#Game Developers Choice Awards
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wormdramafever · 1 year ago
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Goodbye Volcano High got 2 Honorable Mentions at the Game Developers Choice Awards (GDCA)!!!
Best Narrative and Social Impact!!
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gamingamigos · 5 months ago
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25th Game Developers Choice Awards Announces 2025 Finalists
The Game Developers Choice Awards (GDCA) has revealed its nominees for 2025, with Astro Bot and Black Myth: Wukong leading the nominations. Both games received seven nominations each, including for Game of the Year (GOTY). The awards ceremony will take place on March 19 during the Game Developers Conference (GDC) in San Francisco. Astro Bot, developed by Team ASOBI for Sony, celebrates…
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zentendo · 1 year ago
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Tears of the Kingdom Soars Again, Nominated for 2024 GDC Game of the Year!
Hold onto your Hylian Shields, folks! The critically-acclaimed The Legend of Zelda: Tears of the Kingdom has just snagged yet another prestigious nomination – Game of the Year at the upcoming 2024 Game Developer Choice Awards (GDC)! This comes hot on the heels of its impressive win for Best Action/Adventure Game at The Game Awards and Nintendo Game of the Year at the Golden Joystick Awards,…
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doyoulikethissong-poll · 1 year ago
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Daft Punk - Around the World 1997
"Around the World" is a song by French electronic music duo Daft Punk. It was released in April 1997 as the second single from their debut studio album, Homework. The song became a major club hit globally and reached number one on the dance charts in Canada, Spain, the UK, and the US. It also peaked at number one in Iceland and Italy. The song's lyrics solely consist of the words "around the world", repeated on loop for a total of 144 times (80 on the radio edit). In October 2011, NME placed it at number 21 on its list "150 Best Tracks of the Past 15 Years". "Around the World" was featured in one episode of first season of MTV animated series Daria. It was also used in the video games Dance Central 3, NBA 2K13 and the trailers for Ubisoft E3 2007 Rayman Raving Rabbids 2.
Michel Gondry's music video for the song features five groups of characters on a platform representing a vinyl record: four robots walking around in a circle; four tall athletes wearing tracksuits with small prosthetic heads walking up and down stairs; four women dressed like synchronized swimmers moving up and down another set of stairs; four skeletons dancing in the center of the platform; and four mummies dancing in time with the song's drum pattern. This is meant to be a visual representation of the song; each group of characters represents a different instrument. According to Gondry's notes, the robots represent the singing voice; the physicality and small-minded rapidity of the athletes symbolizes the ascending/descending bass guitar; the femininity of the disco girls represents the high-pitched keyboard; the skeletons dance to the guitar line; and the mummies represent the drum machine.
"Around the World" was Gondry's first attempt at bringing organized dancing to his music videos. "I was sick to see choreography being mistreated in videos like filler with fast cutting and fast editing, really shallow. I don't think choreography should be shot in close-ups." The sequence, initially developed by Gondry, was further expanded and streamlined by choreographer Blanca Li.
The music video won Best Dance Video at the International Dance Music Awards, and was nominated for Best Video at the MTV Europe Music Video Awards, and nominated for International Viewer's Choice - MTV Europe at the MTV Video Music Awards. The song was nominated for Best Dance Recording at the Grammy Awards.
"Around the World" received a total of 81,7% yes votes!
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sitepathos · 8 months ago
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From Gold to Mold
Chapter 8: The Reunion
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“Oh god, look at all these people,” you mutter, looking around the hall the award ceremony from your seat in the developer section, which is full beyond capacity. “Don’t think I’ve seen this many people before.”
The last time you saw so many people was your graduation night at Gotham Academy, but this makes that look like a small office party in comparison.
(There is no need to fret. You have polished your speech to perfection and have rehearsed it so many times you can recite it perfectly in your sleep. And when you are done, all will cheer for you.)
You smile at its words. No matter how uncertain you feel, the Megamycete always has your back. You’d hate to think where you’d be without it.
Well, without the Megamycete, you’d probably be dead.
“Wonder where Alfred is,” you wonder, looking around at the back of the hall. “He said he was coming.”
(We are sure he is here. The butler would swim through shards of broken glass to be here at the biggest triumph of your life.)
You’re so anxious to see the man; it’s been four years since you last saw him in person and you just know he’s going to bring up your lack of visits and probably try to guilt you into visiting since Gotham’s only three hours away, but you intend to stand your ground and go back to Goodsprings tomorrow.
“I hope he likes the suit I got,” you mutter, messing with your collar for the millionth time, not use to wearing such fancy clothes.
(He will. You chose from among millions of choices and made the best choice. Everyone in the room is no doubt in awe of your superior fashion choice.)
The day you were told you were in the running for this award, you drove to Vegas and spent well over an hour at the Men’s Warehouse, looking over and trying on countless suits. The salesman helped a bit, but many people in the Megamycete’s records included many upper class men, men’s fashion designers, and models, so you were more than capable of picking out a tasteful black blazer with a breast pocket perfect for holding your Momma’s pen, a white button up shirt, and matching black pants and dress shoes.
The clothes looked fine on the rack, but wearing them in public for all to see is something you had to psych yourself up for. You feel like a kid playing pretend with his father’s clothes and everyone knows it. Still, you can’t help but feel like a professional and take a little pride in it.
Just then, the lights dim and the audience cheers as the MC steps on stage.
“Hello, everyone,” he says. “Are you ready to kick off the Golden Games?”
The room fills with thunderous applause and cheers, yours among them. You’ve known about this event for years and have never missed watching it. When you first started your game, you fantasized about being at the Gamer’s Gala competing with your fellow developers for the Golden Joystick, but knew there was no chance your first game would ever make it to the first round of voting. Perhaps your second game. Or maybe your third.
But here you are, at this prestigious event with your first ever game in top contention for a prize so many covet.
You pinch yourself to make sure you’re awake and are pleased that you’re wide awake.
The ceremony opens up with the Golden Joystick for the Triple-A Game of the Year and awards for their various categories, like story, gameplay, music, graphics, etc.
“Alright, with all the big dogs out of the way, we finally get to the indie games. And boy, was this year a massive success for so many indie developers with over fifty percent of this year’s most anticipated games being indie games! Let’s go over your picks for this year’s Indie Game of the Year.”
You get a look at the trophy you and your peers are competing for: the Golden Joystick. As the name suggests, it’s a trophy in the shape of an old fashioned joystick made up of a gold material. For a moment, you allow yourself to visualize winning it and displaying it in your office. Hell, you had a spot on a shelf made for it when you got the email from the event committee that Salvage Rights was a candidate for Indie Game of the Year, even though voting was still ongoing.
The MC begins going through the list of games with said games and their developers being displayed on one massive screen behind him with the game’s team showing up on the other one. With each game mentioned, you think about your Momma; you can remember being at some awards ceremony years ago when one of her books was up for some fancy prize. Even back then, you could tell she was so nervous about getting up and making a speech in front of so many people and having it broadcast for all to see.
At the time, you didn’t understand because she would’ve been given an award and everyone could see. Unfortunately, she didn’t win and while she said she hope to win it, it was good enough to be considered for it, you were pissed on her behalf over it.
Being here, you understand why she felt that way. While it would be a dream come true to win the Golden Joystick on your first ever game, just being here, among your peers, is more than enough; knowing you’re skilled enough to make a game worthy of being judged among the best is a tremendous honor. Plus, the thought of having to make a speech in front of so many people makes you so nervous, you fear you’ll lose your lunch.
God, you wish your Momma was here. This is the biggest moment in your professional life and having her in the audience would make you feel better.
(We are sure she would give anything to be here for you. Wherever she is, she is no doubt watching this moment with unparalleled anticipation.)
“And last but not least, the game that exploded onto the scene a month ago and made a surprise cameo on the voting polls, Salvage Rights by Gould Games,” the MC announces as your game appears on one screen while you appear on the other, lit up by a spotlight.
You feel your face break out into a blush as the room fills with applause and cheers. To know that so many people hold you and your work in such high regard… it’s humbling to say the least.
You wave back and give them a big smile.
Finally, the room quiets down, allowing the ceremony to continue.
“Ok, everyone, with all the candidates on the board.” The screen on the right of the stage lists all the games and their developers, yours the last on the list. “We opened the polls for all gamers and had a record breaking ten-point-nine million ones this year for the Indie Game of the Year, guys!”
The room once again fills with applause and a girl runs from backstage, delivers him an envelope, and runs off.
“It took the Gala Committee a while to tally the votes, but when all was said and done, it was clear who the winner was.” He opens the envelope and a drumroll plays from the speakers to buildup the moment. As he pulls out the piece of paper inside it, you realize you’re holding your breath and your heart’s stopped due to the anticipation. “The Golden Joystick for Indie Game of the Year goes to…” He looks down at the paper and looks back up. “Salvage Rights by Gould Games!”
Your eyes become wide as saucers as you process the words, your heart resumes beating and your release the breath you’d been holding since the candidates were announced. You then realize you’re bathed in the spotlights as the big screen shows you at your seat; the room fills with applause and cheers, many people near you congratulating you.
You get up and walk to the stage, nodding and clapping hands with many you pass by on your way to claim your award. Finally, you make it on stage and shake hands with the MC, who gives you the Golden Joystick.
(This is the only way this could have ended. You worked tirelessly on your game and did not stop until it was the definition of perfection. You were more worthy than any other for this trophy.)
“Thank you,” you say into the mic, silencing the room. “I just want to thank my fellow game developers, the Committee, and especially the gamers, who gave me the opportunity to be here.” This garners more applause. “I have to say, when I first started working on Salvage Rights, I never in a million years thought I’d be here, in the most prestigious gaming event, receiving the greatest award an indie game can receive, but I guess I was proven wrong.”
The room fills with laughter and you sigh in relief. Good, they seem to be liking your speech.
(As they should. You revised it over a dozen times and practiced it in front of your stuffed toys at least fifty times.)
“When I first got into video games, it was just because I was a kid who was fascinated by being able to play on a DS anytime, anyplace. Now, I’m into video games because they are the new medium of art. Think about it, there are games out there that have stories that would made Shakespeare weep, music worthy of being performed in symphonies, and art styles that should be studied by artists hundred years from now. It’s a medium that transcends all others that have come before it.”
More applause. Good, they like it.
“I first started work on Salvage Rights not long after my fifteenth birthday, nine years to the day that I unfortunately lost my Momma to a drunk driver.” You see many people in the audience take notice at this, clearly not expecting to hear something so tragic. “At the time, I was living in a place that neglected me; from the day I first arrived, I was treated like I didn’t exist and any attempts I made to get their attention was ignored.” Clearly your words resonate with people, because you can see a few people tearing up.
“I had someone there I could rely on, and he made those times more bearable, but he couldn’t get rid of that feeling of loneliness that I had felt for years and all I wanted was for my Momma to walk through that door and take me back home. But no matter how much I hoped and prayed, she never came and my loneliness only got worse with each day.
“My only escape from those days were video games. While in real life, I was a nobody in that house, but I was able to dive into one game where I was a noble hero who was destined to defeat the embodiment of evil, or dive into another game where I tamed the mightiest of beasts and triumph over the strongest of champions, or dive into one game where i could master every life skill possible and bring light to a world facing eternal darkness. It was during those days that I learned that games provided an escape from the confines of reality, if only for a little bit. And that’s when I realized I wanted to create a game that could allow someone to escape reality and become the best version of themselves.”
There’s definitely a couple people on the audience crying at this point.
(You have them eating out of the palm of your hand. Time to reel them in.)
“So, I want to thank each and every one of you, both those in this room and watching across the globe, for giving my game a chance and allowing me to fulfill my dream. From the bottom of my heart, I thank you.”
The room explodes into applause and cheers, even a few whistles. I shake hands with the MC once more walk off stage and cross the room back to your seat, shaking hands and receiving pats on the back the entire time.
(A resounding success,) the Megamycete says as you sit down. (They hung on your every word. After tonight, everyone will know of your talent and many will beg for the opportunity to work on their newest project, offering you the world in exchange for your expertise. As they should.)
“Easy, buddy, you’re gonna give me one hell of an ego at this rate.”
(It is only naturally to think so highly of yourself. Compared to everyone in this room, you are a god.)
The rest of the ceremony features trailers for games releasing in the near future and announcements for new titles, making a note to keep an eye on many of them for you to buy on release or pre-order when they become available.
After the ceremony, you follow the rest of the developers to the Developer’s Lounge, a room that’s lavishly decorated and fully stocked with a wide array of food and drinks being served by a dozen waiters, all of it courtesy of Lex Luthor, who is currently talking to a group of triple-A executives, his bodyguard close behind him; many of your peers and various VIPs are already eating, drinking, and talking with other developers, game journalists (ugh), or their personal guests. You gratefully accept a champagne flute from a passing waiter and make your way around the room, looking around for any sign of Alfred.
“Where is he,” you mutter to yourself, scanning the room.
“Mr. Y/N Gould,” a masculine voice calls out to you, making you turn to the source: a tall, blue eyed man wearing a pair of black framed glasses, a grey jacket over a dark blue tie and light blue button up shirt, navy blue pants, and black loafers.
(We sense a spike in your heart rate. Are you alright?)
Oh, you’re better than alright. Some attractive man knows your name and wants to speak to you.
(You are attracted to this man. This is the first time we have ever experienced infatuation firsthand. We look forward to seeing this interaction unfold.)
“Yes,” you say, managing to find your voice. “I don’t believe I’ve had the pleasure.”
“Clark Kent, Daily Planet,” the man responds, raising his hand and you accept.
It’s then you notice the feel of something metallic and when you glance at his hand, you see a gold wedding band.
Damn it.
(We grieve the loss of your potential mate.)
Oh well, always lots of fish in the sea.
“Is there something I can help you with, Mr. Kent?”
“Yes, the Daily Planet was hoping to write an article on the winner of the winner of the Indie Game of the Year. Is there anyway I can talk you into doing an interview?”
(He can still be of use to you. By doing this interview, he can help you find you a worthy mate.)
Great, now you have sentient mold trying to play matchmaker. Well, at least you’ll be able to get more people interested in your game. The Daily Planet’s the biggest paper in Metropolis and has decent following around the country.
“I hope you can wait a little while for that interview, Kent.”
You freeze at the new voice, a voice you haven’t heard in over four years. You hope that, somehow, you’ve made some huge mistake and it’s not who you think it is. You then realize that the entire room’s gone silent, sans a few whispers, and now all eyes are on you and the newcomer behind you, Clark chief among them.
You realize that your breathing and your heartbeat have ceased, and the pit of anxiety and fear from earlier has returned, but there’s now rage included in that mix; rage you haven’t felt in over four years. Rage that finally went away when you finally escaped Gotham and put it and Wayne Manor in your rearview mirror.
You feel a hand grasp your left shoulder and out of the corner of your eye, see a tall figure come to a stop to your right. You slowly turn your head to fae the figure and look up to see your worst nightmare: Bruce Fucking Wayne looking down at you, his signature fake ass smile adorning his stupid mug and a champagne flute similar to yours in hand.
He’s dressed far too formal for an event about video games, wearing a designer black suit with matching pants that probably cost more than your car. You can dig through all your memories of the man and never find one instance of the man wearing anything casual. And that smile of his, the one he always flashes to his insufferable blue-blooded friends; you want to punch him so hard in the face that every last tooth shatters, but you manage to put a lid on that urge.
If only just barely.
(What is this shameless heathen doing here,) the Megamycete hisses. (The audacity of this creature to show up on the best night of your life and ruin it. You should kill him. Immediately.)
Right now, you’re really tempted to give him the Joker Treatment.
“I’m afraid Y/N and I have much to talk about.”
“Mr. Wayne,” Clark stampers out. “Do you know Mr. Gould?”
“I would say so,” he responds in that fake cheery tone he only reserves for galas and paparazzi, those “honeyed words” so disgustingly sweet and fake it makes you want to vomit. Preferably on him. He tries to pull you closer to him, but you’re able to resist it no problem thanks to the Megamycete. “He’s my son.”
And like that, the crowd around you descends into chaos, many of them loudly talking among themselves while others take out their phones and cameras and begin snapping pictures of the two of you, and so many media types are shouting questions towards you and him.
But all that doesn’t really phase you. Right now, you feel as if the world has crumbled around you and now you’re left free falling in an endless void, doomed to spend the rest of eternity in this sort of purgatory.
You’re frozen where you stand, unable to look anywhere else but at the face of the man you hate with your entire being and as you look into those eyes of his, every single memory of your stay at Wayne Manor flashes before your eyes; you’re overwhelmed by the feelings of sadness, loneliness, pain, and humiliation you were forced to deal with during those twelve long, horrible years. Right now, it takes every bit of restraint and willpower you have to not let all the thoughts you have of ripping this bastard’s head off and kicking it so far that every NFL team in the country would offer you fifty million in advance if you signed on with them become reality.
(You should do it. Kill this man. Teach him the meaning of pain. Let him feel all the pain he and his flock have caused you for years and despair. Make him regret ever taking you for granted.)
Ok, your usual voice of reason is now howling for blood. This does not bold well for you.
“Mr. Wayne,” you finally respond, finding the strength to keep your voice steady and not cause a scene (or at least a bigger one than he has already); you brush his hand off your shoulder, making a mental note to burn these clothes (damn it, you paid good money for these). “I’m afraid you’re mistaken, I’m definitely not your son. Perhaps you’ve had too much to drink? Wish I could say I’m surprised, but I’m not. You should sit down before you make an even bigger fool of yourself in front of all these people.”
His smile falls and you can see the hurt shine in his eyes for a fraction of a second. He’s an expert at concealing his emotions, so for you to do something like that makes you giddy.
“Y/N,” he pathetically responds as he reaches out to you, but you take a step back. “I am—“
“You’re a sperm donor, nothing more, Mr. Wayne,” you hiss, revealing in the hurt expression that breaks out on his face. It’s probably fake, a stunt to pull for the crowd, but you don’t care. You’ve held all these feelings in for years and now that you have the chance to give this son of a bitch a piece of your mind, you’re taking it. “You’re not my dad and I’m sure as hell not your son!”
“Y/N, I know I wasn’t the best father to you, but—“
You lose it at that. All the abuse and misery and neglect you had to deal with from him and his kids for over ten years, and he has the nerve to say he “knows” anything about how you feel? In a swift motion, you throw your champagne at him, dousing his face in the clear-yellowish drink that quickly pours down his neck and soaks his expensive black jacket.
The crowd gasps at this, but you absolutely couldn’t give a shit. This was to be the best night of your life and he had to go and ruin it by daring to show his hideous face and dare to have a conversation with you. Fuck, he probably took Alfred’s place, so you had no one here to share in your big moment, something that makes you even more pissed off.
Throwing your champagne at him only made your rage burn hotter, demanding to inflict as much pain and suffering on this man that you’ve suffered for years. You quickly close the gap between you two, deliver a harsh right hook to the right side of the man’s jaw and follow up by shoving the man as hard as you can (though still holding back a lot of strength so you don’t reveal what you really are), causing him to topple to the floor, landing on his ass.
At this rate, you don’t really care what people say about you after this, all you care about is hurting him. You look down at the pathetic wretch at your feet and love the look of horror and pain etched on his face, reveling in the terror in his eye and the blood dripping from his closed mouth.
(Yes,) the Megamycete screams. (More. More. Make him hurt. Make him bleed. Make him realize who the superior one is.)
“Someone call an ambulance, this asshole’s gonna need one,” you growl, pouncing towards the man who made you lose the best years of your life, ready to pound his face so hard that they’ll have to rely on fingerprints to identify him.
Just then, you’re caught in mid-air and when you look behind you, it’s Clark, his arms wrapped around your waist in a surprisingly strong grip.
“Mr. Gould,” he says in a tone like he’s trying to soothe a startled animal (which isn’t too far off the mark). “Please, control yourself.”
You don’t want to. In front of you is the man who treated you like shit from the day you two met, making you wish you were in the car when your Momma died so that you never met him. This was suppose to be your night — your moment of triumph — and he had to go and ruin it. And you want nothing more than to put this man in a full body cast, and that’s you being generous.
But when you see the look of total shock on his face, and everyone in the crowd who has the same expression, your rage finally cools down. Not because you feel guilty over what you did to Bruce, you were ready to reduce him to a bloody red paste, but because everyone just saw your absolute worst.
You go slack in Clark’s hold and that’s when he finally lets you go, having to command the mold to reinforce your leg bones to keep you standing because without it, you’re ready to collapse form the burst of energy you just burned through.
“Is there a problem here,” Lex says as he emerges from the crowd, Mercy following close behind. He glances down at Bruce and a ghost of a smirk appears on his face.
“I have an axe to grind with him,” you say, doing your best to even out your voice. “I’m sorry for making a scene.”
“What about pushing Mr. Wayne,” Lex asks, motioning to the man.
“No, that’s something I’m very proud of.”
You can see Bruce flinch at that and it makes you feel good.
“Well, it’s always a pleasure to see Bruce Wayne be taken down a peg,” the man chuckles. He then turns to the rest of the crowd. “Alright, show’s over, everyone. Go back to your own business.”
Slowly but surely, the crowd breaks up and the party resumes, but you can definitely tell many of the media types are still looking at you and Bruce and are no doubt chomping at the bit to talk to either of you, many of them furiously typing on their phones, probably texting their bosses and sending whatever pictures and videos they took.
“Mr. Gould, I’d be honored if you would give me a few minutes of your time.” He extends his arm as if you were a woman. “I have much I’d like to talk with you about.”
You discreetly glance down at Bruce, who looks like he’s ready to do to Lex what you did to him a minute ago. You know that Lex is only doing this to piss off Bruce, his biggest business rival, and is probably using you in hopes of getting some speck of dirt on Bruce and maybe even some Wayne Enterprises secrets.
And god damn it if the thought of that doesn’t make you giddy.
“Of course,” you say in a sweet tone of voice, looping your arm in Lex’s. “The honor would be mine.”
He leads you towards a private area of the lounge and as you pass by Bruce, who’s still on the floor, you glance over at him and give him a dirty look, making it clear that you hate his guts and the next time he tries something like this, you won’t hold back.
You don’t know what Bruce wants and why he’s suddenly showed up after four years of your leaving, but chances are he’s only here to serve his own agenda and you want nothing to do with him or his crazy ass family. You have your own life and are finally happy for the first time in years, and you’ll be damned if you’ll allow all your hard work to be destroyed.
If it comes down to it, you’ll wage war against him and the rest of the Bats.
(Yes, clip their wings. Tear them to shreds. Grind them into powder. Tear down everything that they are and leave nothing behind so they are forgotten by the world.)
Bruce watches as you and Lex wonder off to some desolate corner of the lounge, simultaneously plotting an attack on Lex Corp that will hot Luthor hard and replaying his interaction with you, going through millions of different ways that could’ve gone better. Or at least, not ended with you almost tearing him limb from limb, the only thing saving him was Kent’s intervention.
Ok, maybe approaching you like Brucie Wayne, millionaire playboy philanthropist, was a bad idea, but it was the only way he could think of that wouldn’t scare you off. He really thought that talking to you with his usual charm and bravado would’ve at least given him a chance to talk to you.
All it got him was a look into your temper.
Fuck, the look of pure rage and disgust in your eye the entire time you talked to him. Right now, he just wants to curl up and die, but he also wants to scoop you up into his arms, hug you tightly, and beg for your forgiveness, no matter how much of a fool he made of himself or how much you bite, scratch, and hit him.
It’s then he thinks back on you shoving him and it’s then he realizes it doesn’t make any sense. He’s a solid six-foot-two, way taller than you and while he would never call you weak, you definitely aren’t a bodybuilder, so he should’ve been able to withstand your shove no problem. But he’s been fighting against beings with super strength all his adult life, so he knows the difference between a strong human and a Meta.
But you’re not a Meta, right? He’s spent the last twenty-four hours digging up every piece of information he can on you, your medical records from Southern Hills Hospital being one of the first things he delved into. When you were born, you were a healthy baby boy, no signs of illness and certainly no trace of the Meta Gene. He even has your medical records during your time in Gotham (Alfred being the one to take you to all your appointments because he certainly didn’t do it), and everything points to you being in perfect health.
So, how were you able to shove him like that, a man who goes toe-to-toe with the likes of Bane on a regular basis?
“Are you ok, Bruce,” Clark asks, extending his hand to help him up.
“I’m fine,” he responds, brushing the hand aside and getting up on his own.
“Pardon me if I don’t believe that, I could tell you were shaken up by that.”
If there’s one skill Bruce prides himself on, it’s his ability to conceal his emotions, able to hide his true feelings from anyone and everyone, even from telepaths such as Martian Manhunter.
But seeing how his son, his baby boy, feels about him made him forget his control. Him not being able to hide the pain he felt when you lashed out at him, clearly holding a lot of anger and resentment towards him, was one of the few experiences that has shaken him to his core.
“Mr. Wayne,” Vicky Vale says as she emerge from the crowd and approaches them. “Care to make a statement on what just happened?”
It takes everything he has to not let out a groan. Of course, Vicky Vale is always there whenever some drama happens to either him or his children in public. She had a field day with him when he she asked about his bruises and limp he got last time he fought Killer Croc and he had to play it off as some really kinky sex he and some supermodel had.
“Not now, Vicky,” he responds, leading Clark closer to where you and Lex walked off to. “I have a prior engagement with Mr. Kent here.”
“I didn’t know you had a son before Damian,” Clark whispers as they walk.
“Let’s just say I did everything wrong when it came to him,” he responds back, keeping his voice low. “I found out I screwed up and came here to try to make amends. You know how that ended.”
“I know, we all had front row seats to that. Also, I’ve been listening to his and Lex’s conversation the entire time.”
“What’s that bastard saying to him,” he hisses, pissed off beyond words that snake is talking to you, his baby boy.
“So far, Y/N’s just trash talking you, calling you every name in the book and angry that you ruined his big night.”
Bruce winces at that. He knew it’s Alfred you want here to share in your achievement, but he couldn’t miss this night, not when he’s missed so much of your life. To see you, smiling on stage and acting so humble after wining an award as important as that was absolutely mesmerizing.
Of course, your speech hit him like a freight train. He knew he wasn’t the father you deserved, but to hear you talk about your time with him so poorly was more than he was prepared to handle. Of course you miss your mother and he’s glad you think so highly of her, but is there really nothing he can do to make you reconsider giving him another chance? To give his family another chance?
“Lex is now offering to be a benefactor to Gould Games; Y/N have total creative license on all projects and would be given a massive office in one of Metropolis’ premiere high-rises.”
“In exchange for WE secrets, no doubt.”
The thought of you and Lex working together makes him sick. The man is a snake and wouldn’t hesitate to betray you if it benefitted him in any way. If you need money for your new games, he’d be more than happy to do it! You could be a subsidiary of Wayne Enterprises with as large a budget as you want, with your choice of office in Wayne Tower or around Gotham. You’d have all the best computers and software that money could buy and if you need to hire more people, you can choose all the people you want and he’d personally arrange for them to be flown to Gotham, ready to work as soon as possible.
“That’s right,” Clark responds. “Don’t worry, he turned him down. Looks like you won’t be losing nay more money to Lex this year.”
“Y/N doesn’t know anything.”
As sad as it is, that’s the truth; you’d been shut out by all of them that you couldn’t give any of his secrets away. Hell, you don’t even know that you’ve been living with Gotham’s vigilantes.
“He’s been kept in the dark about everything,” he mutters as he looks at you, chatting away with Metropolis’ biggest wannabe.
Maybe he should tell you that he and your siblings are Gotham’s vigilantes? Not that it’s any excuse with how they treated you for yeas, but with any hope, it would make you more understanding on why they were always so busy and at least consider talking with them.
Just then, Clark winces at something Lex just said.
“What,” he snaps.
“Lex just invited him for dinner. And based off his tone, he has more in mind than just business.”
And with that, all he can see is red and he’s filled with rage at the bald bastard.
“Bruce, wait,” Clark calls out as he stops over to where you are.
“Bruce,” Lex says with a smirk as he approaches the both of you. “I hope you’re not looking for another beating from Y/N.”
He looks over to you, your expression clearly indicating you’re visualizing beating the hell out of him right now.
“Of course not, I just wanted to extend an invitation to him for dinner. It’s been forever since we had a father-son dinner.”
“We’ve never had dinner together before,” you snarl.
“His loss, I assure you,” Lex responds, giving you a look that makes Bruce want to punch his lights out.
“Y/N has nothing you want, Lex,” Bruce growls, trying to keep his anger from getting the best of him. “Leave him alone.”
“I disagree, Bruce. Y/N is charming, witty, and a delightful to be around.” He has a twinkle in his eye that makes Bruce even angrier. “He definitely takes after his mother.”
Bruce opens his mouth to spit some insult at the fucker, but you intervene.
“Yes, Momma raised me well,” you say, looking right at him before looking back at Lex. “I appreciate the offer, Mr. Luthor, but I’m afraid I’m heading back home first thing tomorrow morning. Maybe the next time I’m in the area?”
“I’m certainly hoping that will be soon.” He pulls out a card and hands it to you. “My personal phone number and email. The next time you come to Metropolis, please don’t hesitate to reach out to me and I’ll see to it you’re afforded every luxury this city has to offer.”
“Thank you,” you responded, taking the card and pocketing it. “I certainly hope to visit again soon. Metropolis is way better than Gotham. Hard to believe that cesspit is its sister city.”
He winces hearing your clear disdain for his city, the home of his family. Your rightful home.
“Indeed,” Lex chuckles. “Gotham is so painfully outdated in every respect it’s almost funny. If I had my way, all of its archaic structures would be torn down and replaced for more modern and aesthetically pleasing replacements.”
“That style is Gotham,” Bruce growls, unable to put up with the disrespect of his city. “Gotham has resembled its current form for over a hundred years now. It’s a reflection of its storied past.”
“A storied past of misery and insanity,” you respond. “Gotham isn’t a place where good people end up. It’s a spiderweb that slowly drains everyone within it of all they have, leaving nothing but empty husks behind. Maybe all of it should be torn down.”
You say the words, but all he hears is his voice. When his parents were killed, he felt the same way about Gotham as you do. It took him years to finally shed his hatred and resentment for the city and see its beauty. As much as you’d probably hate to admit it, you really are his son.
“I’d love to stay and continue this riveting conversation, but I’m afraid I have an appointment across town. He turns to his bodyguard. “Mercy, ready the car.” She nods and leaves. “And Y/N, I hope you enjoy the rest of your stay here in my city. Perhaps you’d allow me the honor of taking you to the airport myself?”
“I’d like that very much, Mr. Luthor,” you say, giving that bastard a smile that makes his blood boil.
“Please, call me Lex.”
“Ok, Lex,” you say with a chuckle.
Oh, he’s going to make Luthor suffer for this. When he gets back to the Batcave, he’s going to plant so many viruses into Luthor’s systems, he’ll spend months recovering a single piece of data.
Finally, the man walks away, leaving you and him alone at last.
“I’ll say this only once, Mr. Wayne,” you say in a tone that shows you mean business. “So listen close: I don’t know what you’re doing here or what you hoped to achieve here, but stay away from me. I’m finally happy for the first time in years and I won’t allow you to fuck it up for me.”
He winces at your words. And the fact that you’re calling him “Mr. Wayne,” like he’s a stranger (though with how he treated you for over ten years, that’s not too far from the truth). He knows that he has no right to be called “dad” or “father,” but you can’t even call him by his name like your siblings do? Do you really hate him that much?
“Y/N, please—“
“Shut the fuck up,” you growl, cutting him off. “This is your only warning: stay away from me. I’m not weak like I was when I was first dragged to Gotham. Keep butting in where you don’t belong and I’ll personally reunite you with your parents.”
You go to walk away, but he grabs you by your shoulder. You quickly snap your head to look at him, your expression so full of hate and disgust. He knows this isn’t helping his case, but he can’t let you leave like this; he needs to keep you here so he can talk to you, to beg you for just a few minutes of your time.
You grab his hand with yours and begin squeezing so hard his hand begins to throb and he has to fight to hide his expression of pain from the crowd.
Not only do you not look you visit the gym, but this type of strength is something beyond what a normal human is capable of. Just what secrets do you have?
He meets your gaze and he has to suppress the fear he feels when looking in your eyes. There’s hate in them, no doubt about that, but there’s something else in them. Something dark. It also doesn’t help that you have his mother’s eyes and seeing them look at him that way cuts him to his core.
You shove his hand away from you and you storm off, ignoring as a dozen journalists come up to you and leaving him to stand there, watching you walk away from him and ignoring the throbbing of his hand.
“You ok,” Clark asks after walking up to him.
“No,” he mutters. He looks down at the camera in the Kryptonian’s hand. “Did you take any pictures of him during the ceremony?”
“Yeah,” the reporter responds, holding it up. “I was in the press section of the audience. I got a couple good shots.”
“Send them to me,” he orders while walking off.
Many reporters try to talk to him, but he doesn’t spare them a second glance. Right now, all that matters is planning his next move. You’ve made it very clear that you resent them for how they treated you while you lived with them and while he understands that perfectly, you need to understand that he’s your father and his children are your siblings.
He’s happy that you’ve made a life for yourself in Nevada and are successful in your career as a video game developer, but you’re a Wayne and all Waynes belong in Gotham, under his roof.
He gets his phone out and tells his children to be ready for a family meeting as soon as he returns in the morning. As much as he wants to find a way to bring you back to the fold on his own, he can’t do it alone. With any luck, your siblings will be able to reach you. Hell, he might have to call on Alfred to help bring you home.
He will uncover everything about you (including whatever what you just did) and when he does, he’ll use that knowledge to make you realize you’re son and your rightful place is by his side, where he can keep an eye on you and shield you from the dangers of this world.
One way or another, you’ll come back to Gotham and when you do, he and you’ll siblings will shower you in the love you deserve. And after that, they’ll throw the biggest gala ever, with you as the centerpiece, and show you off as the most important member of the Wayne Family; all of Gotham elite will climb over one another in hopes of courting you, but he and you siblings will never allow them to come anywhere close to you as you won’t need anyone but them to keep you company.
It doesn’t matter how long it takes or what he has to do, he’ll learn your secrets (as is his birthright) and lead you back to where you belong.
Even if he has to drag you back home by your ankles.
Tag List: @space1crow @bat1212 @minkyungseokie @nosyrobin @bunbunboysworld @kitty-from-daaaa-voidddd @feral-childs-word @phoenixgurl030 @soriansick @hellcatsworld @prettyboys247 @marsmabe @paolexsstuff @c0l1fl0r @starryperson @kore-of-the-underworld @kiarst @vanessa-boo @moxiemy @greatwhisperspaper @tatsuri-zomushiki @starsdotalk @luna57765 @jsprien213 @lizz-lrm @chericia @v0idl1nq @diejager @solelifauna @bunbunbread @ratchetprime211 @ellaprime7 @fantasyhopperhea @exactlynumberonekryptonite @bellethesleepypotato @roseytheteacup @orbitingtraveler @lunaluz432
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kh13 · 1 year ago
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Yoko Shimomura to receive the Lifetime Achievement Award at the 2024 Game Developers Choice Awards!
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mockerycrow · 1 year ago
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are you good at character analysis? I wanna know what your analysis would be for Gaz, I’m trying to figure out his story since he’s my favorite out of TF 141
KYLE GAZ GARRICK
BASIC OVERVIEW — BIOGRAPHICAL INFORMATION
Kyle “Gaz” Garrick is a British Black man who enlisted into the British Army around 2008 or 2014 (unfortunately, the developers have inconsistencies). His operator biography states 2008 while the official activision website in a blog post about MW2019 states 2014, however it does make sense for him to enlist in 2008. He would have been at least sixteen years old which is the minimum age requirement to enlist. I would like to quickly throw in that Gaz is indeed older than Soap, as this is a misconception that I surprisingly see a lot! Gaz’s blood type is B- and he currently ranks as sergeant (which according to the official British Army website, it typically takes at least twelve years in the service, however it implies it also depends on the person’s abilities).
Gaz spent four years in the Queen’s Lancashire Regiment. During these four years going through a multitude of tests and challenges before passing selection for Special Air Service (SAS). The activision blog says during MW2019, it’s his sixth year serving as a sergeant. However, as Gaz had been selected for TF141, I believe their ranks have paused in time. Gaz has mostly spent his time in anti-terrorism in his military career. He’s an expert in demolitions, VIP escorting, weapons tactics, covert surveillance, and target elimination. He’s been awarded multiple medals, and earned his Parachute Wings whilst spending time at Camp Lejeune in the U.S. whilst collaborating with Navy SEALs. Kyle is a master of evasion and deception, being the only candidate in his entire class to escape capture from the facility and evade detection during resistance training. 
When Gaz first meets Cpt. Price, Gaz is currently assigned to an SAS specific counter-terrorism program in the UK who collaborate with the police, which is another misconception that Gaz was a police sergeant at one point (he was not! I believe some people think this because at E3, Gaz was wearing a police baseball cap).
CHARACTER OVERVIEW
Like true to the original Gaz, he is Price’s protege, being his student. Gaz is overall a serious and hardworking man, loyal and unbreaking. He knows when to joke and he knows when to reload. However, Gaz is not perfect and he does lose his cool (we see subtle development with this later down the road). While being loyal, Gaz does not hesitate to question Price’s choices and actions. We see this multiple times during the series, the most prime example being in MW2019 when Price and Gaz are interrogating The Butcher with Yegor. The Butcher taunts Gaz, causing Gaz to lunge and Price to send him off to fetch.. “The package”. The package being, The Butcher’s family. The reboot games, you have choices, so I’ll give the very basic run down. 
You have the option to opt into the interrogation or to opt out of it. If you opt out, Price bursts out of the room with the information (if you go near the door, you hear The Butcher’s family sobbing). If you opt in, you have so many options. At the end of the day, Gaz is mostly silent and follows orders from Price. In the police cruiser scene, Gaz questions Price in the car—he did not expect to be using women and children as bargaining chips and he makes that clear, and this is a big teaching moment between Gaz and Price. We have to remember that Gaz is young and considering everything, inexperienced to an extent. Price makes up for that inexperience, teaching him along the way. During the interrogation scene, Price makes a remark: “We’ve taken the gloves off.” This is because Gaz lashed out. Later in the car, Price says “When you take the gloves off, you get blood on your hands, Kyle. That’s how it works.” after Gaz questions him.
CONCLUSION
Overall, Gaz is a very complex character and I enjoyed watching his development during these games. I’ve seen people claim Gaz is boring or plain, but I genuinely do not believe that to be the case. Gaz, in my opinion, is also the most relatable character. He’s young, ambitious, and determined. He’s charismatic and efficient. I don’t believe a character has to be extremely traumatized, or look very very unique to be a well-crafted character and Gaz is a great example for this. 
Gaz is just a man who enlisted; someone who is smart and well-rounded (as much as an SAS member can be), he’s quick on his feet and he molds into group work fantastically. He’s extremely versatile and is a quick learner—and wants to learn. He has his flaws that make him human. Gaz develops great self control, is level-minded and is able to think for himself. A great student questions their mentor in everything and you see this with Gaz. 
You see Gaz struggle with morality in the series in a sea of characters who kill and do things without a second thought. We see him question things, we see his emotions and his extreme reluctance. We definitely see some development down the road as Gaz becomes more ruthless, but he never quite forgets his humanity in a way, compared to Price where he can easily disconnect humanity (ex. Calling The Butcher’s wife and son “the package/leverage”). 
Along with this, we see him struggle with the rules in place. I also think this is why Gaz and Price’s dynamic is great. There are rules for a reason, and both Price and Gaz know when to break them—but Gaz learns that breaking some rules doesn’t always happen for the most heroic of actions (again, Price’s quote about bloodying your hands after taking the gloves off). Gaz wants to save people and keep the peace, we see this in Piccadilly during the terrorist attacks and the aftermath scene with Price where Gaz lets the Captain know that he and his unit had actionable intel on the terrorist cell who committed the act. Of course, we see later down the road that taking the gloves off removes all limits, not just some of them. We also see a glimpse of Gaz’s conflicting feelings when 141, Farah & Alex, as well as Laswell learn about Hadir and his plans, as well as when Farah’s forces are deemed a terrorist organization.
I think I rambled on a lot about him, hopefully this is understandable! 
Sources: price & gaz activision blog intros (2019), inconsistency in enlistment date, cod fandom wiki, gaz scenes mwi & mwii, official british army website.
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felassan · 2 months ago
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The Gamer interview with Alix Wilton Regan by Meg Pelliccio: '“We Are Currently Massively Overexposed And Massively Underprotected," Says Dragon Age's Alix Wilton Regan'
Excerpts:
"The first big game Wilton Regan remembers acting in is Dragon Age: Origins, and looking back at how the industry was then in how it approached acting, she says that, “things are changing for the better in the video game industry in the way that we look at actors and respect their artistry.” [...] “Fans and players have always understood the value of video games [and] the value of actors in video games because video games die a death without good performance. [...] Fans and players have always understood the importance of a totally f*cking brilliant Inquisitor, a totally f*cking brilliant Astarion, a totally f*cking brilliant Indiana Jones. The fans understand that value because they understand the emotional connection to the actors. It is about educating the people at the very top that actors are therefore worth investing in from a financial point of view, not just from an emotional point of view, from a collaborative point of view.” [...] “The relationship between the developers and the actors is paramount because when I feel trusted, when I feel valued, when I feel seen and heard, that is when I feel safest to give you my best work. That is when I can give you the tears of Sam Traynor at the end of [Mass Effect 3]. That is when I can give you the blood-curdling screams of Tezi in Amnesia Rebirth, because the team, to their credit, was saying more, ‘do what you want, what do you feel?’ They weren't trying to shut me down. If you build people up, if you give them honey, not vinegar, we actors will give you gold, and we make magic.” [...] “We used to be told absolutely sweet f*ck all about the storylines. Jennifer Hale [Commander Shepard in Mass Effect] has spoken to this, which is you go in and give a cold reading every day for four hours, and you've never seen the script before. Now, if you're lucky, you will get the script 48 hours in advance to look through, to prep and learn. If you're performance capturing, you'll definitely get the script in advance because you have to be completely off book, but normally you step into the booth and you give two, three, maybe four reads because you know it has to be brilliant.” She tells me she always likes to know the overall story arc to plot things in her head, especially if it’s a big game or she’s portraying a lead character. However, in terms of how much detail she knows, sometimes that comes down to her personal choice. “With Solas, I didn't want to know that he was the Dread Wolf because that would have ruined the surprise and heartbreak for me.”"
[source]
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resart · 1 year ago
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The Inconspicuous Writing Gem: Daeran’s Look-alike Contest Breakdown
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The Dance of Masks brought the long-anticipated last hurrah to the Knight Commander’s story. Although it was announced that the DLC would focus on the companions, I wasn’t holding my breath for substantial content that would actually enrich the characters’ plots. The game is already massive and has a ton of variables, so expecting the writers to continue storylines that can have multiple outcomes would be unreasonable. But one scene far exceeded my expectations and set the bar high for the rest of the expansion, rendering me more critical about some of its elements than I would normally be. The event in question may not appear as much, but the true artistry in writing stories driven by the player’s choice fully reveals itself in what we don’t see on the surface. Daeran’s look-alike contest varies greatly, depending on how his personal quest was resolved, and, therefore, serves as a semi-epilogue to his arc. I wanted to post an analysis of his character’s progression for quite some time, and this send-off is a fitting opportunity to delve into this matter. I’ll break down the differences in the new scene as well as in a few others and share my overall thoughts on what this addition brings to the table. Brace yourself because it’s going to be long.
I'll start with a quick reminder of what Daeran’s questline outcomes are, because I'm going to reference them a lot:
Good, in which he’s openly grateful to the Knight Commander despite having to face the tribunal, and Liotr, noticing their bond, intervenes so the Inquisition doesn't lock him up;
Lobotomy, in which Daeran reluctantly accepts his predicament of having to face the trial, Liotr doesn't support him and after the crusade, the Count is sent to the asylum and lobotomized;
HappyEvil, in which the Commander kills Liotr to secure Daeran’s freedom;
ArchEvil, in which Daeran doesn't have any trust in the Commander, feels deserted and murders Liotr to avoid the trial.
At first glance, there's nothing profound about Daeran’s festival quest — it fits his image to indulge in the vain act of self-celebration by choosing the most accurate imitation of himself. However, this simple setup proves itself clever when we realize that, by observing the contestants, he sees himself in a distorting mirror. Coincidentally, each participant appears to represent a different facet of the Count’s character. Therefore, his reactions to them speak volumes of the self-image and mindset he developed during the crusade in each scenario.
Among the doubles, we have an aasimar who mimics Daeran's arrogance and cruelty, and constantly interrupts other participants' speeches with mocking remarks.
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A woman who recreates Daeran's sophisticated bon vivant persona.
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A drunkard who paints Daeran as a worthless and utterly unapologetic rake.
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And finally, an innocent boy who keeps staring at Daeran with admiration and portrays him as a virtuous hero of the crusade.
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After the presentation of the contestants is over, Daeran asks the Commander’s opinion. Again, his responses to their verdict vary in each case (unless they choose the cat), but the difference in how he reacts to being compared to the little boy is the most telling.
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No matter what the protagonist suggests, the winner of the contest is fixed for each of the outcomes. If the Commander failed to earn Daeran's trust and he murdered Liotr himself, the conceited aasimar is declared the winner.
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If the Commander killed Liotr, the Count awards the lady.
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If the quest was resolved peacefully (either Good or Lobotomy), Daeran chooses the boy and has a heartwarming exchange with him.
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This variety of possible scenarios and the way they are handled encapsulate why I consider Daeran's story so intricately woven and enjoyable to analyze. He's an incredibly flexible and dynamic character whose potential endings range from becoming a saint to a homicidal maniac. But what makes this duality and everything that comes in between so engaging is that all these vastly contradictory conclusions are equally organic and convincing, given his rich characterization and the player’s choices. The subtle yet significant divergences in the narrative paths maintain the integrity of his personality and prevent his evolution from seeming far-fetched while efficiently showcasing his growth or regression.
Regretfully, this attention to detail is missing from the other new scenes, which don't convey a similar sense of progression and can come off as somewhat disconnected from the rest of the playthrough. The rendezvous, for example, avoids references to how the player concluded Daeran's romance and quest. Given these plotlines' non-linearity, it's an understandable approach, but it prevents the scene from exploring deeper themes and hitting more emotional notes. What's particularly detrimental to the its overall intensity is the absence of exclusive dialogue for the True Love outcome. Ironically, it's the two worst endings that get unique and surprisingly heartfelt lines.
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The difference is insignificant, however, because the conversation always plays out the same. All in all, the segment is nice and leaves a lot to the imagination, but only partially exploits its potential. Meanwhile, the festival mini-quest embraces the aforementioned strengths of the storyline's writing, giving every iteration of Daeran distinct dialogues that clearly demonstrate the impact the crusade and acquaintance with the Commander had on him.
I won't examine every dialogue branch in detail but will mainly focus on the Good scenario. As someone who likes this ending the best and even advocates the controversial writing in the final confrontation with Liotr, I always thought the narrative failed to properly sell its implied benefits. Apart from the closing conversation in the quest itself, late-game provides little reactivity to differentiate the outcomes, making it hard for the players to fully grasp the internal shift that Daeran undergoes. Comparison of said dialogue in various scenarios reveals his perspective in Good route as the least egocentric and overall most mature. Unfortunately, in an individual playthrough, these qualities can get overshadowed by the Count's dissatisfaction with the inconveniences he will eventually have to endure.
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Aside from that, the effects of each resolution manifest only in Daeran's responses to one question in the romantic route and how he expressed his feelings regarding Galfrey’s death.
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Even though they show evident contrast and serve as a much-needed emotional pay-off for the moral dilemma the player faced in the storyline finale, both are relatively minor, with the Queen one completely missable in most playthroughs. When combined with the similar omission of negative repercussions for Daeran’s moral condition and emotional maturity in other outcomes, it's not surprising many players believe he doesn’t ever change or that becoming better fundamentally clashes with his nature.
The discussed competition scene remedies the narrative’s deficiencies, ultimately proving this statement untrue. In the Good outcome, Daeran presents a reasonable dose of self-distance. When confronted with the drunk’s insults, he replies with humor and courtesy, which is a stark contrast to his reactions in the Evil outcomes and his past responses to criticism. Despite being hurt by the harsh judgment, he understands such a low opinion of himself is somewhat justified. The Count's mild response and his sensitivity to the suggestion that he's nothing more than an unfeeling scoundrel may even indicate that he has developed some remorse for his past actions. He also dismisses unwarranted flattery and distances himself from the brash egotism. All without falling into a spiral of gloom and self-deprecation that occurs in the Lobotomy scenario. Introspectiveness and vulnerability showcased here are a seamless continuation of the self-evaluation Daeran does in the High Trust version of his quest upon being supposedly betrayed by the Commander.
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It's all the more unfortunate that the other interactions in the DLC don’t acknowledge these differences and instead return to the common denominator of all endings. As a result, the player will go from Daeran, who self-reflects and claims the aasimar presents an unfunny caricature of him, to Daeran in the tavern, who puffs himself up exactly like the guy (using even the same words) and seeks more sycophantic praise. While it's expected for him to put on an airy act and tease others, the absolute lack of self-awareness he previously exhibits in the Good route is quite jarring. Considering the complexity of the storyline as well as all sorts of limitations, such inconsistencies are inevitable (the base game already has a fair share of them) and in the end, one can easily reconcile them through their own interpretations. However, after being spoiled by a reactivity treat like the festival mini-quest, it's disappointing that the remaining dialogues lack similar nuance.
In the Good scenario, Daeran's behavior reinforces what we learn in the epilogue — that in this version, he has the most difficulty navigating through his newfound freedom and redefining himself in it. Choosing the winner of a silly contest shouldn't be hard for him, and it isn't in the Evil outcomes. There, the self-satisfied Count (who in both cases already has the blood of at least one innocent man on his hands) picks what he perceives as an idealized version of himself — be it the aestheticized depiction of his self-centredness or the unbridled and unyielding haughtiness. Noteworthily, in the Happy variant, Daeran openly flirts with the lady and, in both Evil paths, if not romanced, attempts to seduce his favored contestant. It’s peak narcissism, given the implications of the scene. In the peaceful outcomes, especially the Good one, the ordeal is a series of unpleasant self-reflections that even causes him to become overwhelmed by sorrow at one point. In the end, Daeran’s choice stems not from an ulterior motive or a desire to boost his ego but from genuine fondness for the boy. The youngster's belief in the Count’s kindness and heroism reminds him of his own innocence that was prematurely and brutally snatched from him. At his core, Daeran is not a self-sufficient master of his own fate but a helpless child thrown by unfortunate circumstances into otherworldly oppression and a vicious cycle of selfishness. In the Evil routes, he successfully deludes himself into believing he’s the former, but here, he realizes he’s the latter.
We're used to seeing Daeran scoffing at saccharine narratives and lofty ideals, and in the Evil versions, he's indeed annoyed with the boy’s portrayal of him. In one of them, he even anticipates him to be disenchanted, finding the prospect amusing. In the campaign's early stages, the Count voices his dissatisfaction with being enrolled in the crusade and laments the tarnishing of his ill reputation. Any suggestions that he may be secretly vulnerable are met with biting retorts. But now, Daeran doesn't disabuse the child and isn’t even bothered by being seen as a heroic figure. There also isn’t any objection when the Commander points out the similarity between him and the boy. He’s shocked they can see through him but decides to be honest and agrees with their assessment. Daeran’s sensitivity and his tendency to be more emotionally transparent with the protagonist is, at this point, a recurring theme in the peaceful outcomes, so it’s a shame that when they later choose to compliment his vulnerable soul, he's always equally dismissive.
Daeran is perfectly aware of how damaging cruel disillusionment can be to one’s psyche. As a child, he witnessed firsthand the powerlessness of good in the face of evil, the suffering adhering to moral principles can bring, and how those who claim to be righteous can turn out to be as callous and uncaring as hardened villains. These experiences left the young Count with a pessimistic view of the world and human nature, making him adopt coping mechanisms that only deepened his melancholy and loneliness. Knowing this, he wishes to spare the boy a similar fate and plays along to preserve his innocence.
In the non-peaceful outcomes, Daeran gives the signet away as if it was an insignificant bauble. But even though we barely ever see this side of him, some dialogues indicate he’s proud of his heritage and his ancestors' role in Mendev’s history. They were valiant defenders of the kingdom, who, for generations, protected its borders from any threat. This is who the Count, as a scion of the Arendae house, was originally destined to be and who, it so happens, the boy sees in him. Perhaps his take on him makes Daeran reflect on how differently things could have turned out had it not been for his family's demise and the Other’s interference. It undoubtedly revokes memories of his roots and deceased kin, since he not only rewards the child with the ring but also educates him on its meaning and sentimental value, expressing unexpected sincerity and kindness. In the Lobotomy scenario, this gesture is particularly bittersweet — with his impeding childless death, Daeran’s lineage is going to expire, making the memento the only way to keep its memory alive.
Finally, the Good version of the scene carries a deep symbolic significance. Daeran rewards one person who doesn't focus on his superficial traits or recreates the mask he hides behind. The image the boy paints of him may not be accurate, but while the other portrayals embody what the Count turned into under the Other's influence, this one shows what he could have been if he hadn’t lost the childish naivety he now longs for. And who he, despite his own skepticism, still can or perhaps even already started to become, thanks to the good protagonist's compassion and support. Just like the Commander, the boy views him as someone better than what his predicament forced him to be. And Daeran, confronted with sincere faith in him, cannot help but answer the call.
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vonbabbitt · 1 month ago
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Dear VonBabbit/Tetro Team,
I remember when I first found Isono’s interview. I was still a fresh little newbie to Danganronpa; a series of laughably awful writing that gained a cult following. By the time I discovered V3’s ending, all I’ve ever wanted was a Good Danganronpa Game. A story that has the same amount of effort put into it as the characters (with some exceptions *cough cough* Miu *cough*). While looking through this new thing called “Fangans”, I found you. You and the Class of Session 1.
Tetro Danganronpa wasn’t my first Fangan, that award goes to Danganronpa 69, but that doesn’t discredit how phenomenal this all turned out to be. It started with simply listening to it like your usual audio drama. I didn’t think anything special of it at first. It wasn’t until the bells of Sasaki’s demise rang did I find myself growing invested proper. The choice of not having a “Main Character” was definitely a good call. Without being stuck to someone’s head the whole time, we’re able to get a feel for everyone and see interactions Danganronpa Fans would usually have to make themselves to see. You also gain this feeling of unpredictability. With no one set in stone to survive (Protag, Antag, Support, etc) you really have no idea who’s gonna make it out.
It’s only made more insane by how excellent the cast was. Wanna know why? THEY ARE ACTUAL PEOPLE! Not caricatures or overly extreme personalities. Just real, honest to god, flawed, but still likable people with their own developments. I’ve been gassing up Sasaki and Watari for a while, but Hiroaki might actually be my favorite. He’s not the next Byakuya where he’s an asshole who doesn’t even change. We see him actually better himself and question what he’s done with his developments with Wada and ESPECIALLY Ojima. It goes to show that even if you may not favor other students in the beginning, it’s guaranteed you’ll fall in love with the cast the moment it’s their time to go. (Also the Voice Actors/Actresses were phenomenal. Here’s hoping this kickstarts their careers outside of Tetro!)
Another amazing improvement are the murders and their trials. The OG Danganronpa’s trials were usually only able to be solved by strokes of convenience and unnatural amounts of luck. That and they tend to drag while ignoring facts that can end the trial within minutes. But here? Every trial had honest to god logic by their side. The clues and evidence all coming together with understandable reasoning, all wrapping up with some kind of ingenious twist to keep the viewers on their toes. These cases feel like they can be put into Ace Attorney and they’ll feel right at home they’re that good!
I think I can full heartedly say that this is one of the Danganronpa Community’s best Fangans. I’ll even go as far as to say it’s the Gold Standard for what a Fangan should be. An innovative spin on the original Danganronpa Formula while maintaining the same feel of the actual Danganronpa. It’s been an honor to be part of this roller coaster of a first chapter and to graduate along side these poor unfortunate souls (Context: I’m in my Senior Year with like, two months left till I’m free). As someone who’s mostly been joking around in this community, it’s nice to finally have my true thoughts out there about this masterpiece. Much applause to you VonBabbit, and the rest of the Tetro Team. I look forward to seeing the next psyche boggling entry in Tetro Blue (Da ba dee da ba di). Thank you again…
Sincerely, .nfhd (the guy who’s been using Spongebob Gifs on Tetrocord)
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thank you very very much! im really glad you found so much to enjoy with tetro! im incredibly flattered by how much love youve shown my series
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blacktabbygames · 9 months ago
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it makes a lot of sense but it still surprised me at first to hear that scarlet hollow is a tough pitch
in terms of word of mouth, my sister was able to sell me on scarlet hollow much easier than stp simply due to my own personal preferences. I enjoy them both but scarlet hollow is just so,, it's perfectly built to grip my brain and my sister was very good at explaining that
I've also been able to successfully pitch scarlet hollow to several people in my irl life (including my physical therapist lmao. his first visual novel <3 he loves it)
for me, the hardest part about recommending it is just that it's not actually finished yet and it won't be for awhile
but yeah I guess from an Internet marketing perspective it's much more difficult
I think there's also a distinction to be made between something that's easy to pitch to someone you personally know, and something that's easy to pitch to strangers. When you try and get your friends or family to engage with something you really like, there's an added angle of authenticity and earnestness. You're not trying to *sell* something to them, you're trying to *share* an experience. But almost by definition, you cannot have that layer of authenticity when you talk to a stranger, which means things like "trust me, it's really good" even if you point to, say good reviews or awards or whatever, ultimately falls flat. There's a lot of other subjective components of Scarlet Hollow, too, that you can't really talk about to a complete stranger (especially if you're the dev.) I genuinely think that both of our games are top of their class when it comes to making player choices actually matter, but that angle has been so poisoned by over a decade of marketing that nobody will take it at face value coming from the developer (and rightfully so!) Other players and reviews (i.e. strangers, but not the devs themselves) can convince someone that these subjective qualities apply to a game, but only *after* someone has had their curiosity piqued enough to check.
And because Scarlet Hollow delivers, we have a lot of word of mouth keeping the game and community going, but it's still very hard to get people past that first threshold — the one where they're interested enough to look into the game. Which takes us back to square one. You need a good pitch—scratch that, you need an excellent pitch—to get people through the door!
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moonsun2010 · 6 months ago
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Man seeing the CEO's reaction to Black Myth not winning GOTY, saying they came to the awards for nothing (they won Player's Choice), that he wrote the acceptance speech 2 years ago, and all that shit about feminists and wanting to assault the female members of the team, make me glad they lost. Despite me playing the game way more than the rest.
Wait what post had the thing about feminists and assaulting female members? If you mean the Weibo post CEO Yocar wrote on 14 Dec 2024, I don't find any mention of the sort there. If you've any citations/links to the Chinese non-translated posts or screenshots that would be good.
If you want to read an actual good translation/paraphrasing of Yocar's post, I recommend this article.
1) "saying they came to the awards for nothing" you mean "今年入围的游戏都很出色,可我真没搞明白这次年度游戏的评选标准是啥,我特么白来了!" which basically states that "the shortlisted works are all outstanding, but I really don't understand what's the selection standards". The last part is like similar to "goddamn waste of my time" but not exactly, like waste of his attendance?? Like "The competition was strong but I didn't understand the rules, so why the heck did I attend for no reason! (exasperated tone towards ownself)".
Additionally, is writing an acceptance speech 2 years ago something negative...? Are creators not allowed to be proud of their work? This is the portion of Yocar's post that the "acceptance speech 2 years ago" came from:
"从昨天到现在,我也从很多玩家的言论中看到了强烈的不满情绪,看到了不甘与不爽——大多用了幽默与解构的方式表达,笑死。
我完全能理解这些不甘,同感这些不爽,因为我知道这些情绪的背后,不是痛苦与恶意,而是自尊与自信。
如此自信却没得到他人的认可,有点脾气,很正常。
我其实……比你们更自信(参考我在知乎的第一个回答),年度游戏登台的演讲词两年前就写好了,居然没用上😭😭😭" meaning:
"From yesterday till today, I've seen a lot of severly dissatisfied reactions from my conversations with (Black Myth Wukong) players, discontent and irritated—most of who expressed themselves in humourous and yet structured ways, which I found hilarious.
I understand entirely the feelings of those who are dissatisfied and frustrated, because I know that these feelings are backed not by harmful or evil intent, but a sense of self-confidence and self-esteem.
If one were to have pride in themselves, only to fail to gain the same recognition from others, it's quite normal to feel slighted.
Actually I'm... even more confident than y'all (see my first answer on 知乎*), so much so that I wrote my Game of the Year acceptance speech 2 years ago, which I ended up not using 😭😭😭"
*知乎 is another forume-sque platform that's kinda like Quora for asking and answering questions.
It's at worst a display of arrogance that in fact, seems to be used in a self-denigrating manner in the post. I don't have the exact same emoji, but surely one doesn't need to speak Chinese to understand what its use there means right? All I see is a pretty normal statement from a game dev empathising with the fanbase's disappointment over not getting GOTY, and soothing those pains by being self-deprecating about this own confidence in his creation.
In fact the rest of that 2nd paragraph (post is split into 7 paragraphs) makes the fact that he's focusing on the fact that he just has pride in his game even clearer:
"在这款游戏的研发过程中,很多同事没有我这么乐观。他们可能因为玩过了太多的中间版本,难免觉得这个游戏还有太多的瑕疵,也不大可能按时上线。
我在公司的一个主要工作,就是不断安慰他们我们已经做得很好了,产品一直在进步。
是的,你不能只在已经赢的时候才自信。
那不是自信,是对结果的复读。
今天输了,明天还可能会输,可那又如何?
影响结果的因子太复杂,所以结果必然是不确定的。我们唯一能确定的是选择自己在做什么——
做具体的事,做困难的事,做相信的事。
在做这些,当然应该自信。" meaning:
"In the process of developing this game, many colleagues weren't as optimistic as me. Maybe they'd replayed the WIPs too many times, such that they'd inevitably think it had too many flaws and wouldn't be finished in time.
In this company I have a very important role: to continuously reassure staff that we've already done a very good job, and that the game is continuously improving.
Indeed, you cannot have self-confidence in yourself only when you win.
That is not confidence, but preparation for/repetition of the end.
You lose today, and you can lose again tomorrow—and so what?
The end is never certain, as after all, the factors involved in determining are too complicated. The only thing we can be certain of is our own actions—to do things with purpose, difficult things, things we believe in/confident actions.
To do these, of course we must believe in ourselves."
The other paragraphs continue in the same encouraging spirit—generalised summary:
3 talks about how Game Science persevered in developing BMW because they trust in their game to deliver a quality story rooted in Chinese culture
4 talks about how Yocar thinks a common proverb few know is from Journey to the West "世上无难事,只怕有心人。/Nothing is impossible to a willing heart" does not mean that overcoming difficulties is simply a matter of mental fortitude, but that he thinks "因为难,才好玩" aka its fun because its difficult but also alluding to a common sentiment in fanbases that form around a love for difficult games... like BMW (and yknow the whole genre of Souls-like and Bullet hells and games that you love because they are so painful).
5 talks about the origin of Game Science's name, 6 about how they're fortunate to even be able to work on games, 7 a lovely, lovely conclusion that I think deserves to be translated in full:
"最后,希望黑神话的这个故事,能够给到某些还在迷茫中的人一点勇气,让更多在还在黑暗中摸索的人看到了一点光亮,然后以平常心继续前行。
希望大家都能继续怀着自信与雄心,保持勇敢、诚实与善良,踏实做好每一件具体的小事,坦然接受不确定的结果,一直走在取经的路上,直到生命的最后一刻。
就像海明威说的那样:这个世界很美好,值得为之战斗。" meaning:
"In conclusion, I hope that the story of BMW (both the game and the story of the game's development?) can give those who are still lost some courage, give more of those still searching in the darkness some light, and progress with a peace of mind.
I hope everyone will continue to embrace confidence and ambition, to be brave, sincere and kind, to properly do everything with purpose, until life reaches its final end.
Just like what Hemingway said: "The world is a fine place and worth fighting for."
It's honestly a very earnest and sweet post?? If you can read Mandarin Chinese its way more poetic and kind of tear-inducing—even more so if you're a creative of any kind, or just someone who's ever put high expectations on themselves to produce good results, only to seemingly ""fail"" by not achieving the unrealistically fantastical ideal you've built in your head.
Anon, I'm glad that you've played the game, but I don't think your interpretation of Yocar's post is fair at all. Creators are allowed to have high expectations about their own work, and to be disappointed when they aren't met. The post he's made is just that—a joking expression of disappointment, yet determination to carry on producing more games he can be proud of, and will bring happiness to others. Nowhere in this is the unhinged bashing of TGA that Yocar is supposedly to have done. If this sort of encouraging statement is considered inflammatory, I... genuinely don't know what to say.
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wouldntyouliketoknow16 · 2 months ago
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Jobe Bellingham and the EFL awards
This is a little bit different from what I would usually post on here but watching the EFL awards really struck a chord with me :)
It's really frustrating to see how comparisons can overshadow individual talent, especially in the world of football. Recently, during the EFL awards, a presenter made a comment to Jobe Bellingham about his older brother, Jude Bellingham, having won the award first. This kind of remark can feel unfair and can take away from Jobe's achievements and efforts as a player in his own right.
Jobe is carving out his own path in football, and it's essential to recognize that he is not just Jude's younger brother. He has his own skills, strengths, and aspirations that deserve to be acknowledged. When people constantly draw comparisons, it can create unnecessary pressure and expectations that are hard to live up to. Each player has their own journey, and Jobe should be celebrated for his unique contributions to the game.
One of the most telling choices Jobe has made is to use just his first name on his jersey. This decision speaks volumes about his desire to establish his own identity, separate from his brother's well-known legacy. By choosing to go with "Jobe" instead of "Bellingham," he is signaling to the world that he is not just riding on the coattails of his brother's success. He wants to be recognized for who he is as an individual and as a player.
Comparisons between siblings in sports are not uncommon, but they can be detrimental. In many cases, younger siblings feel the weight of their older siblings' accomplishments, which can lead to anxiety and self-doubt. Jobe deserves the chance to thrive without being constantly measured against Jude. It's crucial to give him the space to develop his own style and make his own mark in the football world.
Moreover, the football community should focus on the positives of having talented players like Jobe and Jude. Both brothers bring something special to the game, and instead of pitting them against each other, fans and commentators should appreciate their individual journeys. Each player has their own story, and it's that diversity that makes football so exciting.
Jobe's journey is just beginning, and he deserves the opportunity to shine on his own. The comment made at the EFL awards, while perhaps intended as a light-hearted remark, actually undermines Jobe's hard work and dedication. It's important for everyone involved in football, from fans to pundits, to be mindful of how their words can impact young athletes.
In a world that often seeks to create narratives based on comparisons, it's refreshing to see players who are determined to break the mold. Jobe is one of those players, and his focus on establishing his own identity is commendable. By doing so, he is setting a powerful example for other young athletes who may feel overshadowed by their more famous relatives.
Ultimately, the conversation around Jobe Bellingham should center on his skills, his passion for the game, and his aspirations. He is not just a reflection of Jude; he is a talented player in his own right. By shifting the focus from comparisons to individual achievements, we can foster a more supportive environment for all athletes.
In conclusion, while the comment made at the EFL awards may have been intended as a simple observation, it highlights a broader issue in sports culture. Jobe Bellingham is his own person, and he deserves to be recognized for his unique contributions to football. Let's celebrate him for who he is and what he brings to the game, rather than measuring him against the achievements of his brother.
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forevergoldgame · 5 months ago
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Episode 1 Progress Update, Part 2
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We're in the process of putting all the story scenes we've written in-engine! As we go, Dan's hacking through the remaining art assets, and I'm tying up some loose ends related to systems and variable storage.
Keep reading for more details!
Writing, writing, writing
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At this point, the draft mentioned in the previous update has been more or less fully realized. There's still plenty of editing to do, of course, but the episode's narrative is complete aside from a collection of short variable scenes.
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We won't reveal too many specifics just yet, but the scope of Episode 1 will take you from Quincy's last day as mine inspector through to the christening of the Prince's Convoy. Along the way, you'll meet most everyone from the demo (save for Oscar and Imani) as well as a few characters you haven't, make foundational choices about the kind of man Quincy is, and actually get a proper introduction to the setting and conflict.
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Changes to: art, character designs
You may have noticed some of the portraits in these screencaps are different from the demo. Once Episode 1 is out, it will be much harder to make design changes, and so we've decided to take the opportunity to revise a few character designs we weren't happy with. Nothing too crazy, but you might see a change of hair style or color here and there.
Art updates might happen here and there throughout development as Dan's work evolves, but the character designs themselves are less likely to such alterations after release. (Not counting diegetic changes in appearance, of course.)
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[PICTURED: Dan's faltering suspension of disbelief over Lucas's ability to continuously dye his roots while traveling. ]
Changes to: systems, traits, and more
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As we wrote Episode 1, I spent a lot of time rethinking the back end. Writing an entire episode gave me perspective on how the systems I wrote for the demo did and didn't work. I could talk at length about this, but most of said systems (like experience/leveling and reputation) were not represented in the demo due to its small scope. Seeing as no one would really understand or appreciate the details, I'll try to keep it brief instead.
LEVELING: Originally, leveling was going to be based on earning experience points. EXP would be awarded for completing quests and attempting skill checks, but we found that pacing an EXP curve in a game like this was a lot of work for a system which is ultimately at odds with a story based more on "narrative" than "winning." In the end, we did away with the concept of EXP in favor of a leveling system that is tied to main story progression.
REPUTATION: You may recall from the demo that Quincy's statistics listed a few different reputation continuum: rebel or orthodox, apathetic or ambitious, and so on. These were going to be tallies that kept track of the player's cumulative actions so that the system could easily calculate how certain characters felt about Quincy in a somewhat organic way. However, once we got writing, we realized the system was needlessly complicated, full of logistical holes, and redundant with other decision tracking handled by other parts of the system. And so, I replaced it with...
IDEALS: Ideals are somewhat like traits in that they alter text pertaining to Quincy's inner monologue and offer the player special dialog options. However, unlike traits, Quincy's ideals are somewhat malleable. If a Quincy with the "earnest" ideal continuously lies at every opportunity... well, eventually someone will notice.
AFFINITY/FRIENDSHIP: Much like reputation, the affinity system from the demo was both overly complicated and too simple to do what it needed. We knew we wanted something more organic than the standard "you completed my sidequest so now I'm in love with you because you're the main character" RPG approach since Forever Gold is more story-based, but the solution I came up with... was stupid.
I won't say how the new affinity system works - it'd spoil some of the magic if I told you exactly what actions the game was tracking and why - but it's simple on the back end while having enough complexity to create interesting roleplaying.
TRAITS: Traits have largely remained the same but have gained more importance as other systems shifted. In addition to the eight available to choose in the demo, there are three more to see in Episode 1. A few of them have been tweaked or renamed for clarity: the two traits that shared the name "Haretouched" are now called "Pariah" and "Maverick" to prevent confusion, and "Cleithrophobic" has been expanded into "Wilding" so that it better acts as a parallel quirk to Plutonist.
BETTER TOUCH CONTROLS FOR MOBILE + SMOOTHER NAVIGATION FOR DESKTOP: As it says on the tin. A lot of navigation that felt like it should have been swipeable on mobile or scrollable on desktop wasn't. But it is now!
In closing...
We're getting there. Man are we getting there. We've been pulling crazy hours on this lately.
-LS
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andarans · 5 months ago
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a love letter to dragon age.
i’ve been trying to cope with the news that all the dragon age devs have been laid off or reassigned these past two days, and i just…. it’s hard. it might sound silly to say but i’ve barely been able to do anything because i feel as if i’ve lost a family member. took today to have a good cry. dragon age was such a formative series for me. i joke all the time i got into it for the romances and stayed for the lore but really everything about it i love, dearly. i love that each companion and side character had stories that moved me and made me cry, stories i could relate to even in a world with magic and dragons. i love how the lore is presented, including the brilliance that is the codex—that you’re never quite sure who to believe, that discovering the truth requires you to be an archaeologist. i love how my choices always mattered, that decision i made in origins affected my playthrough in inquisition. i loved the message dragon age as a series sent, about corruption, about power, about propaganda. dragon age influenced so much of my fantasy tastes and own writing and art. it left such a huge mark on my artistic inspirations and work. hell, my first ever dnd character was a tiefling that pretty much looks like a qunari with having a backstory that affected the world she was in, reminiscent of the depiction of elves in dragon age (still one of my favorite and nuanced takes on elves in fantasy, btw). even with the dnd campaign and world i’m writing now, i see dragon age in nooks and crannies. i wrote so much fanfic and drew so much fanart and made so many theories and anxiously followed every bit of news for the development cycle of veilguard. i’d watch the game awards every year with my friend hoping for dragon age news. speaking of friends, god i made so many friends because of dragon age. that common interest sparked so many fun conversations and ideas. i even was a writer for an anders focused dragon age charity zine.
above all i loved the community around dragon age. sure, fandoms all have its moments and toxicity, but by and large my experience with the DA community was wonderful. i love getting to see people’s OCs and world states because i also obsess over my DA OCs and world states. i love getting to see people write theses about dragon age’s themes and masters worthy character studies. the communal love for this world and its characters is so, so profoundly inspiring.
i’ve spent so much time moping but i do want to highlight what i loved about each game and my favorite characters.
DAO: my first intro to the series. by god the gameplay was so slow but the story and characters and lore and writing made it SO worth it. made me appreciate CRPGs too. alistair ended up becoming my favorite character, i remember actually gasping and blushing at the rose moment in his romance. the landsmeet is still one of my favorite quests, i love fantasy political intrigue. morrigan also was my best friend, when she called my warden a sister i cried.
DA2: one of the most underrated games by far. i loved the smaller scale, i loved how personal hawke’s story felt, i loved every single companion and this found family. fenris was my first romance and one of my favorites, he is so complex and misunderstood and secretly has the best sense of humor. i think anders ended up becoming my favorite though—god, anders. i could speak about him for hours but i appreciate the DA devs for what they did for him and letting us romance him. anders made me appreciate his character archetype so much; he is such a tragic man transformed by bitterness and vengeance and rage. “ten years from now, a hundred years from now, someone like me will love someone like you, and there will be no templars to tear them apart.” i love you anders.
DAI: i love the inquisitor. i love how tragic of a character the inquisitor is, ripped from their life and forced to become an idol for a movement they might not even believe in. a lot of people criticize DAI for being “the chosen one” cliché, but it’s not. it’s a critique of that very trope and how it destroys a person. the inquisitor is forced to become an idea, and it does not matter who they actually are; they have all autonomy taken from them, and that is horrifying. cullen ended up ruining my life for a good amount of time, his romance is my favorite in all the series and god he got such a good redemption and ending. (i even bought cullen themed soap from a local convention, lol. i’m telling you i was obsessed). and in my replay solas’ romance absolutely destroyed me, turning him from my dearly detested to my dearly beloved. god trick weekes i will miss you so much, thank you for writing solas.
DAV: i know how contentious veilguard is. believe me i have many of my own criticisms. but i still love it anyway. i love the companions, all of them, i love how act 3 absolutely fucking gutted me and made me cry twice. i loved the amazing visuals and character creator and ost and environments. i love the QOL improvements. i loved seeing the cameos and my inquisitor again. there’s so much to love in veilguard and i’d rather talk about how much i love it than what i didn’t. lucanis was my first romance and while there wasn’t as much content as i was hoping for, i sincerely appreciate what we did get. i love how ride or die he is, how his love language is acts of service, how he’s afraid to hurt rook. i love his facial animations in his romance, i love zach mendez’s performance. i’m hoping to play emmrich and davrin’s next, and i’m sure i’ll love them too.
it’s hard to accept the fact that dragon age is probably over. it makes me sad knowing we’ll never find out about certain lore questions or know what DA5 could’ve looked like. and i’m still so angry for the developers and how they’re so callously treated and thrown away by EA/bioware. sometimes i wonder if the same thing would’ve happened if veilguard sold more. but it’s not helpful to dwell on these what-ifs, because we’ve seen how the industry treats both successful games and what they deem as failures: layoffs and no remorse. i hope the team finds work soon. i hope they realize how loved their work is. i hope someday the game industry is completely, wholly unionized. i’m glad at least we got veilguard to answer the biggest questions we’ve had.
thank you, DA devs, for everything. thank you for answering our silly questions about your characters favorite coffee flavors and perfect date nights. thank you for bringing them to life. i won’t stop playing the games or making art or fic. i won’t stop being inspired. dragon age lives on in my creations, in my dnd characters, in everything. i hope to be back in thedas soon, one day. dareth shiral.
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dicebound · 1 year ago
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Legend in the Mist - Kickstarter Now Live!
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Son of Oak is excited to announce their next game, Legend in the Mist, a rustic fantasy RPG based on the award-winning and groundbreaking narrative game engine of City of Mist.
Spin a fireside tale of unlikely villagers setting out on a quest into a greater unknown world, rife with peril and mystery, in the vein of The Lord of the Rings, The Wheel of Time, Princess Mononoke, and many other classic fantasy stories, or create your own legendary realms with the game’s open-ended system.
The Kickstarter campaign will fund the creation of two books – the Legend in the Mist Core Book and the Hearts of Ravensdale Setting Book – as well as a range of accessories such as premade character folios, a Master of Ceremonies (GM) screen, cards, dice, maps, and more.
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Legend in the Mist is a narrative roleplaying game with optional tactical features, that evokes the feeling of an old fireside tale. You gather your companions, journey through the countryside and wilderness, overcome dangers both natural and ancient, then have campfire conversations about what it all means. 
Rather than another D&D-clone, Legend in the Mist focuses on bringing story and gameplay together with each one of its features, from its simplicity at the table to built-in tools for developing personal story arcs for your characters that lead to dramatic moments of transformation
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Each PC has multiple and sometimes conflicting motivations that the player must juggle between. Players are encouraged to make hard choices, which can eventually transform their characters in dramatic story moments: they swap out themes and all the tags associated with them for new themes and ability sets, changing the character’s gameplay.
PCs constantly evolve narratively, changing their “class”, shifting to a new role in the party, or resolving a major backstory event – and coming out of this transformation with newfound abilities.
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Uniquely, the game will support a party of PCs of varying power levels, balancing them by giving them equal narrative power (who was more instrumental in Lord of the Rings, Frodo or Gandalf?).
You can start the game with a party that includes a heroic outlander, a powerful wizard, or even a supernatural being alongside a band of rough-hewn villagers whose heroic days are yet to come. This balance between Origin and Greatness themes is at the heart of the game, and player characters can move between these polarities as they progress and change themes.
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Legend in the Mist is a setting-agnostic fantasy game that you can play in any of your favorite settings. The Core Book provides you with guides and tools to create any character, culture, adversary, location, or magic system that you dream up!
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