! or at least the company was more focused on the Lion than the Raccoon! So I believe the resentment shows that Rambly is a bit more sentient than it looks like!
Moving on, Rambly wants to bring us to the Jetstream junction but unfortunatly we need a key! And that key was in Lloyds theater. getting acess to it, we go inside! seeing the theater was really pretty! and on stage we see a sleeping Lloyd who wakes up and running away. now I wanna adress that because I feel like that they aren't really out to hurt us! after the key and getting through the section (where even if I know nothing would happen, I still anticipated it) only then when we tried to go, did he really came close enough to grab us! and that one time in the middle where he was squished under a box! And honestly i think it was also because he was like put into a croner and didn't see another way!
Here is also a funny thing because technically speaking you can get this anytime when you turn around away from the backstage area we see again Mollie! Some had it at the beginning I had it after the area and honestly I feel like it is more impactful when it is after the area!Anyways we got the key and off to Mollies place!
part 4: Jetstream junction
Now this place was really fun! We go up to rooftop racing adn are greeted with rumble having fallen onto the ride destroying it! Now I felt it was unfair we only get to ride one thing so far in the entire park! Anyways we go downstairs again and to the landing pad! or rather we should go there but off to the side is a little drinking area with an arcade machine! We can play it and it is a typical oldschool platformer! This is also where we meet Salem for the first time basically! Many also belive that this has more story relevence than it looks like. Also we get like a pixalated Ramblyberry but I think that is more an easter egg than it being exactly "canon".
Anyways we now enter the landing pad which is like a really REALLY big playground area! and we got a interesting puzzle here! simple to understand. We have blocks and need to figure out the the right combination! Easy to understand thanks to the purple block and the purple star besides it! So power goes out and we walk through the entire playground, finding all shapes and the colors to it! And guess what Mollie is with us! She is often very cose to us but never really attacks us! until after we solved the puzzle! We get our first chase in the game and the only one in chapter 1!
I died only 2 times! first time I was not expecting her to come from the front and second time I didn't knew where to jump! but overall I liked the chase! it was easy to follow and had only one moment that I thought "ARE YOU FUCKING ME?! an it is the collectable during the chase! it's not hard to see but dang I held to step back one time to get it and my adrenaline was so high holy shit!
And the ending was wow. So like I felt like with the head off it felt different than I saw on SHB. Maybe it was becuase of the pure adrenaline but I felt like they fixed the timing of when it happens! Cause with Mike I felt like the timing of the head or the distance of the jump too was weird! but maybe it was always like this. And during all of this me and Azra just went "damn she is bleeding alot" not exactly listening to Rambly saying anything about the park and stuff! But it does make me wonder what happened to the staff and expecially WHY WAS THERE FRESH LOOKING BLOOD ON BOTH MOLLIE AND LLOYD?!
Anyways we leave and soon make our way to Ocean Odyssey and I notice that is Nordic themed ! (loves it!) and after seeing a big Finley coming out there ends chapter 1!
Finally thoughts
I really enjoyed it! I don't play often horror games... actually rewrite that I never played horror games and this was my first time! gameplay wise, there were a few nitpicky things but that was their first game and for that alone this deserves a major Star because it is really good! and story wise, it got me hooked! we got enough information for anticipation withouthaving all to much said, only leaving us wondering!
Anyways can't wait for chapter 2 and see ya!
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powdermelonkeg · 6 months
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Alright so ive been thinking about it (probably far too much) and want a second opinion.
Tears of the Kingdom and Baldurs Gate 3 were the same price.
TotK gave me a total of like. I think it was 160 hours to 100% completion (koroks ignored) in my case. And then i set it down and have had no urge to touch it again.
I'm about 120 hours into BG3 now. I have not completed my first playthrough, and I expect Ive still got some 30 hours left of it. I DO intend to play through it again, and I know that there are countless things left for me to do in it still.
And like. I ENJOYED TotK. It was a blast. But looking at BG3 now, complete with its 3 stage city map, like five other maps too, full voice acting, complex storyline, multiple endings, replayability, etc.
It has me realizing that TotK reused its old map. The only major addition was a procedurally generated single-biome underworld and a couple of floating islands (several of which were copy pasted around the map). Most of its gameplay was already built on the previous game.
So the thought I keep coming back to then is that TotK was fine. It was fun. But if BG3 is a 70 dollar game, then TotK has no good reason to be any more than $40.
But I think youre more into both games than I have been, so I wanna know your thoughts.
Sat on this for a little bit and...yeah. $40 is a good price for it.
Like, I'm not too mad about the map thing. BG3 was in production since BotW came out, while TotK started in 2019 and has to deal with a physics environment. I know what I'm getting into with a Nintendo game when I buy one, I know the level of writing and effort (and railroading) to expect. But the price thing has been a thorn in my side that I've ignored for...awhile.
I do think BG3 deserved another year to cook. Maybe two. I'm extremely GLAD it came out when it did, because I found it when I did, but the third act, for all its complexity, has a lot of loose ends that need tying together. Which, I also am not mad about. When you've had Pokemon-level writing for most of your life, and you connect dots in Zelda, literally any snippet of BG3 writing feels incredible. Even the worst bits of Baldur's Gate are so rich in comparison to the Nintendo games I play. But I DO think that they rushed themselves, and they definitely did it so as to not compete with Starfield.
Which is like...I've spent a decade evaluating whole wheat bread, and you've put a massive chocolate cake in front of me. I'm not going to care that the icing on the third tier isn't as fancy as the first two. I am kind of going to lament that the baker had to rush it out the door, though.
Also BG3 replayability >>>>>>>>> TotK replayability. Like, it's past Skyrim levels. I love games where my choices matter and aren't retconned.
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teddybeartoji · 3 months
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MICKEY LOVES TLOU2
here are a fuck ton of thoughts and things i love and things that i've just noticed during my multiple playthroughs!!! i really love this game and i really wanted to talk about it lmao ppl so enjoy lmao!!! though if you know nothing abt the game... this might be very boring bc it's not like i give a lot of context to my thoughts😭😭whatever this was for me okay!!!!!!!!!!!
⚠︎ spoilers spoilers hardcore spoilers i am talking abt every death known to mankind i am not holding anything back type of spoilers ⚠︎
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ELLIE
— i have a love/hate relationship with her<3 let's not get into the fact that i also kin her btw this is so irrelevant i adore her and i also kind of want to punch her in the face<333
— i love how much she fidgets. she plays with her fingers and she does this thing where she rubs her chin against her shoulder when she's nervous. it all just makes her so much more real. (i also.. do both of those things. ok no let's not get into that cough)
— when ellie and dina find a clicker crawling on the floor during day one and it very obviously scares ellie and then dina asks her whether she's ok like the good girlfriend that she is, to which ellie first replies 'yeah' with a shaky voice only to clear her throat and give dina a way stronger 'yeah'. as if she's trying to act a bit tougher yk? (ok here's a lil link from a gameplay if u actually wanna hear the difference)
— i love how much ellie fucks up. gonna talk abt the first game here too bc i want to. when she first meets david, she does well by getting the man to give up his gun but then a few minutes later we find out that david had another gun which ellie didn't know abt simply bc she didn't ask abt it!!!!!!!!!!!! she could've died just there.
and then later when david is telling her all about how joel killed all his men and everything, ellie doesn't hear the other man having a gun on her. boom she could've been dead right there. she only lives bc david is a fucking pedophile yayyy
it's just very clear that she is, in fact, a fourteen year old lmao i'm not saying that she should've actually done anything differently - i am actually very very happy with the way they portrayed her there.
and she's the same way in the second one too. she acts very very tough, but she's clumsy and she lets her guard down way too easily. AND IT'S REALISTICCC PLEASEE I'M NOT DISSING HER I LOVE THIS LITTLE DETAIL SOOO SO MUCH!!!!!!!!!!
on day two, when she finally reaches the hospital and she's met with her first proper wolf; ellie holds a knife to whitney's throat to ask about nora (the girl she's looking for) and when whitney does tell her the info she needs, ellie kind of zones out for a mere second but that's enough for whitney to yank out of her hold and it almost ends very badly. it's very stupid. even she herself says so.
and on day three, when we're finally met with mel and owen, ellie tries to do the infamous joel and tommy interrogation move. but she fucks it up so bad.
for those who might not know what the fuck i'm talking abt - the move includes having two ppl being faced away from each other, so you can ask one of them to write down the information you want without the other seeing the answer. and then you let the other person do the same, and if the info matches - they're telling the truth!! yayy!!!!!
ellie has both of the people in front of her, so owen would've been able to see exactly where mel is pointing lmao. and then she let's them both get way too close which ends up owen going for her gun and then everything just goes to hell. and she gets fucking nothing out of it other than three more kills.
she also lets nora to get to her, too. the latter brings up joel and the second ellie's gun lowers just an inch, nora smacks her in the face with a fucking platter and therefore is able to make a run for it.
another thing that goes well with this point is just the fact that she is very emotional. gets angry very easily and she tends to act very irrationally. #she's literally me
— have never been angrier when ellie put a knife to lev because ????? lev is THE only reason dina and jj and ellie herself are alive?????????? abby would've 100% killed all of them (rightfully so i'm afraid) but lev was the one that made her stop and now she's threatening to kill him????? be so serious rn ellie my dear
— i hated playing the santa barbara part and i died during the last fight way too many times simply because i was so afraid that i'd actually have to kill abby. i.. thought about not finishing the game lmao
— the last scene of the game............................. i cried so hard. i also cried when they showed us the 'fight' ellie and joel had during the night in jackson bc i was so afraid that that was their last interaction yk? so when we see joel strumming his guitar on his porch.... ohhhhhhhhh:(((( the fact that he says that he'd do it all again. ellie saying that she'd like to try and forgive him and joel crying??????????? just fucking shoot me okay this hurts so fucking bad
and joel bringing up dina ever so gently, being the old man that he is, he tries to show his support even though he knows that ellie probably doesn't even want it................
JOEL
— joel giving his name and lending a hand to a complete stranger after playing the tough guy for over 20 years only for it to blow it up so fucking terribly in his face is just.................... awful my heart still hurts btw
— yes i think he deserved it yes i love him yes i cried so hard that i needed to pause the game
his death didn't really come as a surprise though,, not to sound like some pick-me but i did assume that they'd be fireflies bc........... oh i wonder that was the Big Thing Joel Did In The First Game That Could Come And Bite Him In The Ass yk?? he took away the possibility of a vaccine and he also killed a hospital full of people like joel is not a good man lmao I STILL LOVE HIM THOUGHHH
— joel taught ellie how to swim:(((((((((((((((((((((((((( and then just the whole museum thing aaaaaaaaaaaarrghhhhh yes i cried during this part too. i love how much more open he is at that point, like he's more than comfortable talking about sarah and it's just soo:((((((((((((((
and ohhh the way joel looks at ellie when he's handing her the tape:(((
and hhhhhhhhhhhhhhhhhhhhhhhhhh the fact that joel kept the little dinosaur pamphlet too:((((((((((((((((((((((((((((((everything hurts please send help
— joel vs abby and the group + the moose vs the wolves statue in the museum yeaaaahhhhhhhhhhhhhh
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— joel reading the comic book that ellie is into to have something to talk to her about................................................... i'm so sad
THE JACKSON CREW
— i LOVED JESSSEEEEEEE btw during my first playthrough i was just thinking abt what a cool guy he is and how i hope that nothing happens to him and then he got shot in the face literally in the next scene yeah that was just so amazing thank you game)
and aaaaaahhhh his little enterance was such a big surprise to me!!!!! ok i think it was for everybody actually,, i think that was done really really well
— AND I ABSOLUTELY ADORE DINAA!!!!!!!!!!!! i think she did nothing wrong i think she's perfect!!!!!!!!!! i loved loved loved how gentle she was with ellie until the end,, she loved ellie sm:(((
— tommy.............................................. now that was heartbreak. i can't even descibe the hurt i felt when he brought up abby again......... and when he snaps at ellie for not wanting to go after her....... ouch ouch ouch that genuinely hurt so fucking much bc i loved tommy so bad!!!! i do think that he is in the wrong, i think that he is mostly just bitter about maria fucking leaving him so he's now trying to idk take back time or some shit. i'm not saying that he should be grateful to be alive but... he should. abby could've fucking decimated the whole group (she almost did) and now you're here still obsessing over her
— maria is so hot btw thanks for listening to my ted talk
ABBY
— i love her<3 and i think the only bad thing she ever was did was that she killed jesse (rip my king i loved him sm)
— :33 if you have anything bad to say about her i will not hear it.
— if i ever happen to see another 'who's winning' poll with abby and ellie with ellie fucking winning i am burning down earth because what the fuck are you guys on. even after being strung up on a pole under the californian sun with no food and nothing to drink, she almost won against ellie. who btw had a knife.
and the threater fight????????? abby only had her fists and bricks and bottles while ellie had her ENTIRE BAG including her knife and a shotgun and a bow and trapmines and she still couldn't kill abby????? yeah cmon now abby would fucking eat ellie for breakfast
— but yeah i fucking love abby!!!!!!!!!!!!!!!!!!! i think her storyline is so fucking good and i just overall think that uhh she's a better person than ellie<3 sue me okay sue me i still love ellie but man you cannot deny that abby didn't have a redemption arc while ellie litERALLY STILL WENT AFTER HER IN THE ENDDDD??????????
the way abby turns against the wolves and takes lev under her arm is just soooo:(((((((( they mean the world to me
— omfg and when abby teaches lev what the word 'cool' means but he then messes it up later, saying 'cold' instead😭😭THAT'S MY SONN FR!!!!!!!!!
THE WOLVES (aka the washington liberation front aka the w.l.f)
— i hate owen. i hate owen with every fiber in my body. gets mel pregnant and then just decides to up and leave yeah okay pussy. "we're allowed to be happy." YEAH AND SO DOES MEL ASSHOLE BUT NOW SHE HAS YOUR KID INSIDE HER DURING A FUCKING APOCALYPSE ARE YOU FUCKING KIDDING ME BY ANY CHANCE
i'm sounding like a proper mel pussy rider rn i promise u that i don't actually care that much abt her i just think that... no matter whether owen likes mel or not - he has to take some fucking responsibility for getting her pregnant
btw i have NEVER read a room more wrong than the boat scene. is that bc they're straight?? idk man i was genuinely so upset with owen and with the way he was talking to abby and just the way he was acting and then they.. do That. what
also. he never asked abby about the fuCKING BRUISE AROUND HER NECKKKK???????????????????? kys man i am an owen hater until i die lmao
— the wolves having a goodbye saying of "may your survival be long" and "may your death be swift"
so when nora tells abby the first line as they part in the hospital but abby replies back with "and may my death be swift" is the most insane foreshadowing in the world because only a few hours later ellie arrives at the hospital, beating nora to death in a very slow and a painful manner:3
GAMEPLAY
— INCREDIBLEEEEEEEE genuinely think that the gameplay is fucking extraordinaly i love the weapon sway i love getting oneshotted by a shotgun i love going prone (and yes i keep wanting to say prone bone don't look at me) i love using a bow while laying down on the ground???????? i love breaking glass i love rope mechanics
— SEATTLE DAY 2 WHEN ELLIE IS ALONE AND SHE FINDS A LETTER SAYING THAT FIVE WLF PPL HAVE DESERTED THE GROUP AND ARE NOW ON THE RUN + ELLIE GETTING ATTACK IN THE MIDDLE OF BEING ON THE WORKBENCH SCREEN!!!!!!!!!!!!!!!
the little things leading up to that are fucking amazing 1. ellie makes noise no matter how she gets into the building - she either breaks glass or if she gets in from the basement, there are bottles set up by the door so when she opens it they all fall, letting the wolves know that someone is coming 2. there are still growing tomatoes in the apartment, a very tell-tale sign of yk.. somebody living in there lmao 3. ellie finds a locked door and it's just so crazy to think that there are actually people inside that room
hearing the footsteps when you think that you're safely in a you know A Pause Screen was fucking terrifying it scared the shit out of me i loved it
— love the fact that you can hide under things but what i love even more is that enemies do check the places!!!!!!!!!!!! they crouch down and they check it and they fucking pull you out from whatever you're hiding under and that is also fucking scary as shit lmao
— the fact that both big groups have their own Things: the wolves have the dogs (lol) and the seraphites like to communicate by whistling!!!!!!!!!!!!!!!!!!!!!!!!! i think it's very fun and innovative
plus points to the whistles bc they're even worse while you're playing grounded bc the game doesn't tell you what whistle is what whistle like it does while you're playing it on normal. you gotta remember them yourself if you want to get ahead<333
— overall i love how realistic the combat is?? like the weapon sway is fucking horrid but... that's the point of it, isn't it?? like none of these people are meant to be fucking sharpshooters and you're all bound to miss a fuck ton bc that's just the way it is. and that also makes hitting headshots sooooo much more satisfying too oh my god i love that
— AND I LOVE HOW GNARLY THE COMBAT IS!!!!!!!!!! dismembered limbs and bits and pieces of their people's bodies sliding down the walls after you shoot them with something heavy rrraaaahhhhhh
and the way the blood pools after you kill somebody??? like you can actually see it spread on the ground it's so fucking sick and if you happen to step in it, you leave bloody footprints behind you as well
— the way people cry out when you kill a dog:(((( the way they call their name yeahhhh.... and i do actually love that they put dogs in the game like it's fucking awful and it feels so fucking bad but it's real isn't it?? and like i don't really know if any other game has done smth like this too i think it's a very interesting thing. and the fact that they're very, very hard to deal with.. bc it's not like you can fucking sneak up on a dog now can you???? so the game just forces you to think of new ways to do things!! plus points for making the player feel bad by showing the dogs through abby's eyes later too (like u can play ball with a dog named 'bear' knowing that... you have most definitely killed said dog a day before as ellie....)
— stalkers are fucking terrifying. literally almost shat myself when i first met them. i love it. an absolutely fucked up concept like wdym there are mfs in the room with me who aren't really attacking but just.. looking at me from behind corners and shit???????????? fuck you game!!!!!!!!!!!!!!!! a very very good design imo!!!!!!!!!!!
— i think it's very fun how the game developers used space. everyone who has played games that are even remotely similar to tlou are used to scouring every crook and nanny of an area assuming that they're gonna find loot but here... there's just a lot of empty space lmao it sounds annoying and it is, but that doesn't make it a dumb little thing i think it just makes the game even more realistic.
— they do this in the first game too but man the attention to detail is insane. you know you actually have to move SLOWLY if you want to be quiet??????????? like typically the fact that you're crouching down is sufficent but not in this one. simply crouching down is just more for like taking cover,, the enemies and esp the clickers will still hear you perfectly if you're trying to 'sneak' around without slowing down your movements!!!!!!!!!!!!!!!!! i think it's a very neat mechanic. this also made me almost quit the game when i first played it because i didn't understand it lmao
MORE OVERALL THOUGHTS
— LESBIAN ELLIEEE!!!!!!!!!!!!!!!!!!!! A FEMALE LESBIAN MAIN CHARACTER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! love that she's not bisexual either, like they very clearly even state that she is NOT into men lmao and i fucking love that!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
— BUFF ABBBYYYY!!!!!!!!!!!!!!!!!!!!!!!!!!!!! OH MY GODD SHE'S SO FUCKING AMAZING AND SO HOTT!!!!!!!!!!!!!!!! i remember seeing all the hate the character got just bc of her physique like ok cowards just say that you're afraid of women lmao
— LEV!!!!!!!!!!!!!!!!!!!!!!!!!!!! WE HAVE A TRANS CHARACTERR!!!!!!!!!!!!!!!! this sounds like bare minimum and i hate that i have to praise it so bad i wish we had more trans characters but oh my god i love him so fucking much!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! and i just love his storyline so much too wahh he's my baby!!!!!!!!!!!!!!!!
— exceptional soundtrack!!!!!!! i really fucking love it i think the music adds to the scenes so fucking much and gustavo and mac did such a good job with it i owe them my life
— GOING AGAINST TOMMY WAS FUCKING TERRIFYING BTW!!!!! when i finally realized what day i was on and where exactly i was i just... paused the game to rethink my whole life. having told that tommy is one hell of a sniper throughout the first and the second game only to let THE PLAYER go against him.. FOULLLLLL THAT WAS FUCKING HORRIBLEEEE
and i loved that he was used the same move he literally taught ellie earlier in the game - to shoot against cars to attract the infected and to make the players life even worse:33 thanks tommy:3333
ANDDDDD manny's death...... oh my fucking god. that's just another thing i really love abt the game,, like how easily people die. it only took a second for tommy to pop a bullet into his head and it just happened so fucking fast and you don't really have any time to even think about it bc then you already have to move forward. there's no time to mourn or anything.
— the point of it all being the vicious cycle of violence. the game just fucking hammers down it; ellie vs abby, joel vs the fireflies, the wolves vs the seraphites - it's just retaliation upon retaliation. and in the end abby is the only one who truly breaks out of it
— ellie's iconic quote from the first game "i'm scared of ending up alone" becoming real. she doesn't have joel, she doesn't have dina or jj, doesn't have tommy or jesse either. it's just her and the old, empty house.
— ellie losing the fingers she uses to play the one song joel taught her..................................... she really doesn't have anything, does she?
— THE VISUALSSSS!!!!!!!!!!!!!!!!!! OHHH MY FUCKINGG GODD IT'S ALL SOO BEAUTIFULL!!!!!!!!!!!!!!!!!!!! i love the overgrown city thing soo so much i think it's just so gorgeous when moss and plants and vines just grow all over everything and the grass is long and wahhh
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like aaaahhh!!!!!!!!!!!! this is soo cool!!!!!!!!!! sorry if the quality is fucking garbage but aaaaaaaaahhhhhhhhhhhhhhhhhh!!!!!!!!!! i want more games in settings like this!!!!!!!!!!!!!!!!!!!!!!!
— MORE ABOUT THE LITTLE THINGS!!!!!!!!!!!!!! flies. you can hear flies flying around before you're about to run into an infected place. and if it's not flies, than it's the stench - ellie makes notice of the bad smell around her yk signaling that there are rotting corpses and stuff laying around
— THE LITTLE SIDE STORIES THAT YOU GET TO READ ABOUT ARE SOOO COOOL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! you find all these papers and letters, all different stories depending on what chapter you're in. you get to read about boris the archer who loses his shit when the wolves kill her daughter, and who ends up locking alive people into a room with spores bc they didn't want to go against the wolves. and then you get to read about a wolf who gets saved by a seraphite, and who ends up actually joining the other side!!!! idk i think they're such an interesting little feature to add to a game
— THE FIRST PROPER ENCOUNTER WITH THE SERAPHITES IS CRAZYYY!!!!!!!!!!!!!!!!!!!!!!! here's a little link bc u really need to experience it okay i can't really put it into words even after playing it a few times that still makes me flinch lmao again
— to go with the point above: i think the horror/thriller aspect and the pacing of the game is just fucking brilliant. you've just gotten out of a fight and are now hoping to catch your breath but then as you're walking through the dark woods, you hear whistles??????? and then a hanging body?????????? but you don't see anyone else and you're just like????????????????????????????? and then the arrow happens and it scares the fuck out of you yay thanks game (affectionate i think the scare is very good i love getting jumped)
— you can find safes with a bunch of goodies in them, and while there is always a piece of paper with the code on it, you can actually just listen for the right clicks and you can open the safe without ever finding said piece of paper!!!!!!!!!!!!!
THOUGHS ABOUT GROUNDED (so far.. i'm more than halfway done with it)
— this is the hardest mode you could play on: there's no hud (you cannot see your health AT ALL and the only way to see how much ammo and stuff you have is when you go to your inventory, meaning that you mostly have to keep count of your bullets on your own)
— there's little to NO loot at all. i've had to go through areas with TWO BULLETS AND A BRICK yeah that wasn't too fun i won't even lie
— idk whether enemies actually have more health but you do have to consider that body shots don't do all that much,, so headshots are crucial
— a single shot can kill you:3 you don't have a big health bar to start with but considering that you're bound to take a hit no matter how stealthily you're trying to play - you're not even at max health for the most of the time.
— YOU HAVE TO BE SO FUCKING PATIENT. at first i thought that running would have to be the way to go in quite a few areas just bc there are so many enemies and so little resources but that does not work. at all. you're very likely spotted (and they can fucking hear you) and most of the doors in the areas need you to kind of push them open? so that takes time too and well yeah if you're spotted that you can't fucking do that lmao
so going in guns blazing is obviously not an option either because you just don't have the ammo for it actually wait if this is coming off as me just sucking at the game by not having any ammo i'll have u know that i am actually doing relatively well i beat my first boss on the first try okay let me be
you have to make use of the few bricks and bottles that you find and you really have to master the Dodge move... smhh fists and knives it is bUT THEN AGAIN IT'S NOT LIKE I CAN GO AGAINST FIVE PEOPLE WITH GUNS AND DOGS WITH A FUCKING KNIFE NOW CAN I anyway i'm fine i'm doing okay actually don't talk to me
— but i am loving it. despite how hard it is at times, i definitely feel proud for even making it this far and i am very happy with how i'm doing. i'm also watching a gameplay on the side and the differences between the way he's playing and the way i'm forced to play are very funny!!!!
— oh!!!!!!!!! and one of my favourite things abt grounded is that you can't use listening mode at all!!!!!!!!!!!!!! i'm not a fan of it anyway but it does come in handy when you're in an area with a lot of enemies and a lots and lots of cover. not being able to get an understanding where somebody is can definitely be scary lmao i have uhh gotten shot in the head just as i take a corner bc well.. i didn't know... he was... there..... hgasghahgsghahgsahg STILL VERY FUN THOUGH!!!!!
— i'm pretty sure that enemies can also hear you reloading your gun if they're close enough lmao
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++ OKOK THIS IT FOR NOW LMAO!!!!!! this felt really really good thank you for reading if you have actually reached the end,, i genuinely love talking about this game and all the small little nuances of it!!!!!!!!!!!! if u ever have any questions about it... or just wanna share ur own thoughts abt it my inbox is always open:333333 LOVE YOUU!!
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fraeuleintaka · 3 months
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AAIC: German Translation!
This is the 13th post in the Ace Attorney Investigations Collection Countdown: 68 days left until release!
Today's topic: the German Translation!
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With the first official Western release for Investigations 2 in the Investigations Collection we not only get an English Localisation but also translations into German, French, Korean, Traditional and Simplified Chinese! After so many years of English-only (and sometimes not even Western) releases it's great to see that AA reached such a popularity high in recent years that they translate it into multiple languages again.
I will mainly talk about the German translation as it’s my mother tongue and the language I first played Ace Attorney in. I originally played the German releases of AJ and AA1-3 back on the DS. Apart from being translated they change nothing about the games, names and everything stays the same. So for everyone who doesn’t know, the von Karmas are still German in the German translation which was weird and kinda cool for my teenage self because it’s such a random choice of country for them to be from but I loved seeing it in a game I really enjoyed. Klavier was an even weirder case because the German translation doesn’t change the language he throws in phrases from which is why you don’t really get that part of his character in German except his quirk of calling women „Fräulein“ (which is not a word anyone really uses anymore except mothers when they scold their daughters sometimes). His name is also the only one that’s been changed because „Klavier“ is really just „piano“ in German and therefore very unfitting as a name when the entire game is in that language. (Which is also the reason why I actively pronounce his name differently than what the object is called because just calling him „piano“ feels terrible and I like the way it sounds when I pronounce it differently.) In German he’s Kantilen. Back then I only switched to playing AA in English because Investigations 1 only had an English release in the West. After that I replayed the other games in English as well because I got used to thinking of the characters talking in English and any new releases since then also being English-only reinforced it all the more.
Returning to the present, I finally get the chance to play not only Investigations 1 but also Investigations 2 in German! (DD and SoJ as well but I’m focusing on the Investigations Collection.) It’s been so long that I honestly never thought this in particular would happen, even getting Investigations 2 in English seemed like a distant dream for so long, but here we are! It’s not something that I felt I really needed, as I said I got used to playing AA in English, but now that I know I will have the option I feel weirdly giddy about it! I already mentioned in previous countdown posts that I intend to replay the entire collection immediately to get any achievements that I missed and to try out the arranged music tracks for both games so I'm also going to use this opportunity to play both games in German for the first time after doing the first playthrough in English. So excited to see what the translation is like!
I don't think I even remember what the original German voices sounded like but I look forward to hearing them again and I'm especially excited for the new ones! I hope they're fitting. And I'm curious how they'll translate the special phrases like Shi-Long's "Not so fast!" or Justine's "Overruled!". For Shi-Long's I think "Nicht so schnell!" would easily work the best, it's the 1:1 equivalent, sounds just as natural and takes the same amount of time to say. For Justine's I'm not so sure. I can really only think of "Abgelehnt!" as what a judge would say to overrule an objection but it's not as specific, you can use it for any kind of suggestion or proposal which might make her sound like a really annoying clerk in an office who won't accept your documents in triplicate 😅 On the other hand, that might fit really well in a way, Idk. For Miles' "Eureka!" it's easy again, "Heureka!" is the 1:1 equivalent here.
Looking forward to finding out!
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the-labyrinth-of-me · 2 months
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I don't know if this has been discussed bc I'm kinda late to the party, but as I'm on my second playthrough now, this time with original English language, I just kinda got my theory confirmed when I played the Poet's Cinema section with Alan, and he meets the man in the suit who's tied to the chair, unmistakably Sam Lake (which I didn't realize on my first run as I didn't know how his voice sounds like back then).
Long story short: in order to get out of the dark place, Alan has to kill Sam Lake.
More under the cut - -
Alex Casey dies multiple times, in Alan's books, in Alan's drafts of Initiation, you name it. Aleksi Kesä dies in Yötön Yö, who's originally played by Max Payne/Alex Casey and in the end, again, Sam Lake. And the Alan Wake/Veikko Alen character "returns", which means that, in the end, Alan has to kill Sam Lake. Alan has to realize he's a fictional character, to break the loops and ascend upwards on the spiral. And that Sam made up that whole nightmare world. The dream logic - it's in Sam's mind. Everything. Alan dies at the end of each draft as a symbol of all drafts Sam canceled. All the years of writing Alan Wake 2, it's the creative process. To the writers out there - how many times have you deleted a word, a sentence, a paragraph, maybe a whole script? A whole document? Because you thought what you wrote wasn't good enough? Alan is the fictional manifestation of the creative process. But he can become real and escape that world. He just needs the Clicker. He ends up escaping the Dark Place, and finds himself in the Remedy Entertainment studios. He meets Sam. Maybe somehow even Ilkka. He has learned that Sam/Casey always dies and that he's the killer. He murders Sam, the Cult leader, the Grandmaster, Scratch, who has written Return, who's worshipped by the Cult of the Word, whose books they treat as their Bible, whose fictional murders they followed. (Edit: The creation killing its master, not the other way around. Which would be surreal in itself. But it's also kind of justified. Because, due to the great immersion, Alan kind of feels real. All the realistic sounds they recorded specifically for this game, the almost photorealism of his looks, a carbon copy of his physical actor Ilkka Villi, and you can even hear Alan breathe, pant, gasp. He's a well-rounded character, complex, flawed, human, he's married, he longs to be together with Alice again. He made many mistakes during his life, during Alan Wake 2, but he's not mean-spirited, he's a good guy underneath who happens to get in his own way and make things complicated for himself. But all of the above and the fact that he suffered for so long - he deserves to be free from the Dark Place, doesn't he? He's almost real, why not make him real?)
Alan meets Sam, who already knows about this since he wrote Alan Wake 3, of course (or didn't he? Did Alan manage to change the story and surprise Sam?) It gets very meta from here. Alan kills Sam, flicks the light switch and he's free. But it's still part of the story. Sam, of course, is still alive. And Alan dies when Sam decides to not continue Alan's story. Everyone dies then. Zane, Alice, Tim, Saga, the Old Gods of Asgard, each and every character. Doesn't Tim even say he has the feeling he's lost in a dream or abducted by aliens or something?
Maybe it's the weirdest shit you've read but for me it clicks into place. This whole dream logic thing and loops the main character goes through until the story is just right, until the author writes the final draft and the hero achieves his goal. The countless times the main character has to start over because the writer makes him do it. And it's not Alan who sits in the Writer's Room, in the end.
Yeah I might delete this later but I had to sort my thoughts. Had the "Alan kills Sam" theory for a while but needed that final cherry on top to settle it, and that scene with Sam, the deer mask on his face, being acknowledged as the Leader, that settled it for me. (note to self: always play remedy games in English original dub)
If you've reached the end, thanks for reading!
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Drakenier: Violence as expression and affirmation - Pt.1
It has become a rather well-known piece of trivia (or at least, well-known within the niche internet circles I flow through) that 2010's Nier Replicant / Gestalt had its overall message thoroughly inspired by well, 9/11 - the discourse that produced it, that came of it, and became it. Although it may not be a direct quote, "to kill someone, you don't have to be out of your mind, you just need to believe you are correct" is a sentiment clearly echoed throughout the game; as the many layers of its central and side conflicts drop alongside the curtains to its second, third (and maybe kind of fourth) playthrough, so does what had, for quite a ways into the game, seemed like a story mostly about finding, nurturing and protecting a community - people to call home.
However, the statement above seems to somewhat conceal-so-as-to-merely-hint-at what I'd argue is a much more complex argument the games lay forth, when looked at as one series. I, myself, have found it difficult in the past to distill both Replicant and the wider series as a whole into one coherent message or thematic frame; partly (and beautifully), because there mustn't be one - this singular reading which eclipses the broad range of experiences that people have come to share with the series - such an idea is preposterously reductive. Still, I think that this mish-mash of "the game is about philosophy and tragedy and nihilism and existentialism and society and humanity and life" and whatnot misses a bit of where the different themes intersect, producing further instances of meaning from the text. I hope to discuss the evolution (were I to sound even more pretentious, I might have used the word genealogy, but I would never stoop to that) of a few central concepts surrounding drakenier's "philosophy of violence" and where they seem to have informed or have been informed by other aspects of the works.
Strap in, because just from writing the introduction I can already tell this is gonna have to come in multiple parts. Hopefully my writing can steer away from boring you to tears throughout all of it.
Spoilers for the whole series!
Part 1: Replicant, and the subjective experience gained from that funky 9/11 fun fact
"Blood is sound, sound is words, and words are power"
This quote, almost a chant from Weiss as the player starts to grasp the gameplay loop of attacking enemies to allow for magical attacks, ties in the game's teaching of that system with what I consider to be the most powerful writing from Replicant (I'm going to refer to it as Replicant for the sake of convenience, obviously Gestalt is included in that). And it is deeply tied to what Taro himself has credited as a major source of inspiration for Replicant in relation to his previous game, Drakengard.
In some ways, Nier Replicant isn't introducing a new, foreign idea over the original Drakengard, so much as bringing out new elements from within its predecessors' critiques of the gaming landscape. Though that only really becomes clear by taking future foresights the series would reach into account; this is the point at which it becomes prudent to ask ourselves one question - how might the game's design regulate the player's interaction with the game world? (A question that, if you're at all even familiar with Drakengard, you probably already know the answer to)
From this, we can extrapolate a lot of meaning from how the original Drakengard was conceived: a game about violence, from the perspective of people who were so immersed in their own awfulness and the general precarity of their world that they cannot enact anything but that same violence. And it is that violence which comes to define them.
I'd also like to do the pedantic thing and bring up the fact that violence can be thought of as more than just physical harm, but also in terms of violation. In that sense, when I claim that Drakengard's characters are defined by violence, I mean it in that their reduction of other people to objects serves as an exertion of themselves - the Dynasty Warriors inspired combat of cleansing battlefields as the only win state reflects back at Caim as his only method of building an identity of his own, one based on strength demonstrated from conquering his enemies. You might find that these 'enemies' are violated the moment they're placed into the game as props that sustain its overall narrative.
In fact, this 'loss of personhood as self-affirmation' theme reverberates into another key factor of the game's story: pacts. They explicitly deprive humans of something of themselves - their ability to communicate, to see, to age, to have hair (sure????) -, and reduces both parties into one shared essence, yet it is what permits its characters to have strength through which they find themselves as able to inflict that dehumanization onto others. Dehumanization becomes their characterization, both from the audience's perspective as well as in-world.
Following that, Nier Replicant does not dispute that destruction of the other simultaneously inflicts upon the self both corruption and affirmation. If anything, it only takes measures to strengthen that sentiment, in light of how the added theme of perspective brings forth a need to now more closely study the subjective experience of perpetrating violence. Thus:
"Blood is sound, sound is words, and words are power"
The gameplay system I've anchored this analysis to comes into play; attacking your enemies gives you the literal strength to continue your offense, by design - ridding them of their life force, their blood, perpetuates the narrative, the words being built, the sealed verses of a prophecy you've set for yourself: that of being a hero to your sister/daughter, friends and general community. This even extends to the lyrics of Ashes of Dreams:
"Are we the plaything of fiends or merely the dreams that we're telling ourselves?"
Though we shouldn't forget that Weiss' comment takes the form of X=Y=Z=W, and it seems I've neglected the 'sound' part of the sentence. As I was writing this, my brain immediately made the association between that and Drakengard 3's focus on the power of Song, which, in fairness, definitely was made with the rest of the series in mind - but, in this instance, that sounds like a bit of a lucky coincidence. Still, what the concept of sound brings to the statement doesn't seem too far off from what meaning could be made at a bit more of a general, rudimentary level, that being: our lifeforce (blood) translates into our ability to be heard (sound), thus effectively giving us narratives about the world around us (words), which gives our actions direction, purpose (power).
From that, we can take a closer look into a lot of different aspects of the game. After all, the reason I proclaimed this piece of writing to be so powerful isn't really because I could - and did - stretch its interpretation to its fullest, but also from the way it manifests itself around the struggles of various characters, while being tied to the game's overall systems and world. Emil receding into his identity as a weapon in order to redirect what he sees as his curse onto those who seek to harm his friends - leading to his sacrifice; Weiss, who also goes on to sacrifice himself, does so in the name of putting an end to this now 5-year mission, grown into his own center of existence; Louise, perhaps reacting to the world around her, saw humanity as something to claim from others, and faced erasure upon perceiving herself as incapable of acquiring it. For better or for worse, the moral codes characters create from their own intentions of living become rigid scripts to follow as self-fulfilling prophecies of their own identities.
We can see that, ultimately, characters across both games tend to follow journeys with a general structure of: bleak circumstances > feeling of powerlessness > violence as a misguided means of reclaiming the power to define oneself > entrenchment in violence becomes overbearing, coming to annihilate the very self which sought to instigate it. From the first Drakengard to the first Nier, this hasn't changed a bit. What changed is a distinct awareness in how the self, or what we might call "us" stands in conflict with the generalized other, "them", and where it uses morality as a catalyst for smoothing out the uncomfortable edges of that conflict.
In fact, the annihilation of the self as, paradoxically, an act of self-affirmation is the very core of ending D for Replicant. And this is, partly, where the inciting 9/11 quote comes into play - given our newfound empathetic understanding of where violence comes from, how do we process it? How do we make sense of it? From the way the world is established, the very act of surviving, for both replicants and gestalts, is somewhat tainted as immoral, and predicated on the erasure of an 'other'. It leaves room for later material to find itself more at ease with this question (and those circle back nicely to ending E from the new version, as well). For now, most of what the game feels comfortable in concluding comes from Kainé, who stands in contrast with most characters by fully rejecting the notion of being a moral agent throughout the entire story, yet the game still offers us the chance to save her - it, mirroring the protagonist, relentlessly believes in her. Not even that "she can be better", whatever better might mean, just that "she can be".
And obviously, finally, we can extrapolate plenty of social commentary from this. Playing off of the thematic material introduced in Automata, we could argue that Replicant's plot is, in retrospect, about slowly building up to the depiction of a certain "Death of God" - which, in nietzschean terms, is not merely society straying from religiosity, but represents an irreparable shattering in the very idea of a centralizing narrative that everyone could subscribe to and fit within. So ends humanity, not just as a species, but as a concept; no longer are people able to identify themselves as containing some unified essence of 'humanity', recognizing the other as a complete self in its own right, as they retreat into the violence that was inflicted against them, which they inflict back at the world - to have your totality reduced to a role in a play that the winner gets to write. And in that sense, I'd argue it captures specific facets of a post-9/11 climate pretty well.
Anyway, gonna make a separate post that's just about Drakengard 3, and then one that's just about Automata, but at a later time!
also, this thesis becomes more relevant when the time comes to analyze automata, but it was still helpful in having me think through the previous games, so I'll drop it here as a reference for now, and will mention it more loudly once we come to specific sections later (not about to be the next target for hbomberguy lmao): http://dspace.library.uvic.ca/handle/1828/14525
Cool that there are people writing about it!! Thank you Xinlyu Tan, the goat!!! Would love to go through more material, but I'm writing this for fun on the side... hope anyone reading this has enough fun with it to go looking for more on their own, go extend the discussion further, blah blah blah. Also hope that I make any sort of vaguely coherent point. And, lastly, I hope you enjoy yourself!
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seraphinitegames · 2 years
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On the best friend thing, I'm sure everyone has lots of different opinions but when I was thinking about it, I think a choice to decide the best friend would allow people more freedom than having it triggered by stats. I know for myself if there was a certain best friend that I wanted, I'd constrain myself to choices that I knew increased friend points with them as opposed to letting whatever would come naturally for my MCs happen. It would require us to make certain choices to get the outcome we want instead of being able to experience a variety of the different scenes you've written! In addition, it would make it a lot easier for multiple playthroughs to be able to make a choice as opposed to building up to it, especially since the books are long (this is a good thing!) and HG doesn't have a save system implemented. That's just my two cents!
Also I love Wayhaven and I'm excited for the progress you're making on Book 3!
Yeah, I really think this is the way I'm going to go. The readers definitely seem to think this is the way forward to.
Wayhaven was supposed to be more choise based than stat, and I know I would do the same as you and restrict myself to certain choices to get a certain path, which I REALLY don't want for this game! I want people to just be able to play how they want.
Definitely have to remember to go with my initial instincts on these kinds of things for the future! :D
Thank you so much for the message! :)
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betweenlands · 5 months
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reblogged all the positivity from yesterday so i can Make My Own Post TM about the epidemic of "this should've been a miniseries" -- because pacing-wise, tone-wise, plot-wise, Ocean should never have been three hours long. it's one of Legs's longest non-compilation videos and it is also full of a lot of... not much happening besides the same core gameplay loop.
that'd be fine if i was looking for podcast/"second monitor" content that i could put on in the background while i do something else, but 100DMV is an ARG. there is no reason to make a video this long for a series that is, secretly or not, part of a running plotline. the two are at odds with each other. an ARG needs to be something you want to give your full attention to, make sure you aren't missing anything, pick apart and rewatch multiple times to analyze strange details. a three-hour video is directly hostile to that and a timesink for no reason.
i don't have a problem with longer videos -- there's a reason i cite hbomberguy as my usual exception to the Three Hour Balk Point -- but with Legundo's stuff, i'm increasingly finding it just doesn't have the same substance to hold together its own runtime. i mean, Ocean is longer than:
Sculk Apocalypse (kind of on the long side and could be shorter, but generally uses that runtime to keep a strong sense of tension and fighting to survive. has a very strong hook, multiple "time limits," and a clearly defined endgoal from the start.)
Undercover (a video with Legs actively trying to pretend he's not playing on the server he's playing on, consisting of secret community interaction, cool builds, the potential for a lot of lore drops, and a clearly defined time limit/endgoal from the start.)
Nights (the S1 finale of 100DMV, containing a whole bunch of separate mods to tinker with that hadn't previously been seen before, a good deal of lore, uses its runtime to keep a strong sense of tension and fighting to survive)
the Zombie Apocalypse scenario (full of interpersonal tactics and tension, contained a lot of person-to-person interaction and discussion, had a clearly defined time limit/endgoal from the start)
Dimensional Doors (the video that got me into 100DMV! full of strong plot beats, had variety but began cutting stuff when the dungeon pockets got too repetitive, contained a good deal of lore. also had the bonus of namechecking a mod i knew, recognized, and enjoyed that then made up a good deal of the playthrough's runtime)
the entirety of Deceit Season One, including the wrap-up episode (I DON'T NEED TO TELL YOU HOW INSANE DECEIT MAKES ME. JUST. HUH???)
and then there's the one i suspect started it all, the Game of Thrones scenario.
the GoT scenario is long. it clocks in at a little under 3 hours. but the difference between GoT and a lot of the other long videos is that it uses every single second of its runtime. there is a clearly defined endgoal and a time limit for that endgoal. there are a lot of different mods that play off each other and are used in interesting ways for interesting tactics (as well as smart use of vanilla mechanics). it has clearly defined sections for people that don't want to binge-watch all at once (including one that is pointed out to the viewer in-video as a good time to take a breather). it has, and this is critical, multiple running subplots owing to the fact that there are somewhere in the neighborhood of 50+ players on the server, most of whom are working for one team or another.
GoT works because of interaction between other players. a singleplayer quest for the Iron Throne would not feel nearly as tense or engaging -- but because there's a great deal of interpersonal politics, planning, and battle tactics, it keeps up the variety and nicely flows between downtime, negotiations, and battles. and, because there are multiple players in the conflict, something is always happening offscreen. the world of GoT isn't static, and doesn't only change when Legundo Specifically does something. it is always changing, all the time, when even a single person is logged in, and it means that there is no possible way to get stuck in one gameplay loop for too long because someone is always going to either finish that loop or throw a curveball into it from completely offscreen.
i've made my peace with Haunted Winter being so long, even though it probably should've been a four-part miniseries with one episode per each season. it still has those clearly defined "season" segments, has multiple mods that are being used in different ways at different times, and contains both a known time-limit and interesting editing that keeps up a decently strong sense of tension. it's also the S2 finale of 100DMV, so i can understand how it'd run a little long.
but, and i cannot stress this enough, there is no good reason Ocean -- which consists almost exclusively of a core "loot ships, return to current base, build/mine, loot ships" gameplay loop with no real variation until the mod in the thumbnail really comes into play on day 74 -- should be three hours long. there's no good reason for it to be longer than GoT, than Sculk Apocalypse, than Deceit S1. in the time it takes to watch Ocean, i could rewatch most of Deceit S2. if i set the Ocean video to loop and walked away, i could go rewatch every single Dominion episode that Legundo has ever uploaded and come back in time to find the Ocean video only partway through its third loop.
i really hope this doesn't keep happening. 100DMV used to be something i could recommend without caveats, at the most go "it's got some slightly clickbaity intros, and it might start a little slow, but it picks up quickly and stays really good." now i'm in a situation where the second season runs incredibly long and i genuinely don't know if i'd tell people to get into it anymore -- because right now, at the pace the story is progressing, with the length of videos being put out, it just is not worth the time investment.
i like 100DMV. i like 100DMV a lot. i mean, i'm writing a multichapter fanfiction about it, of course i like it. but if i hadn't gotten into it when i did, with an hour-and-a-half long video about Dimensional Doors, i would be seeing 2-3 hour long videos in my recommended, shrug and go "nah," and then go watch something else.
and this frustrates me. i know 100DMV can be good. i know 100 Days videos can be tightly edited, engaging, interesting fiction with a lot of strong plot hooks despite having a fairly repetitive gameplay loop. i know there's got to be a way to fix this, but i can't do that. all i can do is point out how it comes across to a specific subsection of the audience and hope that it doesn't just come across as needless bashing on something kind of popular.
because it's not. i say all this because i love storytelling in MCYT videos -- it's why i've been here for so long. i say all this because i don't want it to become a lost art for more and more people because long videos do better in Youtube's algorithm.
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oneknightstand-if · 9 months
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Hi! I've been going through the current demo, and I've always picked the changeling option simply because all the other backstories tended to squick me out. I saw people talking about the knife scene though, which looked funny, so decided to do a short playthrough of the serial killer backstory. I was a little confused when I actually read through it, as our murders are specifically defined as being for revenge and don't necessarily fall under the typical idea of what's considered a serial killer (which usually involves more ambiguous motives such as sexual predation or thrill seeking). I ended up looking this up, but the internet could not give me a proper answer lmao. The best definition I could find for this would be multiple accounts of revenge homicide. The definition you use in the IF is correct based on the US Law and legal definition I could find. But all the additional info I could find only discussed typical serial killer cases with the murdered victims not being known to the killer. I wanted to ask if this is why you ended up defining the background this way and what you might have come up with during your own research regarding this! (This entire thing has actually started to drive me crazy, I didn't realize the black hole of definitions of murder would come back to haunt me. Why don't we have a word for multiple counts of revenge murder?!? I would consider this to fall under a kind of vigilantism but I couldn't find the word that corresponded to this type of murder.)
Yeah, the Changeling MC is definitely the most "did no wrong" (at least as far as the secret is concerned) version of the MC's background.
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So... the game is using the term serial killer (instead of the more technically correct "serial murderer") since that is probably by far the most well known term by the reader that applies to that particular MC. It also nicely telegraphs the tone of the murders - stalking over an extended amount of time in varying locations.
What you mentioned about sexual predation and such is called "classic" serial murder by criminologists, but that isn't the only type nor are there any actual intent/motive mentioned in its working definition. The "thrill-seeking" type also tends to converge with "spree killings" and there are other motives as well such as profit (capital murder) and revenge (revenge homicide).
If there's some more esoteric legal jargon (or some convoluted criminology-based model) that refers to a crime that is both serial murder and revenge homicide, I didn't find.
I didn't dig too much deeper because that's not a term that the MC would probably even be using since none of them are lawyers. The closest would be the detective MC (who is neither a criminologist nor assigned to homicide division) and they'd be using the National Institute of Justice's definition which is what is referenced in the game. (You'll get a bit more on that from the detective MC once the serial killer subplot goes into high gear later on).
I mostly go by the official documentation of the FBI (since serial killer MC's crimes are interstate, they're the ones who'd be coming after them) which is also readily available.
And the FBI's quote here is...
"Over the past twenty years, law enforcement and experts from a number of varying disciplines have attempted to identify specific motivations for serial murderers and to apply those motivations to different typologies developed for classifying serial murderers. "Most typologies are too cumbersome to be utilized by law enforcement during an active serial murder investigation, and they may not be helpful in identifying an offender."
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aha-chuu · 1 year
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It really frustrates me how HSR chose to dole out information in 1.2. Ofc, mystery is important and good! I don't need to know why Luocha is here or what he's up to, and Blade's past can remain vague rn that's fine.
My issue is Dan Heng/Dan Feng and how poorly they've explained the stakes of that situation.
Like, think about this:
Do Vidyadharas remember their past lives?
If so, how much do they remember?
If not usually, do the elders get that privelage?
If not at all, why are so many characters worried about Dan Heng being a criminal in a past life?
Does Dan Heng specifically remember his past life?
If not, how did he know how to break the seals?
If yes, can he only remember some things?
If he can remember everything, why is he lying about it?
Is he lying??
How do Vidyadhara powers work?
How does Dan Heng have high elder powers if Bailu is the new high elder?
Do the powers usually get passed down through past lives (so Feng -> Heng) or are they picked fresh every hatching rebirth (Feng -> Bailu)?
How did Feng's actions make all vidyadhara weaker?
What were the actual consequences of his actions?
How did Blade stabbing Heng give him the body & powers of Feng but not the memories/personality?
I wanna make it clear: not all of these need answers. But when it's all either poorly explained or straight up unclear, I find myself struggling to care about the dynamics at play. When JY is sad that Heng isn't Feng, should I feel sympathy that he can't let his friend go? Or, like so many characters say, are Heng and Feng much, much closer than Heng ever says? When the Xianzhou characters can't see past the rebirth thing, it implies stuff about the vidyadhara culture that should flip how we see it.
When Heng distances himself from Feng, we don't know if that's a reasonable thing (like, "guy you never met who looks like you committed a crime so ofc you're not responsible"), or if he's being insensitive ("you got blackout drunk and stabbed someone, but you don't remember now so you don't believe you should be held accountable"). There can be a middle ground in there, but what is the morality here? It might be grey, but I could form completely misguided opinions if I consider JY as rude now when Hoyo actually want us to think Heng is the problem.
It's really late but like. I think the 1.2 quest really needed a moment to explain some of the vocab (all that vidyadhara stuff gd) and to outline the characters' understanding of the context. If JY knows that vidyadhara can't remember past lives and knows that Dan Heng is no different, and that he and Feng are essentially different people, then how is any of his behaviour justified? I understand Blade not getting it (he's crazy), but JY is all over the place.
And as I think about it now, Dan Heng must remember being Feng! Like, he opens the seals for one, but he also recognises the Alchemy commission (and that it borders the vidyadhara realm) even though we know he only saw the inside of a cell during his time on the xianzhou as Dan Heng. So if he can remember then he's lying, but that would mean Hoyo really wants us to think he's not and it's like!! This is the sort of thing you kind of need an answer for.
They mention that Feng's rebirth got fucked up. Here's how you deal with confusion while maintaining mystery:
"usually vidyhadara can remember their past lives, but we fucked up this one so idk" "I don't remember" "shit"
"usually vidyhadara can't remember their past lives, but we fucked up this one so idk" "I don't remember" "cool but we can't trust that"
Like, it's also totally likely that this is answered in game. But I've watched multiple playthroughs at this point and most people I've seen don't know what's going on either.
Hoyo dumped a ton of terminology on us, introduced new factions to the enemy roster (and secret behind-the-scenes alliances between pre existing ones) and then said "here's a bunch of lore that the characters will be openly confused and contractadictory about". I'm starting to miss Paimon requiring simple summaries of every lore plot point in order for any dialogue to continue.
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imustbenuts · 5 months
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had to take a hard break from my yakuza kiwami 2 playthrough
yeah its the kiss scene. blasted me right out of the ride. sayama just lost her father less than 12 hours ago, admits shes emotionally shaky, and the writer decides kiryu should go in for a kiss right there?
in normal situations thats just sexual harassment. and i still dont feel the chemistry bc yk2 kiryu is behaving awfully weird around women in this entry. the things he does and say sometimes crosses into sexual harassment more than once. its so weird.
dude's behaving like he's got depression from losing yumi and nishiki the year before, dealing with significant social awkwardness and just does that. after repeatedly pulling away from girls who are into him in the cabaret social outings. o<-< whats going on.
my current question being, is he unintentionally treating sayama as a rebound bc she resembles yumi physically?
i see the hint of reused tropes with yumi. the same trope of how they're both beautiful. yumi with her gekka bijin and sayama with multiple characters commenting on her beauty multiple times. the age too, matches up with roughly yumi's before kiryu got sent to jail in y1, being mid 20s.
i also cant really accept the age part. kiryu is 39. sayama is 25. sayama is also an overachiever and these types tend to be more naive and inexperienced when it comes to dating and relationships. its a little... hm.... nnmmmmmnmng. hm.
anyway, if he is using sayama as a rebound thats leaning into evil on the ethical heterosexuality scale. not as bad as yumi getting killed -- bc how dare she moved on instead of waiting for kiryu? bad faith interpretation here yes, but a plausible interpretation nevertheless.
this is definitely some kind of weird bad writing and i cant get behind it at all.
i also dont know why they didnt add sayama into minigames and write more banter fluff if she's mean to be the romance interest for kiryu. there's nothing. i can invite majima who happily hops by despite having to juggle 3 VERY big jobs, but i cant invite sayama? we have a little mechanic of increasing haruka's affection by doing her requests but all sayama gets is cutscenes...? really....? at least try...
none of these alone would be a deal breaker necessarily, bc they do actually mesh well on the surface level. there was a few scenes that made me cheer for them. but there's too much when its all added together that it cant save the bad payoff.
there is actually so much going on that im wondering if kiryu's actually into women at all, and in fact, not seeing them all as harukas. 🤔
also now looking back at that bucket list scene in y8: sayama. im sorry. the writers should have given you a life beyond yk2 and allowed you to move on.
the game isnt over yet im sure theres gonna be more Heterosexual Bullshit coming my way. i need a drink.
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riddlerosehearts · 9 months
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okay, the other day i watched a playthrough of the emperor's new groove video game for playstation 1. a game which, for various reasons, i have never actually played myself. but i wrote down a lot of things about it that i'd now like to share. this is basically a combination of my own thoughts on the game and a summary of all the insane things that happened in it:
the game begins after kuzco has already been turned into a llama and pacha is saying he can't help unless he builds kuzcotopia somewhere else. in the movie this is the scene which leads into kuzco going off into the jungle by himself, but the game has you start by exploring the general area of the village around pacha's hut, where his kids hang out and teach you the mechanics. kuzco also knows from the beginning that yzma is trying to kill him and encounters her as a boss multiple times in the story.
it's fully voice acted, and this is the first time that j.p. manoux had voiced kuzco. he would go on to voice kuzco in the emperor's new school and in various other projects, and while it would've been nice if they could've gotten david spade for these, i think he does a good job. pacha's voice actor is different from either the movie or the show--it's john goodman in the movie + season 2 of the show, fred tatasciore in s1 of the show, and brian cummings here--but he's not too bad either.
pacha: "don't take the villagers' coins!" kuzco: "the villagers are MY people, so those are MY coins."
tipo: "by pressing your action button, you can smash these red pots" kuzco: "good, i feel like smashing something!"
i'm kind of obsessed with the fact that these sort of standard mechanics that you don't normally think about, like keeping money you found on the ground and destroying people's belongings in order to steal their money and items, are explained in this game by the protagonist being an entitled asshole. also obsessed with tipo encouraging kuzco's destructive behavior.
chaca: "this pad raises the columns to form steps! once they're triggered, you better be quick before they lower again." kuzco: "uh, ever thought of making them stay up for good when you press the pad?" chaca: "uhh... no." kuzco: "don't tell me, you got the brains in the family."
KUZCO DON'T BULLY A CHILD AKJDSFHHDJSKGSG
there's a mechanic where you can continue playing from your last checkpoint after dying as long as you've collected a wampy. what's a wampy? it's the name of the funky looking plushie that kuzco has as a baby in the first movie and then again in kronk's new groove:
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the above screenshots are from the emperor's new groove, kronk's new groove, and the video game respectively. this is a bit of a tangent, but something i find interesting is that in the emperor's new school kuzco secretly carries a plushie named wampy around everywhere for comfort and that plushie has the same basic design but completely different colors:
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and the purple wampy is never seen in the show, so i can only conclude that kuzco keeps multiple of these plushies that all share the same name. maybe he leaves the purple one at home so it doesn't have to endure the horrors of high school.
anyway, back to the game--every time you collect a wampy kuzco hugs it and says things like "awww, it's my wampyyyy" in a cute little baby talk voice. fucking dork <3
there are several little scenes during the village section of the game where chaca and tipo keep showing up to give tutorials and he just keeps making snarky comments at them and asking why they're there and if they don't have anything better to do.
in one of these scenes, tipo shows up to teach kuzco how to open doors and kuzco just goes "how did you get here so fast?". to which tipo replies that this is a game. another time, when chaca explains to kuzco how the wampy mechanic works, he asks how she knows all this and she goes "i don't know! beats me!"
there's a part where some random villager tells llama kuzco to stay away from his statues and kuzco goes "i'm the emperor! open the door or i'll smash your statue to pieces!"
the guy runs off screaming "DEMON LLAMAAAAA!!" and then tipo suddenly shows up to teach you how to smash the statues. i think chicha may need to keep a closer eye on tipo in the future.
SPEAKING OF CHICHA. SHE'S NOT IN THIS FUCKING GAME. if i were actually playing the game and doing a proper review of it i would automatically have to dock points for the lack of chicha.
at the beginning kuzco breaks some kid's llama bike and then the kid keeps showing up in every single chapter with a new bike and challenging kuzco to races. he somehow manages to show up everywhere from the top of a waterfall to the middle of yzma's roller coaster and never once questions why this llama is such a jerk or why he can even talk. also, toward the end of the game you race him one last time and his bike breaks for the millionth time and he says he learned a valuable lesson. that lesson? that these llama bikes suck and he needs to stop buying them.
kuzco hates being touched so much that anytime a guard, bug, bird, etc touches him he says "no touchy" and then loses health.
at one point kuzco gets turned into a turtle and kronk shows up and asks if he's there to enter the annual village race. he refuses at first but then it turns out kronk has an item that kuzco needs to progress, sooooo you have to have turtle kuzco slide on his back down the hill and try to beat kronk in the race.
kronk is voiced by patrick warburton again btw. eartha kitt also returned as yzma for the game. they both returned for each season of the emperor's new school as well, and i believe eartha kitt in particular loved voicing yzma so much that every time they needed her, right up until her death, she showed up.
kuzco cries if you lose the race against kronk, which is understandable considering that losing means he has to climb up to the top of the hill as a turtle again.
at the end of the village section you have to run from yzma as she throws bombs at kuzco and once you manage to get away, kuzco says "you call yourself an end of level boss, yzma? you're rubbish! toodles!"
after this, kuzco ends up going into the jungle despite pacha's repeated warnings that it's too dangerous. and now instead of chaca and tipo, a talking bug trapped in a spiderweb appears to teach him additional mechanics.
when the jaguars from the movie show up kuzco says "time out" and then the frame freezes while he explains to YOU, the player, what you'll have to do to save him.
during the waterfall section chaca is somehow there AGAIN, at the top of the waterfall in a pink llama pool floatie, and is like "oh wow, another llama tied to a log!" (apparently one showed up the previous week) but does not react at all to her dad also being tied to a log. she just explains to them how this level is gonna work and then leaves.
she pops back up again a little later (still on the waterfall. they stretched this part of the movie out a lot) and calls kuzco "kinda short for a llama".
speaking of the game stretching things out a lot, pacha literally says during the waterfall levels: "this scene was much shorter in the film".
there's a whole other jungle section where kuzco spends an extensive amount of time having been turned into a frog. tipo randomly appears to help again during this section.
there's another race with kronk in an icy area that shows kronk to be an excellent ice skater. i would probably be terrible at this if i played the game.
when they finally get into the city kuzco tells pacha he knows the streets like the back of his hand and pacha replies, "but kuzco, you're a llama, you don't have any hands!"
when they separate and kuzco sneaks on his own into the palace, he gets confronted by a naked guy who's conveniently being covered up by a peacock and says the peacocks stole his clothes. he's blocking a path we need to go through so we are forced to find his underwear for him. this guy also does not question wtf is up with the talking llama.
when you get him his underwear back he, uh. well. he uses his magic sparkly underwear to fly away:
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what is this guy, the incan version of captain underpants? kuzco then says in a deadpan voice, "this has gotta be the weirdest day of my entire life". can't argue with that!
i've gone way too long without mentioning that this game is primarily a platformer, which is a genre i kind of suck at and don't play often, but appears to have a lot of variety in its gameplay that makes it look pretty fun! the races with kronk, the part where you guide pacha and kuzco down the river, the part where you have to run from the jaguars, the stealth sections, and the various parts where kuzco is transformed into non-llama animals all have different types of gameplay to switch it up. the city is also huge and full of puzzle sections.
when kuzco defeats yzma in his throne room and then meets back up with pacha, they have to take the roller coaster down to yzma's lab and there's a level based on this as well. you have to control the roller coaster and turn it at just the right time to collect coins and avoid falling to your death. this looks like it could be a lot of fun to me.
tipo somehow shows up on the roller coaster to give another tutorial and kuzco tells this 6 year old to make him a sandwich and then insults his haircut 😭 kuzco i love you but why are you like this
before the final battle against yzma she says she's gonna drink a potion to turn herself into a hideous monster and rule the empire forever. and kuzco says "are you sure you didn't drink it already, you old bag of bones?"
there's this huge dramatic buildup to her drinking the potion. and then. it turns her into a cat like in the movie. and that's the final boss battle. you have to race against cat yzma to get the last potion to turn back into a human.
just from the video i watched, this race seemed very short and easy and therefore anticlimactic? but idk, maybe the person playing was just really good at it.
the final scene of the game immediately following this is kuzco visiting the village as a human again and we see scenes like kronk playing jump rope with chaca and tipo, the incan captain underpants guy flying around the roof of a house, bucky the squirrel chasing cat yzma, and kuzco + pacha's family all having a dance party while fireworks go off.
again i must reiterate that this game is missing chicha's legendary and iconic presence. my assumption is that since the characters seem to know they're in a video game, she didn't wanna have to help give kuzco tutorials because it would put too much stress on her while pregnant. still, though, it would've been nice to see her in at least the opening or ending sequences.
in conclusion: as i mentioned, i've never played this game, and the main reason for this is that i didn't know it existed when i was a kid--but even if i had i still most likely wouldn't have played it because i didn't care much about the emperor's new groove back then. the only reason i looked up a playthrough of it was because my autism brain suddenly told me i needed to learn about all of the official emperor's new groove media in existence. however, it really does look like fun and the playthrough i watched wasn't even 5 hours long, so now i kind of wanna give it a try someday? the writing is hilarious. not as hilarious as the actual movie, of course, but it was just so bizarre in such a great way and was very faithful to the movie's complete lack of a fourth wall.
also: this game has the best "game over" screen of all time. whenever kuzco dies it literally just plays a clip of the funeral scene from the movie, all the way through the "he ain't getting any deader, back to work!" bit.
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